• 제목/요약/키워드: reality awareness

검색결과 247건 처리시간 0.028초

발달 장애인을 위한 증강현실 기반 상황훈련 시스템 (A Situational Training System based on Augmented Reality for Developmentally Disabled People)

  • 최재인;김경래;김태영
    • 한국멀티미디어학회논문지
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    • 제16권5호
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    • pp.629-636
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    • 2013
  • 최근 정보통신 기술과 복지수준이 발전함에 따라 일반인들을 위한 여러 인터페이스 장비나 훈련 시스템들이 개발되고 있으나 발달 장애인을 위한 훈련 시스템은 미흡한 실정이다. 본 논문에서는 발달 장애인이 일상생활에 잘 적응할 수 있도록 인지능력과 상황대처 능력의 향상을 위한 증강현실 기반 실시간 상황 훈련시스템을 제안한다. 본 시스템은 '음식점 서빙'이라는 주제에 기반을 두고 있다. 이 시스템은 증강현실 기술을 기반으로 훈련자에게 다양한 상황에 대한 경험을 안전하게 반복 훈련 가능하도록 한다. 훈련자는 HMD를 착용하고 훈련 공간 주위를 볼 수 있으며, 시나리오에 따른 상황 훈련을 수행한다. 본 시스템을 3개월간 특수학교에서 실시한 결과 발달 장애 학생들은 HMD 착용에 대한 거부감 없이 흥미를 가지고 훈련에 참여했으며 점차 인지속도가 빨라지고 상황대처 능력이 향상됨을 알 수 있었다. 또한 특수학교 교사들로부터 본 시스템이 교육적 효과가 매우 뛰어나다는 피드백을 받았다.

혼합현실을 활용한 교통 안전교육 애플리케이션 개발 (A Development of Traffic Safety Education Application Using Mixed Reality)

  • 김강호;이대웅
    • 한국정보통신학회논문지
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    • 제23권12호
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    • pp.1602-1608
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    • 2019
  • 본 연구에서 우리는 혼합현실 애플리케이션을 활용해 어린이들에게 다양한 교통상황을 간접적으로 체험하게 하고, 사고의 위험에서 스스로 방어 행동을 할 수 있도록 도움을 주는 "Zetton 어린이 교통안전교육" 애플리케이션을 개발했다. 개발된 애플리케이션은 어린이 교통사고 중 사망률이 높은 사고 유형을 분석해 학습 목표를 정하였고, 목표 달성을 재미있게 체험을 할 수 있도록 개발되었다. 플레이어는 여러 교통상황을 정해진 시나리오를 플레이하는 과정에서 신호체계와 교통정보를 자연스럽게 습득할 수 있도록 체험 중심 콘텐츠가 되도록 개발하였다. 개발된 애플리케이션의 교육 효과성 검증을 위해 방과 후 교육 활동으로 어린이들에게 교통안전교육을 했다. 그 결과 교육 전보다 교육 후에 교통안전에 대한 인식과 학습 목표와 관련된 질문에 올바른 대답 빈도가 높아졌다.

Awareness and Necessity of Registered Dentist Program for Children and Adolescents

  • 최용금;김미선;정수라;류다영;김은정
    • 대한치위생과학회지
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    • 제3권1호
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    • pp.15-24
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    • 2020
  • Background: The program aims to enable the participants to receive oral health care with sustainability and give them the choice and prior autonomy of dental practitioners while enhancing the benefits of sustainability. The purpose of this study is to investigate the necessity, awareness, and satisfaction of the implementation of the registered dentist program for children and adolescents, and to promote the introduction of RDPCA. Methods: The survey targeted adult residents in their 20s or older who live in Seoul, an area that continuously implements the RDPCA system, especially in the cities of Cheonan and Asan Results: 79.7% were the most unaware. However, RDPCA participants were significantly more aware than non-participants. When surveying the desire to participate in RDPCA, 96.6% of the respondents said they would 'participate' in the non-RDPCA participate group. The analysis of the satisfaction level of the RDPCA received by their children indicated that 48.6% expressed their satisfaction, and 47.3% said they were healthy. There was a high percentage of people who said they would recommend RDPCA to others as well as a high rate of those who said they would continue to use RDPCA. Conclusions: The reality is that the awareness and implementation of RDPCA are low. For the development of oral health care programs for all children and adolescents in Korea, and the improvement of the satisfaction level of the dental care system, there should be an active consideration of high-quality programs and.

VR 활용 피부미용 교과목 인식과 개발에 관한 연구 (A Study on the Recognition and Development of Skin Care Subjects Using VR)

  • 이정희
    • 한국응용과학기술학회지
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    • 제38권6호
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    • pp.1485-1492
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    • 2021
  • 본 연구에서는 학습자들의 VR에 대한 의식을 바탕으로 VR을 활용한 피부미용 교과목 개발을 위한 교육환경을 확보하고자, 총 105명의 학습자들의 VR에 대한 인식, VR의 체험요소, VR활용 피부미용교과목 개발 인식, 일반적 특성에 관한 문항을 온라인 설문지를 이용하여 진행하였다. 빈도분석, 요인분석, 상관관계 분석을 통한 조사결과, VR에 대한 인지도가 높을수록 교육적 성과와 몰입도가 높을 것으로(p<.01), 학력이 높을수록 VR 활용 피부미용 체험요소인 일탈성, 인지성, 관심도가 높은 것으로 나타났다(p<.001). 상관관계에서는 VR이용 스킨케어 경험요인이 높을수록 VR 활용 피부미용 교과목 개발 인식이 높은 것으로 나타났다. 따라서 학습자의 기대와 4차 산업혁명 시대에 부합하는 VR을 활용한 피부미용 교과목 개발과 교육이 빠르게 운영될 필요가 있음을 확인하였다. 이에 후속 연구에서는 VR 활용 피부미용교과목 개발과 운영 후의 연구 진행이 필요할 것으로 사료된다.

초등학생의 스마트폰 게임중독이 학교폭력인식에 미치는 영향 (Effects of Smartphone Game Addiction by Elementary Schoolers on School Violence Awareness)

  • 임동호
    • 한국콘텐츠학회논문지
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    • 제20권12호
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    • pp.417-425
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    • 2020
  • 본 연구는 초등학생의 스마트폰 게임중독이 학교폭력인식에 미치는 영향 관계를 분석하여 스마트폰 게임중독과 학교폭력 예방을 위한 실천적 방안을 제시하고자 하였다. 이를 위해 전라남도 K시 소재 초등학교에 재학 중인 6학년 학생을 대상으로 설문조사를 실시하였으며, 총 258부를 최종 분석 자료로 활용하였다. 분석결과를 살펴보면, 첫째, 조사대상 초등학생의 성별, 게임 시간에 따라 스마트폰 게임중독에 유의미한 차이가 있는 것으로 나타났으며, 여학생보다는 남학생이, 하루 중 게임 이용시간이 많은 학생일수록 스마트폰 게임중독 수준이 높아지는 것으로 나타났다. 둘째, 스마트폰 게임중독과 학교폭력인식 간에는 정(+)의 상관관계가 있는 것으로 나타났으며, 셋째, 스마트폰 게임중독의 각 하위변인 중 학교폭력인식에 영향을 미치는 변인은 통제력의 상실과 현실검증력의 문제로 나타났고, 각 변인의 중독수준이 높을수록 학교폭력인식의 부정적 경향이 높아지는 것으로 나타났다. 이러한 분석결과를 바탕으로 초등학생의 스마트폰 게임중독과 학교폭력인식 개선을 위한 정책적, 실천적 제언과 후속연구의 방향을 제시하였다.

웹스페이스 시대에 3차원 컴퓨터 그래픽스를 도입한 의상디자인 분야의 현황 및 전망에 관한 연구 (A Study on the Adaptation and Prospects of the 3-dimensional Computer graphics in the field of Fashion Design)

  • 배리사;이인성
    • 한국의상디자인학회지
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    • 제7권2호
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    • pp.1-10
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    • 2005
  • This study intends to examine extensively on the current situation where the full capacity of 3D CG is not being highlighted because of the lack of the information and the awareness and to look at how the virtual reality technology is being applied ranging from the design of the clothes to the marketing. A set of processes ranging from the development of the clothing design to the marketing will be performed on the web. Designers will design with 3D CG and make the patterns and will hand this over to the producer together with the virtual swatch. But there are important problems to work out. First, it is the problem of the virtual fitting room. Second, it is the absence of the 3D CG, which is easy and convenient for the clothing design. Third, it is to perfect the visual reconstruction. Fourth, it is the security of the distribution system. Fifth, it also calls for the strengthened internet network that can smooth the flow of the tremendous data. Consumer will be able to produce according to their needs and will become designer and producer at the same time, resulting in the achievement of the consumer-oriented marketing in real sense.

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건축화 도구로서의 다이어그램에 관한 연구 (A Study on the Use of Diagram for the Process of Architecturalization)

  • 김정애;김동진
    • 한국실내디자인학회논문집
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    • 제16권2호
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    • pp.71-78
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    • 2007
  • This study began from the idea that new materials and awareness in the modern society demand new methods in architecture and focused on diagrams as the tool many modern architects use in their process of architectural design. Therefore, the purpose is re-finding the potential of diagrams as profilerating architectural design media by examining mentions of architects about diagrams, investigating diagrams used in design process and treating comments referring to diagrams, by redefining the meaning of the contemporary architecture and of diagrams in architecture, and by grasping the various methods of use and its process. The design process using diagrams produces synthetic or reasonable process dissimilar to previous processes. Where diagrams are mainly used as tools to relate the segregated parts compressively. On the other hand reasonable process concerns reasonable design advancement to satisfy various requirements or conditions in reality, where diagrams are used as tools offering its phase in the whole structure of various information and relating steps of design each other. Dealing synthetically in the various steps of design process with the various properties originally obtained, proposing a new type of architecture by increasing thoughts and leaving the design process open-fluid, offering process and results having the same value as design process, and satisfying requirements in reality most reasonably, diagrams working in the above-mentioned design process have the potential to narrow the schism among theory, practice and criticism in contemporary architecture.

Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.309-316
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    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

농촌지도사업 교육프로그램 개발에 대한 해석학적 분석 (A Hermeneutical Analysis of the Program Development for Extension Education in Korea)

  • 김진화;정지웅
    • 농촌지도와개발
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    • 제3권2호
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    • pp.247-264
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    • 1996
  • The objective of this study was to analyze the reality of the program development process in detail accomplished by the organizations of extension education in through the hermeneutical approach. To achieve this purpose, this study tried to find answers to the following three questions : (1) how the organization of extension education develop their programs for farmers? (2) what is the programmers' awareness to the process of program development? and what is the reason for their thought and action to do so. (3) can be discussed integrally the findings for drawing some implications? The qualitative data were mainly gathered through participation observation and unstructured interview. And the qualitative data were analyzed by (1) noting pattern and themes, (2) seeing plausibility, (3) clustering, (4) making metaphors, (5) factoring, and (6) building a logical chain of evidence which hermeneutical techniques far drawing the meaning from the gathered data. The findings of this study were as follows: The programmers of this organization carried out the developing program in the technical training division at the national level and the section of fostering farm manager at the county level for the purpose of delivering the agricultural new technology and the agricultural policy. The term used formly in this organization was `curriculum development for former', and the reality of program was `instruction profile` which signified the set of the educational manin contents. At county level, Educational planning was stressed on the implement of educational administration.

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롤랑 지게르와 시의 풍경 - 『불 위의 손』을 중심으로 (Roland Giguère and Poetic Landscape - La main au feu)

  • 김용현
    • 비교문화연구
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    • 제39권
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    • pp.153-176
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    • 2015
  • Poet, painter and publisher, Roland $Gigu{\grave{e}}re$ is one of Quebec's outstanding figures, inspired by both Surrealism and Quebec nationalism. He participated in contemporary artistic movement 'Phases' and influenced collective self-awareness and political ferment, 'Quiet Revolution'. In La Main au feu(1973), his poetry represent a landscape dominated by darkness in contrast with red color of fire from the volcanic crater. The world is immersed in darkness of despair which allude to the Great Darkness of Quebec society. Acts of violence assume many different forms: crows, black rain, dark flow, frenzy of knife blows. Both things and humans are in the state of absence or lack. Life falls into opacity of death. In the background of dark landscape, we discover Miror, a singular character. Similar to chain of mountains and to bare forest, he is a creature that shape the tragic inner world of poet. He is as like as seismograph that record the tremble of being. Finally, in order to fight the darkness of environment, the poet attempt to use the power of fire of volcanoes. The flow of magma become paintings of his dream and the flame of eruption, poetry of cry toward the sky. 'La main au feu' means the will to resist injustice and repression in the world. The tragic reality is replaced by a dream that become second reality out of reach of the force of hostile external circumstances.