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360도 VR 콘텐츠의 시선 유도 연출의 효과성 탐색 - 정보기억과 공간기억을 중심으로
권정흠,이호 한국지식정보기술학회 2021 한국지식정보기술학회 논문지 Vol.16 No.6
The 360 VR video provides viewers with a different experience from the environment in which they enjoy a video composed within a conventional rectangular frame. In addition to providing an environment in which the user can be set as the center of the story scene, subjective intervention of the viewer is possible, so it is necessary to make an effort to induce the viewer's gaze through the story movement of the director. This paper explores the effect of a directing technique for inducing viewers' gaze on information transmission in 360 VR images. According to previous studies, they have been conducted from two main perspectives. One is about research on the directing and video shooting techniques of story development from a free point of view, and directing techniques to minimize cyber motion sickness and sustain immersion that VR platforms inevitably have. Most cases introduced various directing techniques, but research on the effect of these directing techniques on users is still insufficient. For this study, VR campus tour contents based on 360 VR images were produced, and the directing techniques suggested in existing cases were applied to induce viewers' attention. To find out the effectiveness, we recruited a total of 60 subjects, the difference between the groups was compared by measuring the viewer's immersion, information memory, and spatial memory according to the presence or absence of a gaze directing technique in 360 VR images.
스마트팩토리의 트렌드 및 인식 연구: 뉴스 네트워크 분석을 중심으로
권정흠,이호 한국지식정보기술학회 2019 한국지식정보기술학회 논문지 Vol.14 No.6
Since a global breakdown of the recession in 2009, smart factory has been spotlighted as a new means to counter the manufacturing industry's crisis caused by labor shortages, excessive hikes in manufacturing costs and slowing productivity. With the rapid development of technologies leading up to the 4th Industrial Revolution, there are various research about smart factory as a means of creating new values. On the other hand, there is a negative perception. In order to establish a true smart factory, digital transformation of the entire manufacturing value chain must be preceded. It requires a tremendous amount of time and technical investment. Hence, some people doubt the feasibility of smart factory. Therefore, the purpose of this study was to find out the characteristics of two-sided value recognition of smart factory by deriving major issues for domestic smart factory and to contribute to the revitalization of the industry for smart factory. To this end, the major issues of smart factory in Korea were derived by conducting text network analysis based on 17,376 news reports from January 1, 2014 to December 31, 2018. As a result, trends in government-led projects, technology trends, industrial trends, and universities and education businesses were generally identified. On the government side, it was found that government wants to simultaneously create jobs and economic growth through a smart factory. In terms of technology, smart factory was being activated based on the world's first commercialized 5G network technology. On the industrial side, smart factory projects was led by a large corporations, and the business area was expanding from automobiles to energy. In terms of education, it was found that Universities in the Chungcheong provinces were found to be concentrating on nurturing human resources, mainly by establishing new departments related to smart factory.
정서적 정보처리 모델 기반 기능성 VR 게임 디자인 연구
권정흠(Joung Huem Kwon),김정윤(Jung Yoon Kim),남상훈(Sang Hun Nam) 한국컴퓨터게임학회 2017 한국컴퓨터게임학회논문지 Vol.30 No.1
본 논문은 가상환경 시스템을 통한 심리 진단기능성 VR 게임에 대한 실효성 검증으로 Emotional Processing Based Model를 근간으로 VR 환경을 통하여 사용자가 두려워하는 상황 또는 객체에 대한 환경을 VR 기술을 이용하여 구축하였다. 피험자 확보에 대한 어려움으로 실효성 검증을 통한 유의미한 통계적 결론에 도달 하지는 못했으나, 생리심리결과 데이터 기반 정서적 척도에 맵핑한 결과 자가 진단 시 증상을 보유하고 있는 피험자의 경우 부정적 흥분정도를 보여주는 것을 확인할 수 있었다. 본 연구를 통하여 심리 진단을 위한 기능성 VR 시스템 구축 및 시나리오 디자인에 대한 기여가 있다고 판단하며, 추후 연구를 통하여 실제 정신질환 치료센터와의 협업을 통해 각 시나리오에 대한 실증 데이터를 획득하고 VR 환경을 통한 두려움 유발 가능성의 통계적 유의성을 확보하고자 한다. 또한 심리치료에 실제로 적용함으로 그 효과에 대한 입증을 시행할 계획이다. Education based on synesthesia has been used to be applied for several years. Especially, We focused on the Coloured-hearing Synesthesia for music education for children who have difficulty in practicing pitch by using the serious game based on Coloured-hearing theory. Also, smart platform is flexible for several sort of video games so we expect good accessibility for children. For proving the effectiveness for education by using this technology and theory, we design the serious game for music called “Bunny’s Cave” based on Coloured-hearing theory and conduct the usability test aimed at 3rd grade student in elementary school.