• Title/Summary/Keyword: immersion education

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A Study on The Application of VR Technology for The Contents of Petroglyph Museum (VR기술을 활용한 암각화 박물관의 콘텐츠 개발 연구)

  • Kang, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.443-453
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    • 2016
  • The Petroglyph is a drawing on the rock which reflects the art, religion, myth, and life style of prehistoric society. Recently lots of researches have been studied to develop the contents applying the petroglyphs in the fields of exhibition, education, entertainment, and commercial. This research aims to find some possible VR contents based on the petroglyphs text. The review on the Ulsan petroglyph museum which is the first and the only petroglyph museum in Korea was the first step. Some limitation and problems were found in the current contents which could be overcome by using VR technology. The next step was the overall review of VR system and devices, and then I analyzed five cases of VR contents which specifically applied to the cultural heritages. Based on the analysis of case studies I propose some possible VR contents more immersive and interactive covered with whole range of petroglyphs context, environmental, social, cultural, technical and artistic.

Using metaphorical techniques in focus groups to uncover mothers' feelings about family meals

  • Kling, Leslie;Cotugna, Nancy;Snider, Sue;Peterson, P. Michael
    • Nutrition Research and Practice
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    • v.3 no.3
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    • pp.226-233
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    • 2009
  • Traditional nutrition education has not been shown to consistently produce behavior change. While it has been suggested that using emotion-based messages may be a better way to influence nutrition behavior change, this has not been well tested. Producing emotion-based messages is a multi-step process that begins with exploring subconscious barriers to behavior change rather than the more obvious and typically reported barriers. The purpose of this research was to uncover the emotional reasons, sometimes referred to as emotional pulse points, for mothers' choosing or not choosing to have more family meals. This would then serve as the first step to developing emotion-based messages promoting the benefits of family meals. Five focus group interviews were conducted with 51 low-income Black (n=28) and white (n=23) mothers. Metaphorical techniques were used to determine underlying feelings toward family and family meals. Discussions were video-taped, transcribed, and manually analyzed using a content-driven, immersion/crystallization approach to qualitative data analysis. Four themes emerged around the definition of family: acceptance, sharing, chaos, and protective/loyal. Some mothers felt mealtime was merely obligatory, and described it as stressful. Some reported a preference for attending to their own needs instead of sitting down with their children, while others felt that mealtime should be used to interact with and educate children and felt guilty when they were not able to provide family meals. Three themes emerged around feelings towards having or not having family meals: unimportant, important, and guilty. When explored further, mothers indicated that using the feeling of guilt to encourage family meals might be effective. Data obtained are being used to develop innovative, emotion-based messages that will be tested for effectiveness in promoting family meals.

Avatar's Lip Synchronization in Talking Involved Virtual Reality (대화형 가상 현실에서 아바타의 립싱크)

  • Lee, Jae Hyun;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.9-15
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    • 2020
  • Having a virtual talking face along with a virtual body increases immersion in VR applications. As virtual reality (VR) techniques develop, various applications are increasing including multi-user social networking and education applications that involve talking avatars. Due to a lack of sensory information for full face and body motion capture in consumer-grade VR, most VR applications do not show a synced talking face and body. We propose a novel method, targeted for VR applications, for talking face synced with audio with an upper-body inverse kinematics. Our system presents a mirrored avatar of a user himself in single-user applications. We implement the mirroring in a single user environment and by visualizing a synced conversational partner in multi-user environment. We found that a realistic talking face avatar is more influential than an un-synced talking avatar or an invisible avatar.

Determining the Proportions of Bone and Cartilage Growth in the Crucian Carp (carassius auratus) Using the Modified Simultaneous Differential Staining Technique

  • Lee, Jin-Heon
    • Journal of Environmental Health Sciences
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    • v.36 no.4
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    • pp.337-341
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    • 2010
  • The modified simultaneous differential staining technique, which enables double staining of cartilage and bones, needs to be improved to prevent soft tissues from being damaged during the staining process. Key factors influencing the extent to which soft tissues are damaged include the fixative used, macerating time, potassium hydroxide concentration, incubation temperature and the removal of skin from specimens. Here we describe a protocol that enables the hardening of tissues during bleaching and maceration. We also describe a method for objectively measuring rates of cartilage and bone growth. The use of formalin as a fixative rendered soft tissues more rigid due to the resulting chemical bonds formed between proteins. Blotted specimens were immersed in 1% potassium hydroxide (KOH) and incubated at $37^{\circ}C$ for 1 day (smaller specimens) or 2-3 days (larger specimens). The 1% KOH solution was also used as the diluent solution for the subsequent immersion in a graded series of 30%, 50%, 70%, 90%, 100% glycerol solutions, a procedure that made soft tissues even more transparent and hardened. It was not necessary to remove the skin of specimens shorter than 2 cm, since the macerating solution could easily penetrate their thin skin layer and continuously remove those pigments hindering visibility. Since excessive osmosis is another factor that can damage soft tissues in the macerating process by causing the rupture of those cells not able to withstand the osmotic pressure, here it was minimized by balancing the salt concentration between the interior and exterior of cells with the addition of 0.9% sodium chloride (NaCl) in the macerating solution. Finally, to determine the proportions of cartilage and bone growth, photographs of the stained specimens were taken with a dissecting microscope and sections corresponding to the cartilage and bones were cut out from the printed pictures and weighed. Our results show that this method is suitable for the objective evaluation of bone and cartilage growth.

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

Jet-Fuel-Resistant PVC Sealant Containing a Polyester Plasticizer (폴리에스터 가소제를 사용한 내제트유성 PVC계 실란트)

  • Nam, Byeong-Uk;Kim, Seog-Jun
    • Elastomers and Composites
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    • v.38 no.4
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    • pp.342-353
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    • 2003
  • This work is about the development of jet-fuel resistant PVC sealant using a polyester plasticizer. PVC copolymer was compounded with adipic acid glycol(Songcizer P-3000) or DOP plasticizers. Fuel-immersed and non-immersed penetration, solubility, flow, and elongation by tensile adhesion of PVC compounds were measured. Penetration increase by fuel immersion and solubility of PVC compounds with adipic acid glycol polyester plasticizer were smaller than those of PVC compounds with DOP plasticizer. Elongation by tensile adhesion test of PVC compound containing 500 phr of Songcizer P-3000 decreased proportionally to the content of DCDP (dicyclopentadiene) base petroleum resin adhesion promoter. Calcium carbonate($CaCO_3$) filler inhibited the diffusion of fuel in all the PVC compounds and decreased the solubility of PVC compounds containing Songcizer P-3000.

Mother's Perceived Infant Smartphone Over-immersion Prediction Model: Data Mining Decision Tree Analysis (어머니가 지각한 유아의 스마트폰 과의존 예측모형 탐색: 데이터마이닝 의사결정나무 분석 활용)

  • Jung, Ji-Sook;Oh, Jung-A
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.97-105
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    • 2020
  • This study was to identify the main predictors of smartphone overdependece of infants perceived by mothers and to provide basic data useful for education and practice. For this, data-mining decision tree analysis was performed using SPSS program, and the fianl 410 researches were used for analysis. The results. In the case of the whole infants, the most important predictor of smartphone dependence was father's leisure activity parenting participation. For boys, their father's leisure activity was the most dependent on their smartphone dependence. However, even if father's participation in leisure activities was high, smartphone overdependence increased again when mother's overprotection and permissive attitude were high. Finally, For girls, the most influential variable on smartphone dependence was warmth and encouragement among mothers' parenting attitudes.

Development of Virtual Science Experience Space(VSES) using Haptic Device (역감 제시 장치를 이용한 가상 과학 체험 공간 개발)

  • 김호정;류제하
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1044-1053
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    • 2003
  • A virtual science experience space(VSES) using virtual reality technology including haptic device is proposed to overcome limits which the existing science education has and to improve the effect of it. Four example scientific worlds such as Micro World, Friction World, Electromechanical World and Macro World are demonstrated by the developed VSES. Van der Waals forces in Micro World and Stick-Slip friction in Friction World, the principle of induction motor and power generator in Electromechanical World and Coriolis acceleration that is brought about by relative motion on the rotating coordinate are modeled mathematically based on physical principles. Emulation methods for haptic interface are suggested. The proposed VSES consists of haptic device, HMD or Crystal Eyes and a digital computer with stereoscopic graphics and GUI. The proposed system is believed to increase the realism and immersion for user.

A Study on the Online Study Platform Using Gamification's Badge Rewards and Storytelling Method (게이미피케이션의 배지 보상과 스토리텔링 방식을 활용한 온라인 스터디 플랫폼 연구)

  • Chang, Ye-Jun;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.145-150
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    • 2021
  • The trend of learning as an online study platform continues, and motivation of learners for continued use of the platform is also becoming important. In addition to learning, various services use gamification techniques that excite users for continued use. This study analyzes successful service cases and proposes guidelines applicable to learning platforms to present ways to increase learners' interest and efficiency in online study platforms using reward systems and storytelling techniques among gamification elements. Based on the three guidelines drawn through this study, it can contribute to the digitization of educational infrastructure by increasing the immersion of learners within the online study platform that will be more commercialized in the future.