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Correlation between virtual reality’s intervention and monitored brain activity: A systematic review 虚拟现实干预与监测脑活动的相关性:系统综述
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.001
Anastassiya Khan, Jun-Su Choi, Yoo-Kyeong Jung, Yun-Jeong Uhm, Min-Ye Jung
While conducting dual-task training on patients with neurological disorders, it is crucial to comprehend brain activity changes during performance. Therefore, this systematic review"s goal is to examine the literature on the usage of virtual reality in patients with postural and cognitive dysfunctions while assessing areas of brain activity through a non-invasive neuroimaging tool - fNIRS. We conducted research using PubMed, CINAHL, EMBASE, SCOPUS, Science Direct databases, Web of Science, PsycINFO, and Association for Computing Machinery (ACM) Digital library. Keywords were ‘VR’ OR ‘virtual reality’ AND ‘dual-ask’ AND ‘fNIRS’ or ‘Functional Near-Infrared Spectroscopy’. Search of the literature revealed a total of three articles, which investigated exercising programs’ effects on motor and cognitive function improvement while monitoring brain activation with fNIRS in older and young adults. All three studies showed improvement in cognition after performing VR tasks and its correlation with cortical activation after VR intervention. Future studies should include more longitudinal studies to explore the potential mechanism of VR and more studies on different types of neurological diseases.
在对神经系统疾病患者进行双任务训练时,了解表现过程中大脑活动的变化至关重要。因此,本系统综述的目的是通过非侵入性神经成像工具-近红外光谱(fNIRS)来评估大脑活动区域,并检查有关在患有姿势和认知功能障碍的患者中使用虚拟现实的文献。我们使用PubMed、CINAHL、EMBASE、SCOPUS、Science Direct数据库、Web of Science、PsycINFO和ACM数字图书馆进行研究。关键词是“VR”或“虚拟现实”、“双问”和“fNIRS”或“功能近红外光谱”。通过查阅相关文献,我们总共发现了三篇文章,它们研究了锻炼计划对运动和认知功能改善的影响,同时用近红外光谱监测老年人和年轻人的大脑活动。所有三项研究都表明,执行虚拟现实任务后认知得到改善,并与虚拟现实干预后的皮质激活相关。未来的研究应包括更多的纵向研究,以探索VR的潜在机制,并对不同类型的神经系统疾病进行更多的研究。
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引用次数: 0
Consequences of Advertising Literacy among College Students 大学生广告素养的影响
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.122
Namhyun Um
Due to recent developments in the media landscape, the lines between the commercial message and media content have blurred and consumers’ advertising literacy is being challenged. Thus, a required skill and ability in our digital age is advertising literacy. This study is designed to investigate what consequences from advertising literacy arise. In such terms, this study proposes skepticism toward advertising, perception of advertising value, and attitude toward advertising. Study findings suggest that advertising literacy is likely to decrease consumers’ skepticism toward advertising and enhance their attitude toward ad. In addition, this study finds that advertising literacy increases consumers’ perceived value of advertising. Further research is proposed.
由于最近媒体领域的发展,商业信息和媒体内容之间的界限已经模糊,消费者的广告素养正在受到挑战。因此,在我们的数字时代,广告素养是一项必需的技能和能力。本研究旨在探讨广告素养产生的后果。在此基础上,本研究提出了对广告的怀疑态度、对广告价值的认知和对广告的态度。研究结果表明,广告素养可能会减少消费者对广告的怀疑,并增强他们对广告的态度。此外,本研究发现广告素养增加了消费者对广告的感知价值。提出了进一步的研究。
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引用次数: 0
Item Development to Predict the Driving Risk of Older Drivers using the Delphi Method 用德尔菲法预测老年驾驶员驾驶风险的项目开发
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.100
Jae-Shin Lee, Seong-Youl Choi
Increasingly, the elderly population is preferring a more-active lifestyle. These seniors can achieve more active social participation through driving. However, elderly drivers are required to undergo safety screening because of the high risk of accidents. Therefore, this study aimed to develop evaluation items for screening the driving risk of elderly drivers using a Delphi survey. The researchers collected the items included in the existing self-reported test of the elderly drivers and the 52 selected pre-items were those contained in at least two of the existing tests. Delphi panels were composed of professors, occupational therapists, social workers, road traffic workers and an elderly driver. In the first and second Delphi surveys, four items were integrated and 48 items were derived. The final 44 items were derived from the results of the third Delphi survey. The final 44 items contained information related to driving by elderly individuals and so can be used to formulate an appropriate test for elderly drivers. In various countries, self-evaluation for elderly drivers is provided as an IT-based service. It is expected that the items developed in this study will be used to develop Korean IT-based services for elderly drivers in Korea.
老年人越来越喜欢更积极的生活方式。这些老年人可以通过驾驶实现更积极的社会参与。然而,由于发生事故的风险很高,老年司机必须接受安全检查。因此,本研究旨在采用德尔菲调查法,开发老年驾驶员驾驶风险筛查的评价项目。研究人员收集了现有老年司机自述测试中的项目,选定的52个前题是至少两个现有测试中包含的项目。德尔菲小组由教授、职业治疗师、社会工作者、道路交通工作者和一位老年司机组成。在第一次和第二次德尔菲调查中,整合了4个项目,导出了48个项目。最后的44项来自第三次德尔菲调查的结果。最后的44个项目包含了与老年人驾驶相关的信息,因此可以用来制定一个适合老年驾驶员的测试。在许多国家,老年司机的自我评估是作为一种基于it的服务提供的。预计本次研究开发的项目将用于开发针对韩国老年司机的韩国It服务。
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引用次数: 0
eGIF4DRC: E-Government Interoperability Framework For DRC Based On Service Oriented Architecture(SOA) eGIF4DRC:基于面向服务体系结构(SOA)的DRC电子政务互操作性框架
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.015
Bimbala Ngwaba Joseph, Yun Seon Kim, SongHee You, Kabangu Kamba, Bilonda Tshinemu Vanessa, Ngwaba Jacob, Kanku Ruben, Hyebong Choi, Ngwaba Etienne
The evolution of the Internet and Web has led governments to reshape traditional public services and supply the faster, better and more responsive access to public services to citizens called e-Government. E-Government is not only the electronic interactions between citizens and government agencies but also the co-operations among independent government affiliated agencies where different systems exist. These cooperations raise research challenges of heterogeneous interoperating environment in e-Government. This paper will examine the e-Government aspects and then identify the requirements in order to propose a G2G and G2B interoperability architecture based on Service-Oriented Architecture (SOA) approach, the new trend of software architecture and distributed computing technology, along with technical standards, maturity model, and some key actions meant to make the initiative sustainable in the longer term. It is built on top of existing experiences in e-Government Interoperability Frameworks (eGIFs) of some countries across the globe and it addresses some specific peculiarities and needs of developing countries, like DRC.
互联网和网络的发展促使政府重塑传统的公共服务,并向公民提供更快、更好、反应更迅速的公共服务,即电子政务。电子政务不仅是公民与政府机构之间的电子互动,而且是不同体制下独立的政府附属机构之间的合作。这些合作对电子政务中异构互操作环境的研究提出了挑战。本文将研究电子政务方面,然后确定需求,以便提出基于面向服务的体系结构(SOA)方法的G2G和G2B互操作性体系结构,软件体系结构和分布式计算技术的新趋势,以及技术标准,成熟度模型和一些旨在使该计划长期可持续的关键行动。它建立在全球一些国家的电子政务互操作性框架(egfs)现有经验的基础上,并解决了发展中国家(如刚果民主共和国)的一些具体特点和需求。
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引用次数: 0
Korean Government R&D Researchers’ Entrepreneurship: A Catalyst for Technological Innovation Towards Global Goals 韩国政府r&d研究人员的企业家精神:技术创新实现全球目标的催化剂
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.109
Geunhye Song, Heonjin Kim
The World Economic Forum has suggested that the United Nations" Sustainable Development Goals can mostly be achieved by leveraging new technologies emerging from the 4th Industrial Revolution. To this end, it is crucial to conduct breakthrough research and development (R&D). However, Korean government-funded R&D institutes are facing new challenges as they must develop innovative technologies while simultaneously addressing national demands to solve social problems. This requires individual researchers to adopt an entrepreneurial attitude, which can contribute to the creation of innovative R&D solutions. This study aimed to investigate how R&D institutes could effectively respond to this challenge, focusing on factors that could stimulate individual researchers" entrepreneurial attitudes. An Analytical Hierarchy Process (AHP) was employed to determine which factors should be employed to promote researchers" entrepreneurial activities. We also compared how the importance of these factors differed by manager experience and career length. Findings of this study contribute to the literature by providing insights into how R&D institutes can effectively address global goals during the process of the 4th Industrial Revolution.
世界经济论坛建议,利用第四次工业革命产生的新技术,可以在很大程度上实现联合国的“可持续发展目标”。为此,进行突破性研究与开发(R&D)至关重要。但是,政府出资的研究开发机构不仅要开发创新技术,还要满足解决社会问题的国民需求,因此面临着新的挑战。这就要求个别研究人员采取创业态度,这有助于创造创新的研发解决方案。本研究旨在探讨研发机构如何有效地应对这一挑战,重点关注可能激发个体研究人员创业态度的因素。运用层次分析法(AHP)确定促进科研人员创业活动的因素。我们还比较了这些因素的重要性在经理经验和职业生涯长度上的差异。本研究的发现有助于深入了解研发机构如何在第四次工业革命过程中有效地实现全球目标。
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引用次数: 0
Metaverse - New Ecology of Future Art Development 未来艺术发展的新生态
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.044
JiaYao Li, SEOK HWAN LEE
The metaverse is not only considered as the "next stop" of the Internet, but also an important application scenario combining computer science with culture and art. The author believes that with continuous upgrading and development of the metaverse, four new changes will be brought to the current art ecology: 1) decentralization of the metaverse art; 2) dynamic interactivity of metaverse art; 3) NFT-ization of metaverse art; and 4) daily recording of metaverse art. The metaverse can reverse the relationship between art and reality, reshape the aesthetic paradigm of future art, and open a broader research channel for the development of future art forms.
元宇宙不仅被认为是互联网的“下一站”,也是计算机科学与文化艺术相结合的重要应用场景。笔者认为,随着虚拟世界的不断升级和发展,将给当前的艺术生态带来四个新的变化:1)虚拟世界艺术的去中心化;2)虚拟艺术的动态交互性;3)虚拟艺术的nft化;4)每日记录超宇宙艺术。元宇宙可以倒转艺术与现实的关系,重塑未来艺术的审美范式,为未来艺术形式的发展开辟更广阔的研究通道。
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引用次数: 0
Psychological exploration of audience’s addiction to watching mobile short videos during Covid-19-Taking Chinese audience as an example 新型冠状病毒肺炎期间受众对手机短视频成瘾的心理探索——以中国受众为例
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.028
Zhikun Liu, Jong-Yoon Lee, Shanshan Liu
In recent years, short videos have shown a spurt of development, and they have become the "third language" of the Internet in addition to graphics and voice. Short video software can be easily used without threshold, and at the same time, it can be accurately pushed according to the needs of the audience, quickly covering every age group in China. However, there are many hidden dangers behind the explosion of short video popularity; since people have nothing to do at home due to the epidemic, there is a long-time addiction to it; consequently, falling into the trap of "entertainment to death". Short videos can easily make people feel emotional resonance when they are depressed by the epidemic. People can get some emotional comfort or release when they swipe short videos, so the phenomenon of short video addiction is especially obvious during the epidemic. While there are more and more studies on short videos, there are not enough studies on short video addiction at the audience level. Therefore, based on media dependence theory, this paper takes network belongingness as a mediating variable to explore the influence of the audience"s motivation to watch short videos addictively on short video addiction. The audience was selected from Chinese viewers who watch Jitterbug or TikTok, and through the online questionnaire survey, the filtered questionnaires were quantitatively analyzed by using the SPSS software. The results showed that impulsivity, anxiety, and loneliness were significantly positively correlated with addiction to short videos, were significantly positively correlated with network belongingness, and were significantly positively correlated with short video addiction. The quantitative analysis of the screened questionnaires using SPSS showed that impulsivity, anxiety, and loneliness were significantly positively correlated with addiction to watching short videos, and were significantly positively correlated with the sense of belonging to the network.
近年来,短视频呈现出井喷式的发展,已经成为除了图形和语音之外的互联网“第三语言”。短视频软件使用方便,没有门槛,同时可以根据受众的需求进行精准推送,快速覆盖中国的每一个年龄段。然而,短视频火爆的背后也潜藏着诸多隐患;由于疫情,人们在家无事可做,因此长期沉迷于此;因此,陷入了“娱乐至死”的陷阱。短视频很容易让人们在被疫情压抑的时候产生情感共鸣。人们在刷短视频的过程中可以得到一些情感上的安慰或释放,所以短视频成瘾的现象在疫情期间尤为明显。虽然对短视频的研究越来越多,但在受众层面对短视频成瘾的研究还不够。因此,本文以媒介依赖理论为基础,以网络归属为中介变量,探讨观众观看短视频成瘾的动机对短视频成瘾的影响。观众从观看Jitterbug或TikTok的中国观众中选择,通过在线问卷调查,使用SPSS软件对过滤后的问卷进行定量分析。结果显示,冲动、焦虑、孤独与短视频成瘾显著正相关,与网络归属感显著正相关,与短视频成瘾显著正相关。通过SPSS对筛选的问卷进行定量分析,发现冲动性、焦虑性、孤独感与短视频成瘾呈显著正相关,与网络归属感呈显著正相关。
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引用次数: 0
Unfamiliar or Defamiliarization: The Uncanny Valley in Interactive Artwork Installations 陌生或陌生感:互动艺术装置中的恐怖谷
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.059
Je-ho Oh
This paper proposes a new approach to analyzing interactive artwork based on the uncanny valley theory. The uncanny valley theory is currently used in robotic technology and computer graphics for making digital humans. Recently, interactive artwork installations similar to robotic or digital human devices have been developed using various digital technologies. Humans feel that not only a robot’s appearance but also its performance is uncanny. This study performed a new type of interactive artwork analysis based on the uncanny valley theory. Audience members experienced two conflicting uncanny emotions when participating in the interactive artwork installation: “unfamiliar” in participating or “defamiliarization” in aesthetics or being contradictory. Audience members can have a novel experience by participating in interactive artwork and overcoming the uncanny valley. Through the new approach to the uncanny valley in interactive artwork, audience members will experience artistic value and expand their experiences by interacting with new technologies and content for human lifestyles.
本文提出了一种基于恐怖谷理论的互动艺术分析新方法。恐怖谷理论目前被用于机器人技术和制作数字人类的计算机图形学。最近,使用各种数字技术开发了类似于机器人或数字人类设备的交互式艺术装置。人们不仅觉得机器人的外表不可思议,而且觉得它的表现也不可思议。本研究基于恐怖谷理论进行了一种新型的互动艺术品分析。观众在参与互动艺术装置的过程中,经历了两种相互冲突的神秘情绪:参与美学的“陌生”或“陌生感”或矛盾。观众可以通过参与互动艺术作品,克服恐怖谷,获得全新的体验。通过互动艺术中恐怖谷的新方法,观众将通过与人类生活方式的新技术和内容的互动来体验艺术价值并扩展他们的体验。
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引用次数: 0
Perception of Digital Restoration and Representation of Cultural Heritage -Focusing on Simulation and Simulacra 文化遗产数字化修复与再现的感知——以仿真与拟像为中心
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.071
Hongsik Pak, Taegu Lee
This paper focuses on the recent trends in digital implementation technology and its relationship with cultural heritage restoration. Cultural heritage consists of tangible and intangible elements, including monuments and folklore cultural assets. The utilization of digital restoration and visualization techniques offers boundless possibilities beyond mere technical reproduction, shedding new light on the historical characteristics and values of humanity. Such research is regarded as an essential output that captures the profound social, cultural, and economic significance of cultural heritage. Digital restoration, reflecting Jean Baudrillard
本文重点介绍了数字实现技术的最新发展趋势及其与文物修复的关系。文化遗产包括有形和无形的元素,包括纪念碑和民俗文化资产。数字复原和可视化技术的运用提供了超越单纯技术复制的无限可能性,为人类的历史特征和价值提供了新的视角。这种研究被认为是捕捉文化遗产深刻的社会、文化和经济意义的重要成果。数字修复,反映了让·鲍德里亚
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引用次数: 0
An Influencer and Online Nationalism: The Case of the “Kimchi” Dispute on YouTube 网红与网络民族主义:YouTube上“泡菜”争议的案例
Pub Date : 2023-09-30 DOI: 10.5392/ijoc.2023.19.3.085
Jungah Ahn
This study aimed to reveal the relationships between a Chinese influencer’s “kimchi” video content on YouTube, news reports about it in portals, and online nationalism, which will help explore how the issues of history and traditional culture in portal news reports are conveyed and understood. The results demonstrated that the correlation of nationalism and the Chinese Northeast Project, and responsibility frames was the largest in the Naver portal. The more the origin and pride of kimchi are emphasized, the more the kimchi issue is attributable to the Chinese Northeast Project, which is one of China’s policies. This is the responsibility of China and affects anti-Chinese sentiment in Korea. As Chinese government officials accelerate this issue, it is ultimately amplified to develop into public opinion. On the other hand, the correlation between the anti-Korean sentiment and conflict frames in the Baidu portal was the largest, which means that shifting the responsibility for conflict between Korea and China tends to enhance anti-Korean sentiment inside China, resulting in enhanced cohesion of the Chinese people.
本研究旨在揭示中国网红在YouTube上的“泡菜”视频内容、门户网站关于泡菜的新闻报道与网络民族主义之间的关系,这将有助于探索门户网站新闻报道中历史和传统文化问题是如何传达和理解的。结果显示,在Naver门户网站中,民族主义与中国东北工程、责任框架的相关性最大。越是强调泡菜的起源和骄傲,泡菜问题就越是被归咎于中国的政策之一——中国东北工程。这是中国的责任,影响了韩国国内的反华情绪。随着中国政府官员对这一问题的加速,它最终被放大并发展成为公众舆论。相反,百度门户网站的反韩情绪与冲突框架之间的相关性最大。这意味着,韩中矛盾的责任转移有可能加剧中国内部的反韩情绪,从而增强中国人的凝聚力。
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引用次数: 0
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