• 제목/요약/키워드: 가상훈련시스템

검색결과 200건 처리시간 0.026초

Development Of Virtual Reality System For The Training And Assessment Of Proprioception During Upper-limb Reaching Task: A Pilot Study (상지재활 훈련동안 자기수용감각의 훈련 및 평가를 위한 가상현실 시스템 개발: 예비연구)

  • Cho, Sang-Woo;Ku, Jeong-Hun;Han, Ki-Wan;Lee, Hyeong-Rae;Park, Jin-Sick;Lee, Won-Ho;Shin, Young-Seok;Kim, Hong-Joon;Kang, Youn-Joo;Kim, In-Young;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.749-753
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    • 2008
  • Proprioception defined it as the ability to detect, the spatial position or movement of joints using balance, power of the muscle, agility in the internal parts of the body. In existing study for improvement of proprioception, reaching task training provided a feedback; the assessment was not provided a feedback. But, this has problem that it can not guide a proprioception from situation with visual feedback. Virtual reality technique can solve the problem of way providing feedback during training. In this study, we developed proprioception training program using virtual reality and pilot study is performed. VR task were composed three modes. In mode 1, real-time movement of the body was provided using visual feedback. In mode 2, body position was provided using visual feedback when participant have specific response. And in mode 3, body position was not provided. VR task is performed five sessions at each mode and one session performed one by one a three target. In the result of this study, the moving time toward the target from mode 3 was smaller than the moving time toward the target from mode 1 (p= 0.001). The correlation was statistically significant between mode 2 and mode 3 while be offering visual feedback position of mode 2 1session. But, the correlation was not statistically significant between mode 2 and mode 3 after be offered visual feedback position of mode2 1session (p = 0.012). Training environment of mode 1 shows which training used visual feedback than proprioception. Mode2 can execute training of proprioception because first session acquires visual feedback by proprioception. The next study will be verification of the system for training or assessment by clinical experiment.

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Implementation of Intelligent Virtual Character Based on Reinforcement Learning and Emotion Model (강화학습과 감정모델 기반의 지능적인 가상 캐릭터의 구현)

  • Woo Jong-Ha;Park Jung-Eun;Oh Kyung-Whan
    • Journal of the Korean Institute of Intelligent Systems
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    • 제16권3호
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    • pp.259-265
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    • 2006
  • Learning and emotions are very important parts to implement intelligent robots. In this paper, we implement intelligent virtual character based on reinforcement learning which interacts with user and have internal emotion model. Virtual character acts autonomously in 3D virtual environment by internal state. And user can learn virtual character specific behaviors by repeated directions. Mouse gesture is used to perceive such directions based on artificial neural network. Emotion-Mood-Personality model is proposed to express emotions. And we examine the change of emotion and learning behaviors when virtual character interact with user.

Research on System Architecture and Simulation Environment for Cyber Warrior Training (사이버전사의 훈련을 위한 시스템 구축 방안 연구)

  • Ahn, Myung Kil;Kim, Yong Hyun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • 제26권2호
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    • pp.533-540
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    • 2016
  • It is important to establish the environment for cyber warrior training, testing support and effectiveness analysis in order to cope with sharply increasing cyber threat. However, those practices cannot be easily performed in real world and are followed with many constraints. In this paper, we propose a live/virtual M&S-based system for training/testing and constructive M&S-based system for effectiveness analysis to provide an environment similar to real world. These can be utilized to strengthen the capability to carry out cyber war and analyze the impact of cyber threat under the large-scale networks.

The Effect of P2E-type Virtual Farm Experience on the Attitude and Recommendation Intention of Potential Farmers : Focusing on the Information System Success Model (P2E형 가상 농장 영농체험이 잠재 영농인의 태도와 추천의도에 미치는 영향 연구: 정보시스템성공모델 중심으로)

  • Bae, Sujin;Oh, Hyunjoo;Lee, Younglae;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • 제22권6호
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    • pp.680-691
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    • 2022
  • Virtual farm is a kind of virtual reality for education and training, which realizes a change in attitude toward farming and aims for economic performance through revisiting the virtual farm. With the recent introduction of P2E-type virtual reality, a way to connect virtual farming experiences with practical benefits is being considered. However, few studies have been conducted on the factors that influence the success of virtual farms. Hence, the purpose of this study is to examine whether the quality of virtual farm contents and system quality affect user satisfaction with virtual farm experience based on the DeLone & McLean's IS Success Model. In addition, we will examine whether satisfaction with the virtual farm significantly contributes to the change in attitude toward farming. In addition, we demonstrate whether digital incentives contribute to the activation of P2E-type virtual farms.

Design of Input Output Control System for Power Plant Simulator based on PC (PC기반의 발전소 시뮬레이터용 입출력 제어 시스템의 설계)

  • Cho, Ji-Yong;Gwak, Kwi-Yil;Lee, Jin-Kee
    • Proceedings of the KIEE Conference
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    • 대한전기학회 2001년도 하계학술대회 논문집 D
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    • pp.2258-2260
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    • 2001
  • 최근 급속한 하드웨어 및 소프트웨어 기술의 발달로 인하여 PC기반의 분산제어 시스템들이 산업계에 모습을 보이고 있다. 발전소 시뮬레이터는 발전소의 모든 운영을 통제하는 중앙제어실과 똑같은 형태 및 동작특성을 갖춘 설비로 운전원들이 정상적 상황은 물론 가상적인 사고상황에서도 긴급 대응할 수 있도록 훈련에 이용되는 모의훈련 시스템이다. 본 논문에서는 제어 자동화 통신망으로 떠오르고 있는 필드버스와 함께 시뮬레이터 판넬에 설치된 수만개에 달하는 각종 입출력 신호들을 분산된 PC 시스템에서 수집하고 이 신호들을 실시간 통신기술을 이용하여 원격의 현장(시뮬레이션 컴퓨터)까지 송수신해 주는 입출력 제어 시스템의 설계에 관한 내용을 소개한다. 특히 분산된 PC 시스템 구조와 각 시스템에 탑재될 소프트웨어 모듈들 그리고 TCP/IP를 대신하여 사용하고 있는 필드버스 프로토콜 드라이버의 설계에 관한 내용을 중심으로 소개하고자 한다.

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Development of Network Based Tank Combat Training Model (네트워크 기반의 전차 교전 훈련 모델 개발)

  • Roh, Keun Lae;Kim, Eui Whan
    • Journal of the Korean Society of Systems Engineering
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    • 제4권2호
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    • pp.27-33
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    • 2008
  • As a part of development of Korean K2 main battle tank, embedded training computer to be operated in the main equipment, which makes it possible to train without a special-purposed training simulator, was adopted for tank combat training. The category of embedded training of Korean K2 main battle tank includes driving training, gunnery training, single tank combat training, platoon level combat training, and command and platoon leaders combat training. For realization unit level tank embedded training system, the virtual reality was utilized for real time image rendering, and network based real time communication system of K2 tank was utilized for sharing status information between tanks. As a result, it is possible to train themselves on their own tank for enhancing the operational skills and harmonized task with members.

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A Study on the Methodology of Stereo-Scope Visualization Using Virtual Reality Technique (가상현실 기술을 이용한 입체영상 시각화 기법에 관한 연구)

  • Shin, Mi-Hae;Seo, Su-Seok;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제14권6호
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    • pp.1482-1487
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    • 2010
  • Recently, Product and contents using virtual reality technique is spreading quickly. Visualization using virtual reality technique is provide a differentiated experience with existing visualization methodology by giving enhanced immersiveness to users. This paper is make a suggestion to a new methodology of stereo-scope visualization and talk about this utilization possibility. We proposed the design method of stereo-scope realization system that is composed at least two screen. through which users will feel more immersiveness and experience to virtual reality. The suggestion system of this paper will widely used in various industry such as virtual reality exhibitions, shows, games, training programs, etc.

A Integration of Heterogeneous Sim에ator based on Distributed Computing Environment Using HLA (분산 컴퓨팅 환경에서 HLA를 이용한 이기종 시뮬레이터 통합)

  • Hwang, Jae-Jun;Lee, Kyu-Young;Choi, Jae-Young
    • Proceedings of the Korean Information Science Society Conference
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    • 한국정보과학회 2005년도 가을 학술발표논문집 Vol.32 No.2 (1)
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    • pp.754-756
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    • 2005
  • 현대는 실제와 같은 환경을 재현할 수 있도록 제작된 시뮬레이터를 사용하여 실제 훈련을 대체하고 있다. 그러나 많은 사용자들은 이미 개발된 이종의 시뮬레이터들을 하나로 묶어 연동할 필요성을 느끼게 되었고, 이에 따라 다양한 형태의 상호작용이 수반되는 시뮬레이션에 대한 요구를 만족하는 대규모 분산가상환경(large-scaled distributed virtual environment)을 개발하려는 움직임이 크게 늘게 되었다. 이러한 요구를 바탕으로 등장한 것들 중 하나가 HLA이다. High Level Architecture (HLA)는 미국방성에서 모델과 시뮬레이션에 공통의 구조와 인터페이스를 제공하기 위해 개발된 통합 구조이다. HLA는 분산 컴퓨팅 환경에서 각각의 시뮬레이터들이 정보를 교환 할 수 있게 해줌으로써 하나의 통합 시뮬레이션 시스템을 구축하게 해준다. HLA는 크게 Object Model Template (OMT)와 Run-Time Infrastructure (RTI)로 구성되어 있으며, 이를 통하여 공통된 구조와 상호 작용 환경을 제공한다. 각각의 시뮬레이터들은 RTI를 통하여 Federation에 참여하고 선별적으로 원하는 정보를 주고받으며 하나의 통합 시뮬레이션을 이루게 된다. 본 논문에서는 분산 컴퓨팅 환경에서 이기종의 3차원 영상 시뮬레이터들에 HLA 인터페이스를 삽입하고 3차원 영상 시뮬레이션에 적합하게 개발된 공통 구조인 FOM 제공하여 하나의 통합 가상훈련 시스템을 구축하였다. 이 시스템은 현재 KA-32 헬기 시뮬레이터 영상 프로그램 제작에 적용되어있다.

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Development and Assessment of Multi-sensory Effector System to Improve the Realistic of Virtual Underwater Simulation (가상 해저 시뮬레이션의 현실감 향상을 위한 다감각 효과 재현 시스템 개발 및 평가)

  • Kim, Cheol-Min;Youn, Jae-Hong;Kang, Im-Chul;Kim, Byung-Ki
    • Journal of Korea Multimedia Society
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    • 제17권1호
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    • pp.104-112
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    • 2014
  • With recent development of virtual reality technology, coupled with the growth of the marine industry, virtual underwater simulation systems are under development in various studies, for educational purposes and to simulate virtual reality experiences. Current literature indicates many underwater simulation systems to date have focused on the quality of visual stimulus delivered through three-dimensional graphics user interface, limiting the reality of the experience. In order to improve the quality of the reality delivered by such virtual simulations, it is crucial to develop multi-sensory technology rather than focus on the conventional audio-visual interaction, which limits experiencer from the sense of underwater immersion and existence within the simulation. This work proposes the immersive multi-sensory effector system, delivering the users with a more realistic underwater experience. The sense of reality perceived was evaluated, as the main factor of the virtual reality system.

3D Video Simulation System Using GPS (GPS를 이용한 3D 영상 구현 시뮬레이션 시스템)

  • Kim, Han-Kil;Joo, Sang-Woong;Kim, Hun-Hee;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제18권4호
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    • pp.855-860
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    • 2014
  • Currently, aircraft and automobile simulator for training provides a variety of training by making hypothetical situation on a simulator installed on the ground currently. And the instructor maximizes the effectiveness of the training by monitoring training and instructing the required training. When trainees are boarding the aircraft or automobile. The Instructor in the ground is not able to monitoring aircraft, automobile. The assessment of the training is not easy after the end of the training. Therefore, it is difficult to provide high quality of education to the students. In this paper, simulation system is to develop the following. Collecting GPS and real-time information for aircraft, automobile $\grave{a}$implementing 3D simulation. Implementing current image of the aircraft or automobile in the screen by 3D real-time monitoring of training situation at the control center utilizing for training saving 3D video files analysis, evaluation on training after the end of the training.