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1

4,000원

세 가지 작품 'Watched me', 'Home After War', 'Voice of Void'를 통해 이 연구는 가상 현 실 미디어 아트가 제공하는 새로운 경험과 시각적 감수성에 대해 결론을 도출합니다. 연구는 세 가지 작품을 공연형 작품과 온라인 전시형 작품으로 나누어 분석하며, 가상 현실 미디어 아트의 관객 상호작용을 강조합니다. 'Watched me'는 게임 형식을 통해 감옥 분위기를 제공하고, 'Home After War'는 전쟁 후 위험한 도시의 가상 현실 경험을 제공하며, 'Voice of Void'는 3D 애니메이션을 통해 공공 역사의 몰입 경험을 제공합니다. 따라서 이 연구의 결론은 가상 현 실 미디어 아트가 다양한 주제와 형식을 통해 관객에게 풍부한 감정과 새로운 경험을 제공하고 있으며, 이는 미디어 아트 분야에서 시각적 감수성과 콘텐츠가 진화하고 있음을 의미합니다.

Through three works, 'Watched me', 'Home After War' and 'Voice of Void', the study draws conclusions about the new experiences and visual sensibilities offered by virtual reality media art. The study analyzes the three works as a performance piece and an online exhibition piece, emphasizing the audience interaction of virtual reality media art: 'Watched me' provides a prison atmosphere through a game format, 'Home After War' provides a virtual reality experience of a dangerous city after war, and 'Voice of Void' provides an immersive experience of public history through 3D animation. Therefore, the conclusion of this study is that virtual reality media art is providing rich emotions and new experiences to audiences through a variety of topics and formats, which means that visual sensitivity and content are evolving in the field of media art.

2

Extended Hyphens: The Space Between the Virtual and the Real in Sung Rno’s wAve Bomi Yoon (Yonsei University) The ever-changing world in the 21st century calls into many questions on where an individual stands, mostly on who I am and where I belong. Globalization, transnationalism, capitalism, mass consumption, and mass media have affected the people of this era by blurring the boundaries formerly set to divide and define one's place in society. The quest for realizing the location of an individual is more evident in today's literature than any other form of art and more relevant to minority groups such as Asian-Americans compared to mainstream majorities. Since the very beginning of their history, Asian-Americans faced ceaseless struggles to identify themselves. However, identity is becoming more complex due to the ever-changing structures of borders (nation, ethnicity, race, and gender). In examining this fluctuating social structure and identity politics, the protagonist, M, in Sung Rno's wAve, depicts an acute awareness of the fluidity in the hyphenated identity. Rno's play offers an insight into the hyphenated identity that provides a space liberalized from tenacious limitations and boundaries constructed by external-social, political, and legal-and internal-virtual versus real-influences. By incorporating Bhabha's theory of hybridity and Third Space, the hyphen between the Asian and American is no longer a division but an elongation that exists in the inside and out, at times in-between the fissures of virtually imagined space and reality. Thus, the notion of identity evolves to a concept that embodies multiplicities in an individual living in the incessantly changing transnational culture where hybrid forms prevail in the both the virtual world and reality. Rno and his work provide a means to break away from insufficient fixation and find an individual-oriented, authentic identity.

3

4,000원

The purpose of this thesis is finding a new method for developing youth facility which can advance the welfare of young person and researching a better way of designing youth facility with using virtual space and organizing the future direction on technological and methodical ways. In nowadays, whether professional virtual reality application or personal game developing application, it ends up being similar in a lot of ways. In a near future, the public could use HMD and motion sensor with an ease of educating youth and using various experience facility. In this respect, early preparation is essential for this field. The virtual space is relatively effective than physical architectural space in many ways only if it is properly used. When designing virtual space, It is needed to arrange hierarchy like a traditional city design or mega structure or transfer space. Not only methodical space allocation but also it is essential to be connected with educational program for each space in virtual facility with professional teachers who devoted to there.

4

4,300원

This thesis is for inspecting various elements to research youth facility made from computerized virtual space technology. Planning virtual facility to promote balanced growth of young people, to prevent internet addiction, and to support various activity for the youth. It is important to research requisites or precautions must be considered to be a fully satisfied virtual youth facility for the Korean society and also to prevent to make another virtual maze like other commercial internet game or internet web sites. In making practical virtual space, There are researched options for easy choose or another alternatives which can help improving the quality in designing virtual space which is much obvious and clear to use for the young. This thesis is the succeeder form the thesis, ‘A Research on Virtualization of Youth Facility - Making and Possibility Research of Virtual Consulting·Hands-on Space. 2014. -’. It is decided to categorize and research the difference between multiple dimension which can be easily used for young people and to research the portal in the different shades of meaning on the network space and computerized virtual space.

5

6,600원

이 연구는 민촌 이기영의 장편연재소설 『고향』(1933~1934)을 중심으 로 작품의 배경이 되는 ‘원터’라는 마을이 실제로는 천안과 별개로 디자 인된 하나의 메타(meta)적 요소를 지니고 있는 가상의 공간임을 밝히고 자 하는 것에 목적이 있다. 이기영은 자신이 시골 출신임을 전제하고, ‘어려서의 농촌의 인상’이 남아 있다고 이야기했다. 그러니까 이기영의 소설 『고향』은 이기영의 ‘어린 시절 인상’을 기반으로 창작되었다고 볼 수 있으며, ‘중농의 아들로 출생한 인텔리가 자기의 고향으로 돌아와서’ 이어지는 이야기와 배경이 되는 농촌의 ‘분화과정’을 묘사해보고자 하는 의도를 가지고 창작하였다고 말했다. 그런데 이기영이 이야기한 ‘어린 시절 인상’을 기반으로 창작 되었다는 『고향』의 배경을 기존 연구에서는 ‘천안’으로 지명하고 있으나 이기영이 천안에서 지냈던 시간은 1897년부터 1925년까지 제법 긴 시간 이었으므로 ‘어린 시절 인상’과는 거리가 멀다고 할 수 있다. 이기영은 또한 다양한 매체에서 자신의 ‘고향’에 대해 명확하게 밝히지 않고 있으며, 스스로를 ‘고향을 등진 사람’이라 표현하거나 ‘황폐한 고향’ 이라는 표현을 쓰면서 자신의 고향에 대해 일종의 거부감을 표시하기도 한다. 그러나 한편으로 이기영의 이러한 고향에 대한 불편한 인식은 ‘재 구축 해야 할 공간’으로 묘사되기도 한다. 이기영에게 있어 고향이란 ‘돌 아가고 싶지는 않으나 변해야 할 어떤 공간’이고, 이는 그의 장편연재소설 『고향』에서 김희준이라는 인물을 통해 발현된다. 이 연구는 이기영이 개인적으로 인식하고 있는 ‘고향’의 양상을 살펴보 고, 소설 『고향』의 배경지가 실재하는 장소가 아닌, 사실은 이기영이 추 구하고자 하는 일종의 현대화된 도시 모델을 기반으로 한 가상의 공간이 라는 부분에 천착하고자 한다. 아울러서 『고향』의 모델이 되는 도시가 천안이 아닌, 몇 가지 근거를 통해 조치원일 가능성에 대해서도 살펴보고자 한다.

This study focuses on Minchon Lee Giyoung's full-length serial novel Hometown (1933~1934). Its purpose lies in revealing the fact that the town “Wonteo,” which is the background of the work, is actually a virtual space with a meta factor that was designed separately from Cheonan. Lee Giyoung premises that he is from the countryside and said that the “impression of the farm village when he was little” stayed with him. Thus, it can be deemed that Lee Giyoung's novel Hometown was created based on Lee Giyoung's “childhood impression.” He also said that he created the work with the intention to describe the story continued after the intellectual who was born as the son of a middle-class farmer returns to his hometown and the “differentiation process” of the farm village that is the setting of the story. Precedent studies named the setting of the work Hometown, which Lee Giyoung stated as being created based on his “childhood impression,” as “Cheonan.” Yet, the time Lee Giyoung spent in Cheonan is quite a long period from 1897 to 1925. Hence, it is far from his “childhood impression.” In addition, Lee Giyoung has not revealed clearly about his “hometown” in various media and sometimes expresses himself as “a person who turned his back on his hometown” or uses the expression “devastated hometown,” indicating a certain kind of repulsion toward his hometown. On the other hand, Lee Giyoung's such uncomfortable perception toward his hometown is also described as “a space that needs to be reconstructed.” To Lee Giyoung, a hometown is “a certain space that needs to be changed although he does wish to return,” and this is manifested through the character of Kim Heejun in his full-length serial novel Hometown. This study seeks to examine the aspects of “hometown” perceived personally by Lee Giyoung and scrutinize the point that the setting of the novel Hometown is not a real place but actually a virtual space based on a sort of a modernized city model that Lee Giyoung aims to pursue. Furthermore, it reviews the possibility that the city which serves as the model for Hometown is not Cheonan but Jochiwon through several grounds as well.

6

Un aspect particulier de l’histoire économique : Les enjeux de la propriété intellectuelle KCI 등재후보

Adrian Mihalache

고려대학교 응용문화연구소 에피스테메 Volume 10 2013.12 pp.157-180

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6,100원

The law of intellectual property is born with printing in the fifteenth century. He took all his legal dimension in the nineteenth and twentieth centuries with the constant advances in printing and reproduction means of printed works. However, recent existence of the Internet disrupts the legal structure of intellectual property itself. Because the law separates the author, the provider and the consumer. However, recent developments in practice shows that often informed consumer is a wise author. Should we oppose to achieve effective protection of intellectual property?

Le droit de la propriété intellectuelle est né avec l’imprimerie au XVe siècle. Il a pris toute sa dimension juridique au cours des XIXe et XXe siècles avec les progrès constants de l’imprimerie et des moyens de reproduction des oeuvres imprimées. Toutefois, l’existence récente du réseau Internet bouleverse les structures juridiques de la propriété intellectuelle elle-même. Car le droit sépare l’auteur, le fournisseur d’accès et le consommateur. Toutefois, l’évolution récente des usages prouve que bien souvent le consommateur éclairé est aussi un auteur avisé. Faut-il les opposer pour obtenir une protection efficace de la propriété intellectuelle?

7

Les relations numériques amoureuses et/ou sexuelles : vers une disparition du corps? KCI 등재후보

Sophie Demonceaux

고려대학교 응용문화연구소 에피스테메 Volume 8 2012.12 pp.93-109

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5,100원

Does the development of digital communication imply the disappearance of the body? After questioning the concept of “virtual”, this article is based on the analysis of romantic encounter in the Internet age, and of cybersexuality, to show how ICTs are changing the status of the body. Far from disappearing, the body is more than ever staged on the web. Allowing the extension of the body, ICTs are opening a new era for this latter.

Le développement de la communication numérique marque-t-il la disparition du corps ? Après avoir interrogé le concept de «virtuel», cet article s’appuie sur l’analyse de la rencontre amoureuse à l’heure d’Internet et sur la cybersexualité pour montrer de quelle manière les TIC modifient le statut du corps. Loin de disparaître, le corps est plus que jamais mis en scène sur la Toile. En permettant son prolongement, les TIC ouvrent une nouvelle ère du corps.

8

4,600원

9

간호대학생의 가상 시뮬레이션(Virtual simulation)을 활용한 실습교육 경험

박송이, 허유진, 차지영, 강윤희

[NRF 연계] 한국간호시뮬레이션학회 한국간호시뮬레이션학회지 Vol.9 No.1 2021.06 pp.1-24

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원문보기

Purpose: This study aims to describe the experience of nursing students who used a virtual simulation program for their nursing practicum. Method: Structured debriefing papers were collected from 65 senior nursing students using a convenient sampling method for this qualitative study. Conventional content analysis method was used for data analysis. Results: The study’s findings derived three theme clusters. The theme clusters were “satisfied by leading role in nursing practice and repetitive training,” “gained nursing responsibility and confidence in applying the learning into clinical practice,” and “recognized the limitations of customized nursing care.” Conclusion: The results of this study provided insight into nursing students' virtual simulation-based practical training experiences in the context of the Coronavirus disease-19 (COVID-19) pandemic.

10

Effect of Virtual Simulation Practice for Nursing Students: Focusing on Virtual Presence and Virtual Patient Learning System Evaluation (VPLSE)

김민아, 최소은, 이지영

[NRF 연계] 한국간호시뮬레이션학회 한국간호시뮬레이션학회지 Vol.10 No.1 2022.06 pp.89-102

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원문보기

Purpose: Since the COVID-19 pandemic, virtual simulation practice has been increasingly activated as an alternative to clinical practice in nursing colleges. This study aimed to provide basic data by confirming changes in self-efficacy and nursing knowledge in the virtual simulations of nursing students, and identifying virtual presence, virtual patient learning system evaluation (VPLSE), and practical satisfaction. Methods: This was a single-group pre-post quasi-experimental study. The subjects were 28 third-grade nursing students. Results: Self-efficacy and nursing knowledge increased significantly (p<.001). Virtual presence had a significant positive correlation with VPLSE) (p=.002) and practice satisfaction (p=.011). There was also a significant positive correlation between virtual simulation learning evaluation and practice satisfaction (p<.001). Conclusion: Based on these results, virtual simulation practice can be used with clinical practice as an educational method to improve nursing students' self-efficacy and nursing knowledge in nursing education. Virtual presence was confirmed as a significant variable to improve practice satisfaction and VPLSE. It is necessary to develop a virtual simulation program that can improve virtual presence through collaboration with virtual reality technology experts.

11

4,500원

이 연구는 지구과학 예비교사들을 대상으로, 부산 국가지질공원의 교육적 활용을 위해 가상 야외지질학 습 프로그램 개발을 목적으로 한다. 연구진과 예비교 사들은 부산 국가지질공원을 주제로 하여, 가상 야외 답사 구성 설계 틀과 가상 야외학습 수업 모형을 기반 으로 프로그램을 개발하였다. 이후 예비교사들은 가상 학습 평가 루브릭과 수정된 생소한 경험 공간(modified novelty space)을 기준으로 자기평가를 실시하여 이 프 로그램에 대해 반성적 접근을 취하였다. 연구 결과, 금 정산, 몰운대, 이기대 공원 등으로 대표되는 부산 국가 지질공원에서 물리적 접근의 한계를 극복하고, 공간적 규모에 대한 이해를 돕는 가상 야외지질학습 프로그램 의 장점이 확인되었다. 또한, 수정된 생소한 경험 공간 을 기반으로, 가상 야외지질학습 프로그램에 인지적, 지리적, 심리적, 사회적, 기술적 요소들이 반영된 것을 확인할 수 있었다. 가상현실 기반 야외지질학습 프로 그램의 개발은 예비교사들에게 에듀테크 기반의 교수학습 경험을 제공할 뿐만 아니라, 가상학습환경에서 지구과학 교과교육의 범용성을 확대하는 데 긍정적인 기여를 예상한다.

The purpose of this study is to develop a virtual geological field trip program for pre-service Earth science teachers to enhance the educational use of the Busan National Geopark. The research team and pre-service teachers collaborated to create the program based on a virtual field trip framework and a virtual outdoor learning model, focusing on the Busan National Geopark. Subsequently, the pre-service teachers engaged in reflective self-assessment of the program using a virtual learning evaluation rubric and the modified novelty space. The findings highlighted the advantages of the virtual outdoor geology learning program, particularly in overcoming physical access limitations and supporting spatial scale comprehension within the Busan National Geopark, represented by sites such as Geumjeong-mountain, Molundae, and Igidae Park. Additionally, it was confirmed that cognitive, geographical, psychological, social, and technological elements were incorporated into the program, based on the modified novelty space. Developing this VR-based outdoor geology learning program provides pre-service teachers with educational technology-based teaching and learning experiences and is expected to positively contribute to expanding the versatility of Earth science education in virtual learning environments.

12

Virtual Production을 활용한 영상 제작 실습 방법연구 KCI 등재

김형재, 윤수인

한국연기예술학회 연기예술연구 제25권 2022.02 pp.197-224

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6,700원

이 연구는 가상현실 기술을 바탕으로 한 Virtual Production 공정을 면밀히 분석하여 영상 제작 실습 교육 도구로서의 Virtual production 활용 가능성과 방법을 제시하고자 하였다. 최근 영상 제작 산업 프로세스의 변화와 Virtual production 활용도의 중요성을 고려하면, 계속 진화 중인 이러한 기술 기반의 새로운 실습 교육에 관한 연구가 필요하다. Virtual production 공정을 효과적으로 영상 제작과 관련된 실습 교육 목적으로 사용하기 위해서는 학습자에게 가상 제작 시스템에 대한 이해와 장비 운용에 대한 충분한 학습이 요구된다. 본 연구에서는 Virtual production을 활용한 실습 교육을 위해 필요한 개념과 발전과정, Virtual Production 유형에 대한 이해를 바탕으로 가상 제작 프로세스 배경지식을 재정립하고, 학습자의 창의력향상 및 Virtual Production 기술의 습득을 목적으로 실습 교육을 설계하였다. 이를 통해 Virtual production 기술을 활용하여 영상 제작 실습 교육의 궁극적인 목표인 창의적인 시각 연출과 실무 환경에 적응할 수 있는 인재 양성을 충족하는 방향으로 제작 실습 환경을 개발하고 실습 과업을 수행하기 위한 새로운 방안을 제시하고자 한다. 영상 제작을 위한 촬영 로케이션을 이동해야 하는 점과 교육자가 촬영 현장에서 즉각적으로 편집의 효과까지 교육하기 어려운 점 등의 현실적인 문제로 학생들의 창의적인 영상 제작 활동 및 교육에 기존의 실습 교육만으로는 한계가 있다. 하지만 Virtual production은 학생들에게 적극적인 참여와 함께 창의적인 활동을 할 수 있는 환경을 제공하여 높은 교육 효과를 달성할 수 있는 교육 도구로서의 잠재력을 가지고 있다. 이에 이 연구의 목적은 Virtual production 기술을 활용하여 영상 제작 실습 교육의 궁극적인 목표인 창의성과 실무 환경에 적응할 수 있는 인재 양성을 충족하는 방향으로 제작 실습 환경을 개발하고 실습 과업을 수행하기 위한 방법을 제시하는데 있다.

This study analyzes the Virtual Production process based on virtual reality technology and presents the possibility and method of utilizing Virtual Production as a practical video production education tool. Considering the recent changes in the video production industry process and the significant of virtual production utilization, research on new technology-based practical education is needed. In order to effectively use the Virtual Production process for practical educational purposes related to video production, learners are required to understand the virtual production system and learn sufficient equipment operation. In this study, practical education using virtual production requires an understanding of concepts, development processes, and virtual production types, and after re-establishing the background knowledge of the virtual production process, practical education was designed to improve learners' creativity and acquire virtual production technology. Using Virtual Production technology, to develop a production practice environment and suggest new measures to perform practical tasks in the direction of meeting creative visual production and nurturing talent who can adapt to the working environment. In particular, the educational use of Virtual Production can be a key technology in fostering future talent by cultivating learners' ability to cope with field situations and testing technical requirements as well as producing creative videos. Therefore, the purpose of this study is to develop a production practice environment and study methods to perform practical tasks in the direction of utilizing virtual production technology to meet the ultimate goal of video production practice education, creativity, and human resources who can adapt to the working environment.

14

Virtual Simulation-Based Learning Competency Self-Evaluation Tool: A Methodological Study

김미강, 김성희

[NRF 연계] 한국간호시뮬레이션학회 한국간호시뮬레이션학회지 Vol.12 No.1 2024.06 pp.1-16

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Purpose: Nursing students' competence in virtual simulation-based learning is a key factor in its success. This study explored the validity and reliability of a virtual-simulation-based learning competency self-evaluation tool for nursing students. Methods: Data were collected from a web-based survey. First, 11 nursing professors participated in a focus group interview, and 7 simulation education experts participated in the preliminary item content validity. The participants in these two aspects were not the same. Then, a preliminary survey was conducted with 15 fourth-year nursing students in I City. Next, based on these three efforts, a final survey comprising 20 evaluation items was developed. This survey was administered to third- and fourth-year nursing students at four nursing colleges in Korean provinces (Seoul, Gyeonggi, Gangwon, and Gyeongsan-do); 222 complete questionnaires were used for the final analysis. Further, Kirkpatrick’s evaluation model was used for four steps each of tool development and verification processes of the associated psychometric aspects, for a total of eight steps. An exploratory factor analysis was performed on the collected survey data, and verify the tool's validity and reliability. Results: Four factors comprising 15 items explained 66.59% of the variance: learning preparation and start-up (4 items), nursing assessment (3 items), data interpretation (3 items), and problem solving (5 items). The Cronbach's α of the tool was 0.74, and that of the factors ranged from 0.72 to 0.80. Conclusions: The tool's validity and reliability were demonstrated using established methodologies. This tool can be useful for evaluating Korean nursing students' virtual simulation learning competence.

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Virtual Religion: Opening of Closures or Closing of Open Spaces?

Patrick Gnanapragasam

[NRF 연계] 한국언론학회 Asian Communication Research Vol.13 No.2 2016.12 pp.27-46

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With a number of context-specific differences, religion is found to be resurgent today in every sphere, including the public sphere, falsifying the classical thesis of secularization that religion would fade away as the process of modernization advanced. One of the important visible sites where we witness to the resurgence is the contemporary advanced digitized media, which “transforms” religion into a virtual (virtu+real) reality, endeavoring to collapse the actual into virtual. Does this virtual religion contribute to opening of closures (dis-closures) or closing of open spaces (enclosures) is a question that engages anyone who tries to understand the interface between public religion and the advanced media today. The present essay reflects analytically upon such salient dimensions of virtual religion as ‘constituting virtual communities,’ ‘offering a different experience of religious plurality,’ ‘freeing from exclusionary hierarchies,’ ‘homogenizing,’ ‘targeting audience,’ ‘technological determinism’ and so on. That the increasingly migrant humanity today draws much support from virtual religion, which journeys with them, offering a virtual religious community as a heterotopic space, even a space of anti-structure; that virtual religion renders a quasi-embodied virtual experience of plurality of religion, as against the modernist dualism; that virtual religion ensures better freedom from exclusionary hierarchies; etc., orient virtual religion toward an experience of opening, a dis-closure. However, the homogenizing tendency of the contemporary text-based orality, the second orality, attendant upon virtual religion; the communication of virtual religion targeting specific audience for set agendas; the technocratic deterministic codes operative behind virtual religions; etc., tilt the role of virtual religions towards ‘en-closures’. It is then a situation of mixed opportunities, borne by aspects of dis-closures and enclosures.

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Virtual Reality-Guided Motor Imagery Increases Corticomotor Excitability in Healthy Volunteers and Stroke Patients

Hyungjun Im, Jeunghun Ku, Hyun Jung Kim, 강윤주

[NRF 연계] 대한재활의학회 Annals of Rehabilitation Medicine Vol.40 No.3 2016.06 pp.420-431

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Objective To investigate the effects of using motor imagery (MI) in combination with a virtual reality (VR) program on healthy volunteers and stroke patients. In addition, this study investigated whether task variability within the VR-guided MI programs would influence corticomotor excitability.Methods The present study included 15 stroke patients and 15 healthy right-handed volunteers who were presented with four different conditions in a random order: rest, MI alone, VR-guided MI, and VR-guided MI with task variability. The corticomotor excitability of each participant was assessed before, during, and after each condition by measuring changes in the various parameters of motor-evoked potentials (MEPs) of the extensor carpi radials (ECR). Changes in intracortical inhibition (ICI) and intracortical facilitation (ICF) were calculated after each condition as percentages of inhibition (%INH) and facilitation (%FAC) at rest. Results In both groups, the increases in MEP amplitudes were greater during the two VR-guided MI conditions than during MI alone. Additionally, the reductions in ECR %INH in both groups were greater under the condition involving VR-guided MI with task variability than under that involving VR-guided MI with regular interval.Conclusion The corticomotor excitability elicited by MI using a VR avatar representation was greater than that elicited by MI with real body observations. Furthermore, the use of task variability in a VR program may enhance neural regeneration after stroke by reducing ICI. The present findings support the use of various VR programs as well as the concept of combining MI with VR programs for neurorehabilitation.

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4,500원

본 연구의 목적은 3D Virtual Simulation을 활용하여 교육용 팬츠 패턴의 맞음새를 비교·분석하는 것이 다. 이를 위해 20대 여성 평균 체형을 기준으로 기본형 제도법 10종을 1.1.1.1.1. Yuka apparel CAD system으로 제도한 후 CLO 3D 프로그램을 활용하여 가상착의를 실시하였다. 분석 결과, 패턴 제도법에 따라 인체치수 적용 방식과 여유량, 중심선 구조 및 샅냄폭, 다트 위치와 길이 등이 상이하였으며 이는 착의 외관과 실루엣에 큰 영향 을 미쳤다. 3D Virtual Simulation 결과, 패턴 H, J, I는 좋은 맞음새를 보였으며, 패턴 G, D는 나쁜 맞음새를 보 였다. 이를 통해 샅냄폭과 중심선 위치, 앞·뒤판의 다트 구조, 허리~엉덩이 실루엣 형성 등이 패턴설계의 주요 구 성 요소임을 알 수 있었다. 본 연구는 팬츠 패턴 설계 자동화를 위한 기초자료를 제공하며, 향후 연령별·체형별 패턴 개선을 위한 활용 가능성을 시사한다.

This study aimed to compare and analyze the fit of educational pants patterns. Using Yuka apparel CAD system, ten basic pants patterns were drafted for the average body measurements of women in their 20s. virtual try-ons were subsequently performed in CLO 3D. The results showed that the application of body measurements, ease allowances, center line construction, crotch width, and dart placement and length varied across patterns, significantly affecting the appearance and silhouette of the garments. In 3D virtual simulations, patterns H, J, and I exhibited good fit, whereas patterns G and D performed poorly. These results indicate that crotch width, centerline placement, front- and back-panel dart configuration, and waist?hip silhouette shaping are key factors in pants pattern design. This study provides foundational data for the automation of pants pattern design and suggests its applicability in developing improved patterns tailored to different age groups and body types.

18

4,000원

본 연구는 VR(Virtual Reality)을 활용한 술기실습이 간호대학생의 간호술 수행자신감, 학습자기효능감, 수행능력 및 실습만족도에 미치는 효과를 확인하기 위해 시행되었다. 본 연구는 무작위 대조군 전후 설계의 실험연구로서 간호학과 3학년 학생 70명을 대상으로 하였다. 실험군 35명에게는 VR을 활용한 술기실습을 적용하였고, 대조군 35명에게는 모형을 활용한 전통적인 술기실습을 적용한 후 두 군 모두 간호술 수행능력을 평가하였다. 자료수집은 간호술 수행자신감, 학습자 기효능감, 실습만족도에 대한 설문조사를 진행하였고 수집된 자료는 SPSS WIN 23.0 프로그램을 사용하여 분석하였다. 연구결과, VR을 활용하여 술기실습을 한 실험군과 전통적인 술기실습을 한 대조군 간 간호술 수행자신감, 학습자기효능감, 수행능력, 실습만족도는 유의미한 차이가 나타나지 않았으나, 실험군과 대조군 각 군의 유치도뇨와 기관절개관 관리 수행 자신감은 실습 전보다 실습 후 모두 향상되었으며 통계적으로 유의한 결과(실험군(p=.000, p=.000), 대조군(p=.007, p=.000))가 나타났다. 학습자기효능감도 각 군에서 실습 전보다 실습 후에 향상되었으며 통계적으로 유의한 결과 (p=.000)가 나타났다. 따라서, VR을 활용한 술기실습은 감염병 등으로 전통적인 술기실습이 원활하게 운영되기 어려운 상황에서 간호학생의 간호술 실습 시 활용 가능한 교육방법으로 고려될 수 있겠다.

The study was conducted to identify the effectiveness of nursing skills practice using VR(Virtual Reality) on competency and confidence in nursing skills, learning self-efficacy, and satisfaction of nursing students. This study used a randomized controlled trial design. The 35 patients in the experimental group took nursing skills practice using VR and The 35 patients in the control group took fundamental nursing skills practice. The data were conducted on confidence in nursing skills, learning self-efficacy, satisfaction, and nursing skills’ competency. The collected data were analyzed using the SPSS WIN 23.0 program. As a result of the study, there were no significant differences between the experimental and control groups in competency and confidence in nursing skills, learning self-efficacy, and satisfaction. However, confidence in nursing skills and learning self-efficacy increased after practice in both groups. The results indicate that nursing skills practice using VR was effective in improving nursing skills.

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Smart Virtual TRS를 활용한 물류기업의 수배송관리시스템 KCI 등재

임용택, 김성균, 유우식

한국EA학회 정보화연구 제10권 1호 2013.03 pp.93-100

※ 기관로그인 시 무료 이용이 가능합니다.

4,000원

본 논문은 물류기업에 서버 및 스마트폰 어플리케이션을 이용하여 모바일 네트워크상에서 TRS(Trunked Radio System) 기능을 제공하는 Smart Virtual TRS 적용에 관하여 설명하고자 한 다. TRS는 물류 차량의 필수 장비이기 때문에 대부분의 트럭 운전기사는 TRS를 자주 사용한다. 개 발된 서비스는 별도의 TRS 단말기 없이 스마트폰을 기반으로 하기 때문에 Smart Virtual TRS가 포 함된 TMS(Transportation Management System)는 물류회사에 다음과 같은 효과를 제공한다. i) Smart Virtual TRS는 사무실과 트럭 운전자간의 더 나은 의사소통 환경을 제공한다. ii) 스마트폰 어플리케이션은 TMS의 기능에 유연성을 제공한다. iii) Smart Virtual TRS는 비용 절감 효과를 제공한다.

The purpose of this paper is to present Smart Virtual TRS(Trunked Radio System) service that gives the TRS function in mobile network with smart phone application and server. TRS is essential equipment of logistics vehicle so, most of trunk drivers uses TRS frequently. Developed service is based on smartphone without TRS equipment. Therefore, Smart virtual TRS included in TMS(Transportation Management System) has some effects for logistics company. i) Smart Virtual TRS gives better communication environment between office and drivers. ii) Smartphone App gives flexibility to TMS functions. iii) Smart Virtual TRS gives cost reduction effect.

20

Can virtual mock crime replace actual mock crime? An event-related potential study

송인욱, 김혜민, 이경은, 장은희, 김현택

[NRF 연계] 한국법심리학회 한국심리학회지:법 Vol.10 No.2 2019.07 pp.89-109

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For detecting deception research, the Concealed Information Test (CIT) is the most widely used method in conjunction with electroencephalography (EEG). Moreover, mock crime scenarios were commonly adopted for providing materials for lying. Mock crime scenarios have relatively higher ecological validity than other paradigms like autobiographical information or card test. However, current mock crime scenarios also have some limitations because of ethical issues, resource issues, and experimental controllability. Virtual reality (VR) is a potential alternative to overcome the disadvantages. Nonetheless, few studies used VR for mock crime, and there is no research on the comparison between ‘actual’ mock crime and ‘virtual’ mock crime. In the present study, we developed a high-fidelity virtual environment and used it for the virtual mock crime. Participants were randomly assigned both for the Crime status (innocent or guilty) and the Environment mode (actual or VR). After the scenarios, participants were tested by P300-based CIT with EEG recording. To verify the effects of virtual mock crime on subsequent EEG data during CIT, we focused on the P300 event-related component (ERP) and individual classification using the bootstrapping method in the study. As we hypothesized, the main effect of environment mode was not significantly different, and the interaction between stimuli type (target, probe, irrelevant) and environment mode was also not significant when we exclude one outlier. Furthermore, the accuracy of individual classification was equivalent between the actual and the VR. These results were also supported by ROC analysis and equivalence test. All statistical results suggest that there is no significant difference between actual mock crime and virtual mock crime. In conclusion, the study suggests that the virtual mock crime is a potential alternative method for mock crime scenarios.

 
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