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      몰입형 가상현실과 모바일 증강현실을 활용한 가정내 에너지절약 인지 경험 비교 연구

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      https://www.riss.kr/link?id=A102431838

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      다국어 초록 (Multilingual Abstract)

      VR and AR are widely used in many applications to provide more immersive visualization and natural interaction for learning and experiencing virtual but realistic tasks. Energy saving is considered as one of the most important issues throughout the world in order to overcome global warming and energy crisis. In particular, the awareness of home energy saving is regarded as a first step to deal with this issue. In this paper, we suggest a new learning environment using virtual and augmented reality (VR/AR) for home energy saving experience. In particular, it presents a comparative study of the user experience in home energy awareness using immersive virtual reality and mobile augmented reality. The first person user experience using immersive VR wearing head mounted display (HMD) and the third person user experience using mobile AR are implemented and systematically compared with each other in terms of the learning effect of energy saving and qualitative usability. Implementation results will be given to show the advantage and effectiveness of the proposed approach.
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      VR and AR are widely used in many applications to provide more immersive visualization and natural interaction for learning and experiencing virtual but realistic tasks. Energy saving is considered as one of the most important issues throughout the wo...

      VR and AR are widely used in many applications to provide more immersive visualization and natural interaction for learning and experiencing virtual but realistic tasks. Energy saving is considered as one of the most important issues throughout the world in order to overcome global warming and energy crisis. In particular, the awareness of home energy saving is regarded as a first step to deal with this issue. In this paper, we suggest a new learning environment using virtual and augmented reality (VR/AR) for home energy saving experience. In particular, it presents a comparative study of the user experience in home energy awareness using immersive virtual reality and mobile augmented reality. The first person user experience using immersive VR wearing head mounted display (HMD) and the third person user experience using mobile AR are implemented and systematically compared with each other in terms of the learning effect of energy saving and qualitative usability. Implementation results will be given to show the advantage and effectiveness of the proposed approach.

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      목차 (Table of Contents)

      • ABSTRACT
      • 1. 서론
      • 2. 관련연구
      • 3. VR/AR 기반 에너지절약 인지 경험 시스템
      • 4. 에너지절약 인지 경험 평가 및 분석
      • ABSTRACT
      • 1. 서론
      • 2. 관련연구
      • 3. VR/AR 기반 에너지절약 인지 경험 시스템
      • 4. 에너지절약 인지 경험 평가 및 분석
      • 5. 결론 및 추후 연구
      • References
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      참고문헌 (Reference)

      1 손정욱, "가상현실기술을 이용한 학습자중심의 건설안전 교육방법 개발" 한국건축시공학회 14 (14): 29-36, 2014

      2 "Vuforia SDK"

      3 Wexelblat, A, "Virtual Reality Applications and Explorations" Academic Press Professional 2014

      4 Bailenson, J.N, "Virtual Interpersonal Touch: Haptic Interaction and Copresence in Collaborative Virtual Environments" 37 (37): 5-14, 2008

      5 Sanz, A, "Using Virtual Reality in the Teaching of Manufacturing Processes with Material Removal in CNC Machine-tools" 692 : 112-119, 2011

      6 "Unity3D"

      7 Toth, N, "Understanding Teen Attitudes Towards Energy Consumption" 34 : 36-44, 2013

      8 Bang, M, "The Powerhouse: A Pervasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption" 123-132, 2006

      9 Jahn, M, "The Energy Aware Smart Home" 1-8, 2010

      10 Mankoff, "StepGreen.org: Increasing Energy Saving Behaviors via Social Networks" 2010

      1 손정욱, "가상현실기술을 이용한 학습자중심의 건설안전 교육방법 개발" 한국건축시공학회 14 (14): 29-36, 2014

      2 "Vuforia SDK"

      3 Wexelblat, A, "Virtual Reality Applications and Explorations" Academic Press Professional 2014

      4 Bailenson, J.N, "Virtual Interpersonal Touch: Haptic Interaction and Copresence in Collaborative Virtual Environments" 37 (37): 5-14, 2008

      5 Sanz, A, "Using Virtual Reality in the Teaching of Manufacturing Processes with Material Removal in CNC Machine-tools" 692 : 112-119, 2011

      6 "Unity3D"

      7 Toth, N, "Understanding Teen Attitudes Towards Energy Consumption" 34 : 36-44, 2013

      8 Bang, M, "The Powerhouse: A Pervasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption" 123-132, 2006

      9 Jahn, M, "The Energy Aware Smart Home" 1-8, 2010

      10 Mankoff, "StepGreen.org: Increasing Energy Saving Behaviors via Social Networks" 2010

      11 Al-Sumaiti, A.S, "Smart Home Activities: A Literature Review" 42 (42): 294-305, 2014

      12 "SketchUp"

      13 Gamberini, "Saving is Fun: Designing a Pervasive Game for Power Conservation" 2011

      14 Bailey, J, "Presence and Memory: Immersive Virtual Reality Effects on Cued Recall" 2012

      15 Weiss, M, "PowerPedia: Changing Energy Usage with the Help of a Community-based Smartphone Application" 16 : 655-664, 2012

      16 Foster, D, "Power Ballads: Deploying Aversive Energy Feedback in Social Media" 3332-3336, 2011

      17 Murata, S, "Perfrige: An Augmented Refrigerator That Detects and Presents Wasteful Usage for Eco-persuasion" 367-374, 2012

      18 Salvador-Herranz, G, "Manipulating Virtual Objects with Your Hands: A Case Study on Applying Desktop Augmented Reality at the Primary School" 31-39, 2013

      19 Xu, Y, "MAKAHIKI: An Open Source Serious Game Framework for Sustainability Education and Conservation" CSDL 2012

      20 Reeves, B, "Leveraging the Engagement of Games to Change Energy Behavior" 354-358, 2012

      21 "KEPCO Electric Rates"

      22 Marusic, L, "Home-in-Palm – A Mobile Service for Remote Control of Household Energy Consumption" 109-116, 2011

      23 Barfield, W, "Fundamentals of Wearable Computers and Augmented Reality" CRC Press 2015

      24 Kamilaris, A, "Exploiting Demand Response in Web-based Energy-aware Smart Homes" 28-32, 2011

      25 Ibáñez, M.B, "Experimenting with Electromagnetism Using Augmented Reality: Impact on Flow Student Experience and Educational Effectiveness" 71 : 1-, 2014

      26 Gürerk, Ö, "Experimental Economics in Virtual Reality"

      27 Gustafsson, A, "Evaluation of a Pervasive Game for Domestic Energy Engagement Among Teenagers" 7 (7): 2009

      28 McMahan, R.P, "Evaluating Display Fidelity and Interaction Fidelity in a Virtual Reality Game" 18 (18): 626-633, 2012

      29 Tejani, D, "Energy Conservation in a Smart Home" 241-246, 2011

      30 Wu, H.-K, "Current Status, Opportunities and Challenges of Augmented Reality in Education" 62 : 41-49, 2013

      31 "Blender3D"

      32 Pierce, J, "Beyond Energy Monitors: Interaction, Energy, and Emerging Energy Systems" 665-674, 2012

      33 Martín-Gutiérrez, J, "Augmented Reality to Promote Collaborative and Autonomous Learning in Higher Education" 51 : 752-761, 2015

      34 Hwang, W.-Y, "Analysis of Peer Learning Behaviors Using Multiple Representations in Virtual Reality and Their Impacts on Geometry Problem Solving" 62 : 308-319, 2013

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2026 평가예정 재인증평가 신청대상 (재인증)
      2020-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2017-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2016-06-13 학회명변경 한글명 : 한국CAD/CAM학회 -> 한국CDE학회
      영문명 : Society Of Cadcam Engineers -> Society for Computational Design and Engineering
      KCI등재
      2016-06-13 학술지명변경 한글명 : 한국CAD/CAM학회 논문집 -> 한국CDE학회 논문집
      외국어명 : 미등록 -> Korean Journal of Computational Design and Engineering
      KCI등재
      2013-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2010-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2008-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2006-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2005-10-04 학술지등록 한글명 : 한국CAD/CAM학회 논문집
      외국어명 : 미등록
      KCI등재
      2004-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2001-07-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      1999-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.35 0.35 0.33
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.26 0.24 0.553 0.02
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