• 제목/요약/키워드: 가상현실

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Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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Domestic Trend Analysis of Virtual Reality Therapy for the Treatment Anxiety Disorders (불안장애에 대한 가상현실치료 국내동향분석)

  • Cheong, Moon Joo;Kim, Jeesu;Lyu, Yeoung-Su;Kang, Hyung Won
    • Journal of Oriental Neuropsychiatry
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    • v.31 no.4
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    • pp.279-288
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    • 2020
  • Objectives: Many fields have changed since covid-19, psychotherapy being no exception. With the pandemic associated increase in untact treatment, interest in virtual reality exposure therapy has also increased. The aim of study was to analyze recent literature using virtual reality therapy for the treatment of anxiety disorders. Methods: We searched five databases from dates between October 1 to November 1, 2020. We selected articles related to the treatment of anxiety disorders using virtual reality therapy and analyzed the trend of that, not thesis but domestic articles. Results: There were 6 RCT studies and 3 were case reports where, based on the DSM-4, the participants presented with anxiety disorders including 2 with presentation anxiety, 1 heterosexual anxiety, 1 test anxiety, 1 social anxiety, 1 dental anxiety, 2 Acrophobia, and 1 social phobia. Treatment sessions varied from 1 session to 18 sessions, but 5 studies conducted 4 sessions, and all studies attempted virtual reality exposure for 30-minute time periods. 8 studies used HMD as the VR device and 1 study did not report a device. Conclusions: Anxiety disorders treated using virtual reality included speech anxiety and acrophobia. Median treatment session number was 4 and sessions were less than 30 minutes. The most common VR device used was an HMD. VR psychotherapy showed limitations relating to patient experience including cyber sickness and a lack of immersion. In addition, most of the studies were conducted with patients who visited hospitals utilizing Western medical practices. Currently, virtual reality therapy (VRT) intervention in oriental medicine is lacking. The lack of research in this area suggests analyzing data from VR psychotherapy in oriental medicine could provide novel and useful information.

Digital Forensic Methodology of IaaS Cloud Computing Service (IaaS 유형의 클라우드 컴퓨팅 서비스에 대한 디지털 포렌식 연구)

  • Jeong, Il-Hoon;Oh, Jung-Hoon;Park, Jung-Heum;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.6
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    • pp.55-65
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    • 2011
  • Recently, use of cloud computing service is dramatically increasing due to wired and wireless communications network diffusion in a field of high performance Internet technique. Cloud computing is a model for enabling convenient, on-demand network access to a shared pool of configurable computing resources (e.g., networks, servers, storage, applications, and services) that can be rapidly provisioned and released with minimal management effort or service provider interaction. In a view of digital forensic investigation, it is difficult to obtain data from cloud computing service environments. therefore, this paper suggests analysis method of AWS(Amazon Web Service) and Rackspace which take most part in cloud computing service where IaaS formats presented for data acquisition in order to get an evidence.

Extracting Neural Networks via Meltdown (멜트다운 취약점을 이용한 인공신경망 추출공격)

  • Jeong, Hoyong;Ryu, Dohyun;Hur, Junbeom
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.6
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    • pp.1031-1041
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    • 2020
  • Cloud computing technology plays an important role in the deep learning industry as deep learning services are deployed frequently on top of cloud infrastructures. In such cloud environment, virtualization technology provides logically independent and isolated computing space for each tenant. However, recent studies demonstrate that by leveraging vulnerabilities of virtualization techniques and shared processor architectures in the cloud system, various side-channels can be established between cloud tenants. In this paper, we propose a novel attack scenario that can steal internal information of deep learning models by exploiting the Meltdown vulnerability in a multi-tenant system environment. On the basis of our experiment, the proposed attack method could extract internal information of a TensorFlow deep-learning service with 92.875% accuracy and 1.325kB/s extraction speed.

Comparison of Virtual 3D Tree Modelling Using Photogrammetry Software and Laser Scanning Technology (레이저스캐닝과 포토그래메트리 소프트웨어 기술을 이용한 조경 수목 3D모델링 재현 특성 비교)

  • Park, Jae-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.304-310
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    • 2020
  • The technology in 3D modelling have advanced not only maps, heritages, constructions but also trees modelling. By laser scanning(Faro s350) and photogrammetry software(Pix4d) for 3D modelling, this study compared with real coniferous tree and both technology's results about characteristics of shape, texture, and dimensions. As a result, both technologies all showed high reproducibility. The scanning technique showed very good results in the reproduction about bark and leaves. Comparing the detailed dimensions on it, the error between the actual tree and modelling with scanning was 1.7~2.2%, and the scanning result was larger than the actual tree. The error between the actual tree and photogrammetry was only 0.2~0.5%, which was larger than the actual tree. On the other hand, the dark areas's modelling was not fully processed. This study is meaningful as a basic research that can be used for tree DB on BIM for the landscape architecture, landscape design and analysis with AR technology, historical tree and heritage also.

Analysis of the virtual simulation practice and high fidelity simulation practice training experience of nursing students: A mixed-methods study (간호대학생의 Virtual 시뮬레이션 실습 및 High fidelity 시뮬레이션 실습교육 경험 분석: 혼합연구방법 적용)

  • Lee, Eun Hye;Ryu, So Young
    • The Journal of Korean Academic Society of Nursing Education
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    • v.27 no.3
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    • pp.227-239
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    • 2021
  • Purpose: This study used an exploratory sequential approach (mixed methods) design to explore essential meaning through comparing and analyzing the experiences of nursing students in virtual simulation practice and high fidelity simulation practice education in parallel. Methods: The study participants were 20 nursing students, and data were collected through focus group meetings from July 17 to August 5, 2020, and via online quantitative data from November 10 to November 15, 2020. The qualitative data were analyzed using Giorgi's phenomenological method, and the quantitative data were analyzed using descriptive statistics, the Mann-Whitney U test, Kruskal-Wallis H test analysis of variance and Spearman's ρ correlation. Results: The comparison between the two simulation training experiences was shown in five contextual structures, as follows: (1) reflection of the clinical field, (2) thinking theorem vs. thinking expansion, (3) individual-centered learning vs. team-centered learning, (4) attitudes toward participating in practical training, (5) metacognition of personal competency as a prospective nurse, and (6) revisiting the method of practice training. There was a positive correlation between satisfaction with the practice and the clinical judgment ability of high fidelity simulation, which was statistically significant (r=.47, p=.036). Conclusion: Comparing the experiences between virtual simulation practice training and high fidelity simulation practice training, which has increased in demand due to the Coronavirus Disease-2019 pandemic, is meaningful as it provides practical data for introspection and reflection on in-campus clinical education.

A Study on the Establishment of Edutech-based Vocational Education and Training Model (에듀테크 기반 평생직업능력개발 선도사업 모델 수립방안 연구)

  • Rim, Kyung-hwa;Shin, Jung-min;Kim, Ju-ri
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.425-437
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    • 2022
  • In this study, the role and function of Edutech, as well as the application and expectations in the field of future vocational competency development, were gathered to define Edutech as a comprehensive working definition. Based on this redefinition of Edutech, this study analyzes Edutech technology trends and examines the level of actual technology applied to education and vocational training based on written interviews with experts, and finds out significant implications from the point of view of vocational training. Finally we propose an Edutech-based Vocational Education and Training Model.

A Study on the Privacy Protection Trends and Policies of Korea·the U.S.·EU (한·미·EU의 개인정보보호 동향 및 정책에 대한 고찰)

  • Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
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    • v.26 no.4
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    • pp.244-248
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    • 2022
  • The various digital services that people are experiencing recently are bringing about changes in the daily lives, and these changes are due to the spread of the Fourth Industrial Revolution. The 4th Industrial Revolution is based on the development of ICT technology, and ICT technology inevitably generates issues such as the use and protection of personal information as well as the use of public data. Accordingly, countries around the world are making efforts to revitalize new industries by wisely solving conflicting issues between the use and protection of personal information through legislation. There are some differences in the protection and use of personal information in Korea, the United States, and the EU. Korea trys to make the legislation that prioritizes the use of data, and the United States establishes individual laws governing the protection of personal information by sector, while the EU has clarified the strengthening personal information protection. This paper aims to find out how personal information protection is defined in Korea, the United States, and the EU through enacted laws and organize the direction of the future policies.

The User Experience Design of Virtual and Augmented Reality for Environmental and Ecological Information - Focusing on the Conservatory of Seoul Botanic Park - (환경생태정보 전달을 위한 가상·증강현실 사용자 경험디자인 연구 - 서울식물원 온실을 중심으로 -)

  • Zoh, Kyung Jin;Lee, Yumi;Song, Youngkeun;Jeong, Wookju
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.25 no.2
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    • pp.69-84
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    • 2022
  • The purpose of this research is to examine the user experience design that effectively exhibits botanical information through a virtual habitat built with 3D modeling and scanning data for the conservatory at Seoul Botanic Park. Seoul Botanic Park's conservatory contains environmental and ecological information on the wide spectrum of diverse plants under twelve cities all over the world. However, the exhibition method, which focuses on maps and information boards, has limitations in delivering diverse plant and habitat information to visitors. Virtual and augmented reality can be used as an effective tool for educating and experiencing the contents of various plant species as it can convey the ecological and environmental conditions of the habitat and local culture at diverse levels. This study experimented with constructing virtual habitats using the Unreal Engine and effectively communicating various botanical information through the interaction. With the introduction of a virtual habitat, we intend to enhance the user experience of park visitors and ultimately explore the possibility of using virtual and augmented reality to convey multi-layered environmental and ecological information of landscape.

Effect of Immersion on Field Applicability and Safety Accident Prevention in Experience Safety Education Using Virtual/augmented Reality : Focusing on Shipbuilding Workers (가상·증강현실을 활용한 체험안전교육의 몰입도가 현장 적용성 및 안전사고예방에 미치는 영향: 조선산업 종사자를 중심으로)

  • Moon, Seok-In;Jang, Gil-Sang
    • Journal of the Korea Safety Management & Science
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    • v.23 no.4
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    • pp.31-42
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    • 2021
  • Recently, virtual reality (VR) and augmented reality (AR) technologies are attracting attention as core technologies in the era of the 4th industrial revolution. These virtual and augmented reality technologies are being used in a variety of industries, including the construction industry, healthcare industry, and manufacturing industry, to innovate in communication and collaboration, education and simulation, customer service and reinvention of the customer experience. In this paper, VR-based experiential safety education was conducted for workers of shipbuilding companies in Ulsan city, and for them, the educational effectiveness such as immersion, site applicability, safety accident prevention, education satisfaction, overall performance, and safety behavior in VR-based safety experience education were measured. In addition, we examined whether the immersion of VR-based safety experience education affects site applicability, safety accident prevention, educational satisfaction, overall performance, and safety behavior. Furthermore, it was analyzed whether site applicability plays a mediating role in the relationship between immersion and safety accident prevention. As a result, it was found that the immersion of VR-based safety experience education affects site applicability, safety accident prevention effect, education satisfaction, overall performance, and safety behavior, and that site applicability mediates between immersion and safety accident prevention. Based on these results, we suggests a direction for the development of VR-based contents in the field of safety and health and the transformation of safety and health education in the future.