• Title/Summary/Keyword: 가상의

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From TMJ to 3D Digital Smile Design with Virtual Patient Dataset for diagnosis and treatment planning (가상환자 데이터세트를 기반으로 악관절과 심미를 고려한 진단 및 치료계획 수립)

  • Lee, Soo Young;Kang, Dong Huy;Lee, Doyun;Kim, Heechul
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.30 no.2
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    • pp.71-90
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    • 2021
  • The virtual patient dataset is a collection of diagnostic data from various sources acquired from a single patient into a coordinate system of three-dimensional visualization. Virtual patient dataset makes it possible to establish a treatment plan, simulate various treatment procedures, and create a treatment planning delivery device. Clinicians can design and simulate a patient's smile on the virtual patient dataset and select the optimal result from the diagnostic process. The selected treatment plan can be delivered identically to the patient using manufacturing techniques such as 3D printing, milling, and injection molding. The delivery of this treatment plan can be linked to the final prosthesis through mockup confirmation through provisional restoration fabrication and delivery in the patient's mouth. In this way, if the diagnostic data superimposition and processing accuracy during the manufacturing process are guaranteed, 3D digital smile design simulated in 3D visualization can be accurately delivered to the real patient. As a clinical application method of the virtual patient dataset, we suggest a decision-making method that can exclude occlusal adjustment treatment from the treatment plan through the digital occlusal pressure analysis. A comparative analysis of whole-body scans before and after temporomandibular joint treatment was suggested for adolescent idiopathic scoliosis patients with temporomandibular joint disease. Occlusal plane and smile aesthetic analysis based on the virtual patient dataset was presented when treating patients with complete dentures.

A Study on the Visualization of Data in Virtual Space utilizing Realistic Exhibition Contents - Focusing on the application of the Tamed Cloud clustering algorithm in 70mK project (전시콘텐츠에 구현된 가상공간 내 데이터 시각화 연구 - 70mK의 Tamed Cloud 군집형 알고리즘 적용을 중심으로)

  • Sungmin Kang;Daniel H. Byun
    • Trans-
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    • v.15
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    • pp.1-24
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    • 2023
  • This study examines the application of data visualization technology using a clustered data algorithm called 'Tamed Cloud' to virtual spaces and seeks the possibility of implementing it in various types of realistic exhibition contents. To this end, we first attempt to classify virtual reality (VR) exhibition contents starting with COVID-19, and summarize technologies applied. Also, various realistic exhibition contents provide visitors with an opportunity to appreciate the artworks through online and virtual exhibitions. In this trend, virtual reality and augmented reality (AR) technologies have been introduced, allowing visitors to enjoy the artwork more immersively, and the possibility of realistic exhibition content with interaction between the artwork and the user is also being demonstrated. Based on this background, this study examines the history of exhibition contents by dividing them before and after the advent of virtual reality technology, and examines how the clustered algorithm technology called Tamed Cloud was applied to virtual space and implemented as a realistic exhibition content in <70mK> project. By synthesizing all of this, we propose a convergence method of data visualization, virtual reality, and realistic content, and propose it as a new alternative to realistic exhibition content in virtual space.

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.

A Study on the Improvement of Utilization through Recognition of Virtual Training Content Operating Institutions (가상훈련 콘텐츠 운영기관 인식을 통한 활용도 제고방안 연구)

  • Miseok Yang;Chang Heon Oh
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.479-489
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    • 2022
  • In order to understand how to increase the use of virtual training content at K University's online lifelong education institute, this study examined the use experience, content recognition, field practice replacement, and requirements, focusing on the examples of operating institutions. To this end, 12 institutions that operated virtual training contents distributed by the K University Online Lifelong Education Center in 2020 were selected for in-depth interviews and qualitative analysis was conducted on the interviews of 11 institutions. As a result of the analysis, first, the experience of using the contents of the virtual training operating institution was aimed at changing the educational environment, supplementing theoretical learning, and improving the sense of practice. Second, according to a survey on the recognition of virtual training content, if the importance and utilization of the content are high, it can be replaced by on-site practice in non-face-to-face classes, such as experiences of facilities and equipment, attracting interest and attention. Third, in many cases, the perception of replacement for field practice is not unreasonable to use as a pre-training material for field practice, but it is difficult to replace field practice. Fourth, content quality improvements can be summarized as content quality improvement, content access and manipulation improvement, dedicated device development, training for instructors, and curriculum systematization. Fifth, institutional requirements include improving the quality of virtual training content itself, equipment support, curriculum systemization and characterization, systematic curriculum and detailed content sharing, detailed guidance on using virtual training content, introducing how to use content, and recruiting instructors. This study is meaningful in that it sought ways to improve the utilization of virtual training content based on the perception of virtual training content operating institutions.

A Comparative Study between Vocational Training Using Virtual Reality and Traditional Training: Focusing on Industrial Cranes (가상현실을 활용한 직업훈련과 전통적인 훈련과의 비교연구: 산업용크레인을 중심으로)

  • Seong-Yeon Mun;Hyun-Jung Oh;Sang-Joon Lee
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.529-540
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    • 2024
  • In industrial sites, experiential virtual training contents are partially used to replace high-risk and high-cost training, and virtual training contents development is also becoming active along with the increasing demand for non-face-to-face industries. Existing studies mainly focused on quantitative research through surveys, and only measured the change in users' learning commitment. This study attempted to investigate the effect of the combination of theoretical education and virtual training on the improvement of actual job performance in a dual vocational training environment by conducting an experimental study. This study studied whether the combination of theoretical education and virtual training can improve the performance of vocational training in dual vocational training (comparative work and learning) in which companies and schools participate. The results of pre- and post-evaluation of vocational training using traditional vocational training and virtual training contents were compared with 24 vocational training trainees. As a result of the study, it was demonstrated that the outcome of virtual training education was higher than that of traditional vocational training, and the combination of virtual reality-based education was more effective in theoretical education. This study suggests that the virtual training content presents a new paradigm for industrial safety education, and through the interview results of trainees, it was confirmed that virtual training can lead to a change in attitude toward safety beyond just knowledge transfer. This contributes to the prevention of safety accidents in industrial sites and provides important implications for improving the quality of vocational training.

Spatio-temporal Graph for Representing Historical Situations in Virtual Reality (가상현실 속의 상황 표현을 위한 시공간 그래프)

  • Park, Jong-Hee;Cho, Kyu-Myoung
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.1-12
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    • 2012
  • We develop the Spatio-Temporal Graph to imbue the historical context to the situations in a virtual world, and an ontology to enable a structural description of their elements such as the objects, relationships, and activities. In the time dimension the graph models all the temporal phases of the future besides the past and present in a comprehensive manner, and all the spatial aspects in an intuitive but efficient fashion. The overall architecture composing the Physical Layer, Logical Layer and Conceptual Layer which are integrated according to their interrelations allows events occurring in their corresponding worlds to be simulated in historical context. The S-T Graph could be used both to simulate the situations in the virtual world and to realize the knowledge systems of the virtual inhabitants to be used in judging and evaluating those situations. By adding temporal changes to the multi-layered architecture of our virtual world, this model lays a foundation for maximizing the diversity of situations in the simulation of a virtual world.

A Study on the Learner Characteristics in Virtual Reality by a School Level Curriculum (가상현실 교육에서 학교 급별 교육과정의 특성에 대한 연구)

  • Nam, Choong Mo;Kim, Chong Woo;Hong, Kyoung sun;Cho, Chino;Hong, Joo hee
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.71-78
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    • 2020
  • To maximize educational effect with new educational methods in the 4th Industrial Revolution era, immersive education has become the core type of education and virtual reality (VR) is at the center of realistic content. VR education is increasing in school, but researches on VR production education are insufficient. Our study has proposed a school-level curriculum for students to create their own VR content. The output and the survey results were analyzed to find out the learner characteristics of elementary school students, middle school students, and pre-service teachers at each school level. As a result, there were some noticeable differences in concentration, content subject, and production time according to school level. Primary school students focused on their subjects, middle school students related to learning, and pre-service teachers put top priority on contents useful for primary education.

Education Effect of a Web-based Virtual Laboratory for Digital Logic Circuits (웹기반 디지털 논리회로 가상실험실의 교육효과)

  • Lee, Sun-heum;Choi, Kwan-Sun;Kim, Dong-Sik;Kim, Wonkyum
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.23-32
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    • 2008
  • In this paper, we have investigated the education effect of a web-based virtual laboratory for digital logic circuits which consists of multimedia contents about the usages of equipments for logic circuit experiments and the experimental logic circuits. In case of the engineering experiment of the lower grades in universities, preunderstanding about the usages of experimental equipments and the experimental circuits is necessary for the learners to conduct the experiments well. But it is impossible for the learners to have access to the real experimental equipments earlier due to the lack of equipments and the difficulty in management of the equipments. We have implemented the digital logic circuit virtual laboratory which provides the same experimental environment as a real experimental lab, and the learner can conduct the same experiments as the real ones before the real laboratory class. The learners using the laboratory have reduced the experiment completion time by the average of about 8.2% during a term, compared with the learners not using the lab.

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Multi-Path Virtual Network Resource Allocation with Shared Backup Bandwidth (공유 백업 대역폭을 갖는 다중 경로 지원 가상 네트워크 자원 할당 방안)

  • Kim, Hak Suh;Lee, Sang-Ho
    • Journal of Convergence Society for SMB
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    • v.6 no.4
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    • pp.17-23
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    • 2016
  • With the advance of ICT, the Internet has been creating new services in various fields. However, due to the architectural problem of the Internet, it may inhibit the development of network architectures and various services. Network virtualization is being investigated as an alternative to overcome the architectural problem of the Internet and a virtual network resource allocation algorithm is a very important issue. In this paper, we propose a multiple path resource allocation algorithm with shared backup bandwidth in order to overcome single link failure. It will be improved survivability of the virtual networks. Through our experiments, we confirmed that the multi-path creation time of the proposed algorithm has about 50% performance improvement than previous works.

Analysis on Vulnerability of Password Entry Using Virtual Onscreen Keyboard (가상 온스크린 키보드를 이용한 비밀번호 입력의 취약점 분석)

  • Shakirov, Bobur;Kim, Hyejin;Lee, KyungHee;Nyang, DaeHun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.4
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    • pp.857-869
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    • 2016
  • It is a well-known fact that password based authentication system has been threatened for crucial data leakage through monitoring key log. Recently, to prevent this type of attack using keystroke logging, virtual onscreen keyboards are widely used as one of the solutions. The virtual keyboards, however, also have some crucial vulnerabilities and the major weak point is that important information, such as password, can be exposed by tracking the trajectory of the mouse cursor. Thus, in this paper, we discuss the vulnerabilities of the onscreen keyboard, and present hypothetical attack scenario and a method to crack passwords. Finally to evaluate the performance of the proposed scheme, we demonstrate an example experiment which includes attacking and cracking by utilizing password dictionary and analyze the result.