• Title/Summary/Keyword: 가상군

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Development of a Smartphone based Photo-realistic Virtual Reality Exposure Therapy System (스마트폰을 이용한 사진 기반 가상 현실 노출 치료 시스템 개발 및 시험적 적용)

  • Park, Jonghyeon;Park, Jin-young;Kim, Kwanguk Kenny
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.75-87
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    • 2016
  • Virtual reality exposure therapy (VRET) has been used for a several decades. However, we are not aware any studies that used a smart-phone based virtual reality techniques. In this study, we suggested a new smart-phone based VRET that included photorealistic techniques. We also evaluated the current system with 32 healthy participants, and results suggested that the current system evoked different emotional valences in indoor/outdoor and familiar/unfamiliar environments. The meaning of current results and potential applications of VRET were discussed.

A Comparative Study of Internet Addiction among Middle and High School Students in Seoul, Cheonan, and Rural Area (서울, 천안, 농촌지역 중 고교 학생들의 인터넷 중독에 대한 비교 연구)

  • Lee, Seok-Bum;Lee, Kyung-Kyu;Paik, Ki-Chung;Kim, Hyun-Woo
    • Korean Journal of Psychosomatic Medicine
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    • v.12 no.2
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    • pp.145-156
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    • 2004
  • Objectives : Internet addiction is a newly appeared addictive phenomenon that is defined as 'difficulty in real life due to internet over-use', 'excessive time spent on the internet or replacement of genuine real relationships with superficial virtual ones' or 'weakness in self-control about internet use and if discontinued, fallen in psychological confusion and anergic state'. This study was aimed to compare the internet addiction rate, demographic factors, computer using patterns, anxiety, depression, and internet self-efficacy and outcome expectancy between Korean middle and high school students in three areas - Seoul, Cheonan, and Rural areas - that were different in economic, cultural, and geographic state. Methods : Subjects are consisted of middle and high school students in Seoul, Chunan, and Rural areas(N=1718). Self-rating questionnaire included demographic data, Korean Spielberger State-Trait Anxiety Inventory, Korean Self-Rating Depression Scale(SDS), questions for internet-using pattern, Korean version of Internet Addiction Scale invented by K. S. Young, Internet Self-efficacy and Out-come Expectancy Scale. Results: In this study, prevalence of internet addiction was 2.9%. There was no significant difference found in prevalence of internet addiction among three areas. In all subjects, there were significant differences in anxiety, depression, internet self-efficacy and outcome expectancy, leisure style, places of internet use, internet connecting method, and insight on internee addiction. But, in addicted group, there was no significant difference among three areas. Conclusion: This study suggested that the difference in economic, cultural, and geographic state was not related to prevalence of internet addiction. Although there were significant differences in anxiety, depression, self-efficacy associated with internee use, leisure style, places of internet use, internet connecting method, insight on internet addiction among three areas, there were no significant difference in addicted group among three areas. So, we concluded that the difference in economic, cultural, and geographic state did not influence the prevalence of internet addiction, and despite the difference in economic, cultural, and geographic state, people in three areas were equally influenced by internet addiction.

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Estimating the Virtual Water by Industry Using Inter-Industry Analysis (산업연관분석법을 활용한 산업별 가상수 산정)

  • Park, Sung je;Park, Eun hee;Lee, Hyun hwa;Ryu, Si saeng
    • Proceedings of the Korea Water Resources Association Conference
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    • 2017.05a
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    • pp.426-426
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    • 2017
  • 국가간 지역간 물의 이동을 개념화하여 물 부족 현상을 정치경제학적 관점에서 접근하려는 가상수(virtual water) 연구가 국제적으로 진행되고 있다. 가상수를 양적 측면에서 산정하여 정확한 물 수지를 파악하면 수자원에 대한 국가의 계획과 전략 수립에 매우 유리한 여건이 조성된다. 우리나라의 국가계획인 수자원장기종합계획은 국가 간의 물 이동을 고려하지 않고 국내에서 발생하는 용수의 수요와 공급 측면만을 산정하고 있다. 그러나 현재에도 국내에서 소비하는 농산물과 축산물의 상당량은 수입에 의존하고 있으며, 향후 국제교역과 FTA의 확대 등으로 그 의존도는 더욱 증대될 것으로 추산된다. 따라서 국가 간 물 이동에 대한 양적 규모를 파악하여 국가전략을 수립하는 기초자료로 활용하기 위한 연구가 필요하다. 이에 본 연구에서는 산업연관분석법을 활용하여 국내 산업별(제조업, 서비스업) 가상수를 산정하여 국가 수자원계획 수립에 필요한 기초자료로서 제공하고자 한다. 산업연관분석(Inter-industry analysis)은 산업연관표를 바탕으로 산업 간의 상호 연관관계를 수량적으로 파악하는 방법이다. 이를 가상수 산정에 활용하여 직접수와 간접수를 포함한 물의 전체 사용량을 산정할 수 있다. 본 연구에서는 각 산업의 용수량을 총 생산량으로 나누어 물 강도($m^3$/원)를 계산하고, 생산유발계수와 최종수요를 곱하는 방식으로 산업별 가상수량을 산정하였다. 산업별 가상수 산정 결과는 경제총조사의 용수비와 산업연관표의 생산유발계수를 적용하였으며, 제2차 산업인 제조업 분야의 연간 가상수량은 60.4억 $m^3$, 제3차 산업인 서비스 분야의 가상수량은 연간 43.1억 $m^3$으로 분석하였다. 또한 향후 10년의 OECD 기술수준 제품군별 무역수지 전망을 고려한 결과, 기술수준 중 및 고 기술제품의 가상수 수출량이 2020년에는 2010년에 비해 약 3배 증가하는 것으로 산정하였다. 이와 같은 방법으로 산정된 산업별 가상수는 각 산업의 물 사용량을 추정하고 산업 전반의 수자원 활용도를 파악하는데 이용 가능하다. 더불어 국제 환경 및 기후변화가 반영된 가상수 시나리오 연구를 통해 장래 용수 수요변화예측 등 효과적인 물 관리 정책 수립에 기여할 수 있다.

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Impact of Virtual Reality Based Neuromuscular Postural Control Fusion Training on Balance Ability and Jump Performance of Soccer Players with Functional Ankle Instability (가상현실 기반 자세조절 융합 훈련이 기능적 발목 불안정성 축구선수들의 균형과 점프에 미치는 영향)

  • Yang, Dae-Jung;Park, Seung-Kyu;Uhm, Yo-Han
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.357-367
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    • 2016
  • In this study, we examined the impact on balance ability and jump performance of soccer players with functional ankle instability using virtual reality based neuromuscular posture control fusion training. Soccer players were divided into 15 people of virtual reality-based neuromuscular posture control fusion training group and 15 people of common treadmill training group and performed for 30 minutes three times a week for 8 weeks. In order to evaluate the balance of ability, using biorescue, it measured surface area, whole path length, limit of stability. In order to measure jump performance, it measured counter movement jump with arm swing and standing long jump. The results showed the statistically significant difference in the balance comparison of surface area, whole path length, limited of stability and the jump performance comparison of counter movement jump with arm swing, standing long jump. As a result, virtual reality-based neuromuscular posture control fusion training was found to be more effective to improve its balance ability and jump performance than common treadmill training.

A Study on Establishment of Safety Training Center Based on Virtual Reality and Augmented Reality Technology for Military Safety and Suicide Accident Prevention (가상현실(VR/AR) 기술 기반으로 군 안전 및 자살사고 예방을 위한 안전체험훈련장 구축 방안에 관한 연구)

  • Choi, Sung-oh;Min, Yong-sik;Kim, Sung-Il;Ghoi, Jong-geun
    • Journal of Internet Computing and Services
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    • v.21 no.2
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    • pp.139-148
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    • 2020
  • Due to change in circumstances in the 2000s such as severe birthrate decline and shortened military service period, the armed forces of the Republic of Korea is currently turning to technologies and equipments from manpower, developing it to become high-tech, high-speed, and complex, resulting in an environment in which a single mistake could cause a mass mortality crisis.It is also evident that, considering aspects such as safety training curriculums and achievements of advanced countries and private education, hands-on training is a must in preventing suicides and accidents in the military, and establishing safety training centers is crucial for systematic and effective hands-on training.Soldiers who are joining the army as of now have experienced the Internet ever since they were born and easily use both virtual and augmented reality, and the current level of science and technology has developed to the point where most of the public safety experience centers are able to be replaced by virtual and augmented reality (VR/AR). Therefore, considering the aspects such as installation space, construction costs, maintenance costs, user characteristics, and education effects, other than for those trainings where real models and objects are more effective such as first aid training, it is with a strong recommendation that establishing military safety training facilities with VR/AR (Virtual and augmented reality) is a must in the coming future. We have derived the need for hands-on training by considering the development of virtual and augmented reality (VR/AR), analysis of operation status of the public safety experience centers, characteristics of military units, installation and maintenance costs, and proposed plan to establish safety training centers where effective training performance can be achieved at a lower cost than the public safety experience center. In addition, we suggested the scale of the required safety training center and the composition of the experience rooms considering the number of trainees and the environment of each military units. Given this analysis it will contribute to the prevention of military safety and suicide by building a safety training center in the future.

A Cloud Computing Architecture for Integrating Navy Shipboard Computing Systems (클라우드 컴퓨팅 기반 해군 함정 컴퓨팅 시스템 통합 아키텍처)

  • Kim, Hong-Jae;Oh, Sang-Yoon
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.59-62
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    • 2011
  • 네트워크 중심전 능력을 위해서 해군 함정에는 다양한 컴퓨팅 시스템이 운영 중이다. 그러나 각 컴퓨팅 시스템이 군 표준에 따라 단일 시스템으로 구현이 되어 다른 시스템과 통합이 어려우며 효과적인 자원의 운영이 제한된다. 클라우드 컴퓨팅에서는 가상화를 통해 하드웨어 및 소프트웨어의 종속성을 방지, 효과적인 컴퓨팅 자원의 사용 및 시스템 활용도 향상이 가능하다. 이에 본 논문에서는 클라우드 컴퓨팅 기반의 해군 함정 컴퓨팅 시스템 통합 아키텍처를 제안한다. 제안 아키텍처는 가상화를 통해 통합 하드웨어 풀을 만들고 가상머신에 자원을 할당, 가상머신 위에 운영체제 및 어플리케이션을 운영함으로써 함정 컴퓨팅하드웨어 통합과 효과적인 컴퓨팅 자원의 활용이 가능하다.

Evaluation of Balance and Activities of Daily Living in Children with Spastic Cerebral Palsy using Virtual Reality Program with Electronic Games (전자게임을 이용한 가상현실프로그램이 경직성 뇌성마비 아동의 균형과 일상생활활동에 미치는 영향)

  • Han, Ji-Hye;Ko, Joo-Yeon
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.480-488
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    • 2010
  • The aim of this study were to examine the effects of virtual reality program on balance and activities of daily living in children with spastic cerebral palsy (CP) using the Pediatric Balance Scale (PBS) and the Functional Independence Measure for Children (WeeFIM), and to measure relationship between the PBS and the WeeFIM. For this, A total of 20 spastic CP classified as the Gross Motor Function Classification System (GMFCS) I and II were employed. The Participant's were allocated randomly to 2 groups: a virtual reality group (n=10) and the control group (n=10). Both groups received muscle strengthening exercise for 3 sessions, 30 minutes per week over a 12 week period. The virtual reality group practiced additional virtual reality program. The virtual reality group showed significant increases in balance (p<0.05) and activities of daily living (p<0.05). There were a significant correlation between the PBS and the WeeFIM (p<0.05). Application of the virtual reality program to treat the spastic CP will be feasible and suitable. And the PBS was a useful tool to predict activities of daily living in the spastic CP.

Development and Application of a Virtual Reality-Based Geological Field Trip around Mt. Jeoksang, Muju-gun, Jeollabuk-do, Korea (전라북도 무주군 적상산 일대를 중심으로 한 가상현실 기반 지질학습장(VFT) 개발과 적용)

  • Kyu-Seong Cho;Dong-Gwon Jeong
    • Journal of the Korean earth science society
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    • v.44 no.3
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    • pp.222-235
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    • 2023
  • This study developed a geological virtual reality-based field trip (VFT) to find an alternative to replace the actual field trip, which is often considered lightly by students owing to difficulties in the school. For this purpose, we selected a total of five geological learning sites that focus on the Mt. Jeoksang Muju-gun, Jeollabuk-do, Korea by evaluating the contents of the curriculum and the possibility of developing a VFT. The developed VFT provided middle-school students with an interactive space to observe and explore rocks and geological structures, including orbicular granite gneiss, tuff, conglomerate, sandstone, stratification, and joints. A semi-structured interview was conducted with the 1st-grade middle-school students to evaluate the educational value of the VFT. The responses of the students were analyzed using semantic network analysis to understand the significance of relationships between the reaction words. Results show that the students were able to sense reality through the VFT, which enabled them to understand and remember the characteristics of rocks. Therefore, students can indirectly have a sense of reality of an outdoor experience through the VFT program, which positively influences their learning. Our study shows that VFT can be effectively utilized as a meaningful learning resource in schools.

The Effect of a Virtual Reality Program on Static Balance Control and Fall Efficacy of Elderly People (가상현실 프로그램이 노인의 정적균형 조절과 낙상효능감에 미치는 효과)

  • Kim, Eun Ja;Hwang, Byong Yong;Kim, Mi Sun
    • 한국노년학
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    • v.30 no.4
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    • pp.1107-1116
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    • 2010
  • The elderly people with advancing years have many problems such as the decline of the proprioceptive, visual & vestibular function and muscle weakness. Furthermore the decrease of the reflex which influences the balance ability in sudden change of the movement could cause the falls. The difficulty of the balance caused by the fear releated to the fall aggravates the Falls Efficacy and causes a lot of the disability of the independent activities of daily living. The purpose of this study was the effect of a Virtual Reality Program on Static Balance control and Fall efficacy of Elderly people. 14 elderly people(subjects) who were ≥65years of age partiripated in this study and they were divided into VR(Virtual Reality) group(n=7) and Control group (n=7). VR group took the general physical therapy & IREX and only the general physical therapy was carried out in the control group. VR group of intervention was carried out for 30min. total 8times. They were evaluated by BIO-Rescue, Fall Efficacy Scale before and after treatment. The Static Balance control and Fall efficacy were assessed by Bio-Rescue & Falls Efficacy Scale. The analysis of the resulf was assessed by Wilcoxon signed test & Mann-Whitney U test. The result showed that the static balance of VR group with the open eyes was improved in a static balance test and range of the movement was increased in limited of stability. And Falls Efficacy was also efficacious. IREX was effective to static balance control and Falls Efficacy of the elderly When we think about these effects, various treatments and objective assessments using VR program will be needed for the elderly

A Study on the Effectiveness of Military Counseling Practice Education using Virtual Reality (가상현실을 활용한 병영상담 실습교육 효과 연구)

  • Min, Seunghee;Kim, Doheon;Kim, Yeekhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.527-535
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    • 2021
  • This study examined the reality of military counseling education applied by the Army and studied the effects of military counseling training using virtual reality. First, we explored the cases of virtual reality application related to counseling, reviewed the virtual reality technology that can be benchmarked in the Army military counseling education, and examined the applicable technology. We classified the education method and the curriculum for the students and tested the difference using the analysis of variance, which is a statistical analysis method, through the satisfaction measurement of the current education. In addition, after having students experience virtual reality contents, the effects of practical training applied with virtual reality technology were derived and the difference in actual training was compared and analyzed through T-test. Then, the reliability of the study was improved by analyzing the effects of practical training using virtual reality by using the Analytic Hierarchy Process for the expert group who can consider the overall situation. Based on the results of the analysis, the development plan of military counseling training combined with virtual reality technology and the supplements of current military counseling education were presented as policy implications.