• Title/Summary/Keyword: 가상군

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A Study on the Development of Military Power Education Program Using Realistic Contents - Focusing on Augmented Reality (AR) - (실감형 콘텐츠를 활용한 군 정신전력교육 프로그램 개발 방안 연구 - 증강현실(AR)을 중심으로 -)

  • Im, Sang-wuk;cho, Hyun Young;Lee, sang-eun
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.115-116
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    • 2019
  • 4차 산업시대에 부합된 군 정신전력교육을 위해 가상현실을 적용할 경우 이에 맞는 교육모델이 필요하다. 본 연구에서는 Keller의 동기설계 모형울 적용하여 증강현실 콘텐츠를 설계하였고 장병들에게 적용하여 그 효과를 증명하였다.

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Development of On/Offline Mixed Metaverse for Tourism Industries (온오프라인 연계 관광 메타버스 개발)

  • Lee, Bum-Ro
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.611-612
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    • 2022
  • 메타버스는 게임 기술을 활용하여 현실의 다양한 현상이나 경제 활동들을 가상의 세계로 구현하고 이를 실세계와 유사하게 동작하도록 다양한 서비스를 제공하는 플랫폼을 일컫는 말로서 최근의 코로나19 펜데믹 상황과 맞물려 주목 받고 있는 게임 확장 기술군의 하나라 할 수 있다. 본 논문에서는 지역 관광 활성화를 위해 지역 대표 관광지의 시그니처(signature) 구조물들과 공간을 메타버스 플랫폼 상에 구현하고 구현된 공간에서 사용자간의 커뮤니케이션을 통해 관광 수요를 촉진시키며, 오프라인 이벤트와의 유기적인 연동을 통해 궁극적인 관광 활성화에 기여하기 위한 온오프라인 연계 메타버스 콘텐츠를 구현한다. 구현된 메타버스 콘텐츠에서는 개인별로 설정된 캐릭터를 활용해 구현된 가상 공간에서 상호작용이 가능하도록 구성하여 가상 공간에서 체득된 정보를 온라인 상에서 자유롭게 교환할 수 있도록 하였다. 본 논문에서 구현된 관광 메타버스 콘텐츠는 샌드박스형 메타버스 플랫홈으로 개발된 디토랜드를 기반으로 한다.

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Physical Functions of Industrial Workers with Chronic Low Back Pain and Changes in Health-related Quality of Life according to Virtual Reality Exercise Program (가상현실 운동프로그램에 따른 산업체 만성요통환자의 신체기능과 건강관련 삶의 질의 변화)

  • Ko, Dae-Sik;Jung, Dae-In;Lee, Sang-Heon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4564-4571
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    • 2012
  • This study performed a virtual reality exercise program for self-back pain control of industrial workers with chronic back pain and analysed their physical function and health-related quality of life relating to industrial chronic back pain. The subjects of the study were thirty chronic back pain patients working for K company and were divided into Nintendo Wii Sports Group made of 15 subjects and Physical Therapy Group made of 15. As variables for physical functions, back strength, flexibility, balance and pain were measured and for the health-related quality of life, SF-36 of each group was measured before and after the exercise program. To compare differences before and after the program, a paired t-test was used and to compare differences between both groups, an independent samples t-test was used. As a result of the test, it was discovered that balance and pain of the both groups were improved statistically significantly. Physical functions of the Nintendo Wii Sports Group were improved statistically significantly in comparison with those of the Physical Therapy Group. The health-related quality of life was improved statistically significantly only for the Nintendo Wii Sports Group. In conclusion, it is suggested that as the virtual reality exercise program had a positive influence on chronic back pain of industrial workers, it should be considered as a home exercise program for back pain control.

Industrial and Innovation Networks of the Long-live Area of Honam Region (호남 장수지역의 산업 연계와 혁신 네트워크)

  • Park Sam Ock;Song Kyung Un;Jeong Eun Jin
    • Journal of the Korean Geographical Society
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    • v.40 no.1 s.106
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    • pp.78-95
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    • 2005
  • The purpose of this paper is to analyze industrial and innovation networks of long-live area of Honam Region and to suggest a policy direction for regional development of rural areas where have been neglected in the knowledge-based information society. Four counties (Sunchang, Damyang, Gokseong, and Gurye) in the Southwestern region of Korea are regarded as long-live belt of Korea. Production and innovation networks :Ire analyzed based on intensive surveys of firms in the belt. Major findings from the surveys are as follows. First, there are considerably strong local networks of production firms in terms of supply of input materials and labor. There are strong backward industrial linkages of the production firms with agricultural activities and considerable forward linkages with tourism industry. In addition, Internet is becoming a useful tool for sales of the new products. Second, the analysis of the innovation networks in the long-live area suggests the development of 'virtual innovation cluster' in the era of knowledge-based information society. The results imply that this innovation networks can be developed as a virtual innovation cluster in the rural areas, which can be the basis for the development of rural innovation systems.

Virtual Reality-based Training Program Using Computer-human Interface for Recovery of Upper Extremity Use in Stroke Patients (뇌졸중 환자에서 상지 회복을 위해 컴퓨터-인간 연동을 이용한 가상현실 기반 훈련 프로그램)

  • Lee, Kyoung-Hee;Hwang, Ki-Chul
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.285-290
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    • 2016
  • To identify virtual reality (VR) interventions used for upper extremity rehabilitation in stroke patients. The Medline database was searched up to February 11, 2015. Randomized controlled and clinical trials that included a VR intervention for upper extremity rehabilitation in stroke patients were included. The Physiotherapy Evidence Database (PEDro) scale was used to assess the quality of the included studies. In total, 8 studies were included. PEDro scores varied from 5 to 8/10. All studies showed significant improvement in outcomes in favor of the VR group. This review suggests that VR applications used for upper extremity rehabilitation in stroke patients predominantly mediate learning through providing task-oriented and graduated learning with variable and unpredictable practice.

A Study on Computer Center Maintenance Savings through NT Server Consolidate Virtualization (NT 서버 통합 가상화를 통한 전산센터 유지보수 절감에 대한 연구)

  • Lee, Yong-Hui;Kim, Hwan-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.11-19
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    • 2014
  • In this paper, we build server consolidate virtualization focusing on NT server dilapidated and through analysis of the effect of this, has been presented the following results. First, it was possible to obtain an increase in the constant temperature constant humidity chamber efficiency by securing the upper surface space for computing data center mounted virtualization integration server servers multiple physical. Second, by the deployment of virtualization of a large server dilapidated, the introduction of new resources and the cost of maintaining computerized data center and reduce power consumption, the reduction of hardware introduction of additional due to the new server deployment it was possible to derive a cost reduction effect. We obtain the reduction of 89% and 79% compared with conventional consumption of cooling and power savings of the top surface, respectively. Integration of NT servers are virtualized can be expected to change in the Green-IT to contribute to providing the maintenance costs of computing centers in the future as well as current. Building a virtualization server integration applied in this paper can be similarly applied to the UNIX system and to integrate the server group other.

A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.682-691
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    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.

증상 트리 모델을 이용한 이상 진단 전문가 시스템

  • 김철진;윤인섭
    • 제어로봇시스템학회:학술대회논문집
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    • 1989.10a
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    • pp.383-388
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    • 1989
  • Fault트리를 기초로 하는 증상 트리 모델을 나프타 열분해로에 대한 지식 모델로 적용하여 이상 진단 전문가 시스템의 지식 베이스로 사용하였다. 이로서 전문가 시스템을 구현하여 실제 공정의 사고 사례와 가상 사고 사례에 적용한 결과 적절한 원인군의 신속한 제시와 각 원인들의 가능성 여부를 판단하는데 적은 시간이 소요되므로 실시간 이상 진단에 적합한 모델임을 확인하였다.

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A Study on the Effect of Virtual Reality Intervention on Cognitive Function in Individuals With Stroke Through Meta-analysis (메타분석을 통한 뇌졸중 환자의 인지기능에 대한 가상현실 중재 효과 연구)

  • Kwon, Jae Sung
    • Therapeutic Science for Rehabilitation
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    • v.10 no.3
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    • pp.7-22
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    • 2021
  • Objective : The purpose of this study was to verify the effect of virtual reality interventions (VRIs) on cognitive function in individuals with stroke through a systematic literature review and meta-analysis. Methods : We reviewed randomized controlled trials (RCTs) the last 10 years using academic databases. PubMed, MEDLINE, and CINAHL were used for international studies, and DBpia, KISS, Kyoboscholar, and e-article were used for Korean studies. For the quantitative meta-analysis, subgroups of outcomes were classified into general cognitive function (G-CF), attention and memory (A&M), and executive function (EF). Results : Nine RCTs were analyzed. The total number of participants was 271 (140 in the experimental group). The effect size (Cohen's d) was estimated using a random effects model. The effect sizes of the outcome subgroups of were as follows: small to medium for G-CF (d=0.422; 95% CI: 0.101~0.742; p=0.010), small for A&M (d=0.249; 95% CI: -0.107~0.605; p=0.170), and medium for EF (d=0.666; 95% CI: 0.136~1.195; p=0.014). Conclusion : Considering the various stimuli provided by the virtual environment and the results from available research, virtual reality should be applied to interventions for integrated cognitive functions. In addition, it would be appropriate to be used as an additional intervention to traditional cognitive rehabilitation for stroke.

Optimal Route Location using Possible Traffic Capacity and Virtual Running and Application at Road Design in the City Centre (도심지 도로설계에서 가능교통량과 가상 주행을 통한 최적노선선정)

  • Choi, Hyun;Song, Suck-Jin;Kang, In-Joon
    • Journal of Korean Society for Geospatial Information Science
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    • v.13 no.4 s.34
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    • pp.39-46
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    • 2005
  • This paper use virtual running after possible traffic capacity application for optimal route location. General road is designed the design after we examine an alternate adequacy investigation and an execution design sufficiently. Various road user's requirement must be reflected from the beginning. But it is difficult to contain the various suitable design criteria because we consider the existing 2-dimension element. First of all, this study chose optimal route, used traffic assignment and 3D simulation. Then selected optimal route through the consistent road construction by analyzing road driving simulation of 3-dimension data and the urban landscape. possible traffic capacity and virtual running will be able to do the urban landscape analysis harmonizing with the environment; equally, it could be objectively solve the problem of a civil appeal.

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