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박선희 ( Seon-hui Bak ),최태준 ( Tae-jun Choi ),김만규 ( Man-gyu Lee ),배종환 ( Joung-hwan Bae ) 한국정보처리학회 2017 한국정보처리학회 학술대회논문집 Vol.24 No.1
기존 산업 및 게임분야에서 사용하던 M&S(Modeling and Simulation) 기술이 국방 분야로 확대되어 다양한 연구 개발이 진행되고 있다. 그러나 군사 선진국들에 비해 우리군은 시뮬레이션 표준 기술 구조가 부재하여 상호운용성과 재사용성이 다소 부재하다. 또한 시뮬레이션을 위한 모델링이 다소 현실감이 떨어지고, 역동적이지 못하다는 한계가 있다. 이에 본 논문에서는 재사용성과 상호운용성을 향상시키기 위해 DIS 표준구조에 맞추어 아키텍처를 구성하고, 3D MAX와 Open Flight 엔진을 활용하여 역동적이고 현실감 있는 모델링 제작하였다. 또 VR Vantage의 3D Viewer를 통해 제작된 모델링 오브젝트가 정상 구동되는지 확인하였다.
가상현실기기를 활용하는 텐저블 인터페이스 기반의 학습용 Unity 3D 게임 콘텐츠 제작
박선희 ( Seon-hui Bak ),강시영 ( Si-young Kang ),오인환,김정호 ( Jeong-ho Kim ) 한국정보처리학회 2017 한국정보처리학회 학술대회논문집 Vol.24 No.1
최근 현대 사회에 ‘가상현실’개념이 도입됨에 따라 ‘가상현실’기술이 적용된 게임 콘텐츠들이 활성화 되고 있는 추세이다. 이와 더불어 기존의 GUI와 NIUI 에서 발전된 새로운 인터페이스로 텐저블 인터페이스(Tangible Interface)가 급부상하면서 관련 인터페이스를 활용한 연구 또한 필요한 시점이며, 이를 기반으로 하여 ‘가상현실’기술과 텐저블 인터페이스를 융합한 새로운 게임 콘텐츠를 제안을 하고자 ‘가상현실’ 기기를 활용한 텐저블 인터페이스 기반의 학습용 Unity 3D 게임 콘텐츠를 제작하였다.
“메타버스 기반 야전치료소 개소훈련 시스템” 운용효과 분석
박선희(Seon-Hui Bak),최태준(Tae-Jun Choi),유현배(Hyun-Bae You) 한국디지털콘텐츠학회 2022 한국디지털콘텐츠학회논문지 Vol.23 No.1
In this article, the operation effect of “the metaverse-based field clearing station opening training system” developed to effectively conduct field clearing station opening experience and medical equipment deployment training using various metaverse technologies was analyzed. This training system was developed to maximize the sense of immersion, which is an advantage of metaverse technology, and to enable effective education and training for each individuals role as a member of the field clearing station. As a result of analyzing the training effect with the AHP method, it was analyzed that compared to the existing training system, it was 2.91 times more effective when using the metaverse-based training system and 3.16 times when using the existing training system in parallel.
논문 : 모바일 가이드를 활용한 박물관 관람객 경험모델 연구
박선희 ( Seon Hui Bak ),장석주 ( Suk Joo Jang ) 디자인융복합학회 2013 디자인융복합연구 Vol.12 No.2
정보환경의 변화는 다양한 소통과 전시문화의 양태들을 변화시킨다. 그 중에서 민족정체성과 교육 문화유산의 보고를 간직한 박물관의 전시문화의 흐름도 변화하기 시작한다. 박물관의 전시콘텐츠 구성과 관람방식은 도슨트 제도의 도입 이래 시대적 변화환경에 맞게 새로운 전시방법들과 그 궤적을 같이한다. 본고는 참여관찰방식의 연구를 통해 물리적 맥락의 다양한 양태중에서 모바일가이드와 사용자들의 관람행위간의 관계를 분석함으로써 전시콘텐츠 관람에서 미디어기기가 차지하는 영향력을 분석해보는데 의의를 두고자 한다. 박물관에서 전시해설콘텐츠는 국가주도의 차원이나 민간차원에서 활발하게 이루어지고 있다. 존 포크와 린디어킹의 상호작용모델에 따른 물리적 조건들을 살펴보고자한다. 그 중에서 물리적 맥락의 한 부분인 모바일가이드의 사용성 평가와 관람객들의 사용에 따른 장·단점을 통해 적합한 정보제공의 수단들에 대해 고찰해보고자 한다. 이것은 OSMU(One Source Multi Use)환경에서 정보생산에 따른 다양한 디스플레이 장치나 다양한 디바이스등에 유연하게 콘텐츠를 구성할 필요성이 대두되고 다양한 계층에 적합한 콘텐츠를 제공하려는 시도들이 요구되기 때문이다. 본고는 참여관찰방식의 연구를 통해 물리적 맥락의 다양한 양태중에서 모바일가이드와 사용자들의 관람행위간의 관계를 분석함으로써 전시콘텐츠 관람에서 미디어기기가 차지하는 영향력을 분석해보는데 의의를 두고자 한다. The variation of information environment was changed a modality of communication and exhibition culture. among the conditions of a lot of variety, The museum as treasure of national identity and educational and cultural was also changed exhibition tour in the era. In the relation of IT environment, dissemination of smart media and penetration of N-screen serve museum visitor`s corelation between media device and their narrow activity such as specific needs the technology of visual contents. These days visual contents was driven by state-initiated and private sector not the specific group and individual. This paper investigate the physical conditions beyond the John H. Folk`s interactive model for museum tourists. In these OSMU(One Source Multi Use) circumstances, display apparatus and lots of device are flexible to construct the digital contents that demand the specific users. This paper try to significant results an exhibition behavior of an ethnographic study in the museum space between mobile device and spectator. As a result media device are driven strong influence to so many spectator.
박선희(Seon-Hui Bak),유현배(Hyun-BeaYou),최태준(Tae-Jun Choi) 한국디지털콘텐츠학회 2021 한국디지털콘텐츠학회논문지 Vol.22 No.4
We lived in an era when COVID-19 made it impossible to educate people, contact was inevitable, and it was increasingly impossible to add offline education in which groups were gathered. In order to solve this, we would like to propose a non-face-to-face edutech education method through utilization for virtual reality-based content production that enables non-contact education. Edutech One of the representative technologies that are fused is virtual reality. As the object induces action on the subject by the interaction between the object and the subject, which can induce or promote learning itself, depending on how the properties of virtual reality are utilized in education. The educational effect can be enhanced through the affordance property, which is an attribute to be used. This was applied to the electric paddle training necessary for the security of virtual reality technology to create content, which enabled training through various training situations that could not be experienced in actual training. This sought to be able to provide a hands-on experience with training.
XR 기반 회전익 항공기 PMD(일일정비 점검절차) 교육 훈련 방법에 관한 연구
박선희(Seon-Hui Bak ),배종환(Jong-Hwan Bae) 한국디지털콘텐츠학회 2021 한국디지털콘텐츠학회논문지 Vol.22 No.7
Preventive Maintenance Daily (PMD) is a routine performed after the last flight of a mission or before the first flight of the next mission to reduce the risk of an accident by pre-examining possible fatal defects. To this end, experiences of pilots and technicians are the most important, and a lot of time is spent on pre-training to ensure smooth mission performance. However, in practice, daily maintenance training for real-world aircraft is time and space constraints, and safety risks coexist. Furthermore, it is practically impossible to experience defects or check items that are difficult to occur in practice, and making comprehensive decisions considering various situations has limitations. In this study, we propose training to apply Extended Reality (XR) systems for pilots and technicians to provide virtual reality with situations that are difficult to experience in real life and to build a realistic environment to support correct decision making for various battlefield environments.
“VR기반의 응급환자 처치 및 제독 절차 교육훈련 시스템” 운용효과 분석
박선희(Seon Hui Bak),배종환(Jong-Hwan Bae),고준표(Jun Pyo Ko),이경원(Kyeong Won Lee) 한국디지털콘텐츠학회 2021 한국디지털콘텐츠학회논문지 Vol.22 No.10
In this paper, we analyze the operational effectiveness of Emergency Patient Treatment and Decontamination Procedure Training System developed to utilize VR technology without time and space constraints and train various tasks. According to the analysis applied with the AHP technique, the VR-applied training system was 2.13 times more effective than the existing training system, and 2.44 times more effective when the VR-applied training system and the existing training system were combined. Supplementing the training system to reflect the additional comments presented in surveys will enable development into an efficient training system that can overcome the poor training conditions in the field.
Design of Immersive Experience Training System with Virtual Reality Technology (VR)
Seon-Hui Bak(박선희),Gi-Young Yun(윤기영),Tae-Jun Choi(최태준),Hyun-Bea You(유현배),Jong-Hwan Bae(배종환) 한국디지털콘텐츠학회 2018 한국디지털콘텐츠학회논문지 Vol.19 No.12
With the 4th Industrial Revolution, the battlefield environment has shifted to network-oriented, and the need for M & S(Modeling & Simulation) is increasing day by day. In the current environment where the development costs of the advanced weapon system and the training cost increase rapidly and the complexity of design, test evaluation and production increases, M & S can effectively reduce time and cost by reducing the risk of development failure have. However, in the case of training contents using M & S, the sense of user immersion is low. In this paper, we propose a training system using virtual reality technology which can maximize immersion through interaction and complement the limitations of existing training methods. The designed training system is designed with mission editor, instructor control system, situation display, simulation of the fighting and experience of the equipment operation procedure. More intensive training than existing M & S is possible.