• Title/Summary/Keyword: 가상 실습

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Realization of 3D Human structure by Internet (인터넷을 기반으로 한 가상현실 환경에서의 3차원 인체 구현)

  • 강득찬;박무훈
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.352-355
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    • 2002
  • Currently, the lack of equipments for the medical practice and education made it impossible for the people in medical institution to carry out suitable experiments for observing human bodies. In this paper, the authors embodied three dimensional images and moving pictures for the human skeletal structure, digestive organs, cardiovascular system and their processes over the internet framework. The three dimensional images and moving picture made it possible for the general people as well as the specialists to observe and obtain informations with regard to the human body. Especially, the authors realized a framework for visualizing the human bodies in three dimensional images, via which a detailed and realistic architecture for the human body and its organs can be obtained. The system developed in this paper can be used in the practice and education of the people engaged in medical fields.

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Development and application of Scenario-based Admission Management VR contents for nursing students

  • Kim, Yu-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.209-216
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    • 2021
  • In this paper, I developed a scenario-based admission management virtual reality (SAM VR) content for practical training for nursing students and verified the effectiveness. The SAM VR contents used in the study was developed by the researcher using Gear VR and smartphone according to the standard practical procedure suggested by the Korea Acreditation Board of Nursing Education and Evaluation. In the 30 experimental groups who received practical training using SAM VR contents, learning flow, learning confidence, and learning satisfaction increased statistically significantly after the practical training (p<.001). In the control group, who received practical training in the traditional way, learning confidence increased after the practical training (p<.005), but there was no change in learning flow and learning satisfaction (p>.005). It was verified that the SAM VR contents are effective practical education contents for nursing students' learning flow, learning confidence and learning satisfaction.

Virtual Reality based Total Station Training Content Development (가상현실 기반 토탈스테이션 훈련 콘텐츠 개발)

  • Im, Tami;Kim, Sang-Youn
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.631-639
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    • 2017
  • Development and implementation of virtual training contents has been increasing along with the emphasis on the experience and practice in engineering education. Virtual training makes repeatable sessions possible within safe learning environment which is very similar with real work place. This feature is very helpful to learners when they manipulate real machines back at work after studying with the virtual training content. The purpose of this study is to develop "Total Station and GPSS surveying" virtual training content focusing on both theory and surveying practice within various circumstances and to explore learners experience. Results show high interest, immersion, perceived learning effectiveness, and satisfaction to the content.

Design and Development of Sensor-based Virtual Experiment Contents for Smart Phone (스마트폰의 센서를 이용한 가상 실험 콘텐츠의 개발 및 설계)

  • Chung, Kwang Sik;Kwon, Sooyoul;Huang, Wen-Hao
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.161-169
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    • 2013
  • Experiments and practices are critical instructional activities for teaching and learning natural sciences. However, by learning the experimental procedures in advance with the help of Virtual Experiments, natural science majors may address danger of handling chemicals before carrying out experiments in the laboratories. Virtual Experiments, a mobile learning app, provides learners with interactions between the learners and the contents by using the sensor built-in Android-platform smart phones. With the app, learners may handle the chemicals and experiment apparatuses, verify the reactions and assembly of the chemicals and instruments in advance. This paper describes the design and development of the Virtual Experiments in hope to promote the integration of mobile learning apps in order to better engage learners in the laboratories.

Design of Communication Module for Virtual Serial Wireless LAN (가상 시리얼 무선랜 통신 모듈 설계)

  • Jang-Geun Ki
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.35-40
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    • 2023
  • In this paper, a serial wireless LAN virtual communication module that allows microprocessors to communicate wirelessly with other peripheral devices is developed as part of a study to build an online virtual experiment system that allows them to practice virtually anytime, anywhere in microprocessor application education in electrical and electronic control engineering. The developed module is connected to the microprocessor in the virtual experiment system through serial interface. The serial data is sent to and received from peripheral devices through the wireless LAN interface of the host computer where the virtual experiment software is being performed. In order to verify the function of the developed serial wireless LAN virtual communication module, experiments were conducted in which a microprocessor in the virtual experiment system exchanged data with an Android smartphone through a wireless LAN interface of a host computer. The developed serial wireless LAN communication module is expected to enable virtual microprocessors to communicate with surrounding real devices through wireless LAN, which can be efficiently used in microprocessor application education.

A Plan to Revitalize Virtual Space using Metaverse Zeb and ZEPETO App in Radiology Education (방사선학 교육에서 메타버스 젭과 제페토 앱을 활용한 가상공간 활성화 방안)

  • Dong-Hee Hong
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.965-975
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    • 2023
  • Education in radiology involves a large portion of practical training, and it is difficult to conduct it through non-face-to-face online education. In this study, we utilized the Metaverse platform, which can replace hands-on education, to implement a practice room that is difficult to access through non-face-to-face classes into a virtual world, and then evaluated the satisfaction of learners after the practice class, the practicality of the Metaverse platform class, and the future orientation of the curriculum. I wanted to find out. Using the metaverse platforms ZEPETO (Build It) and ZEP (ZEP), the S University radiology department lab was implemented into a virtual world and used for students' classes. A total of 50 students were surveyed twice, divided into pre- and post-surveys, and all questions used a 5-point Likert scale. As a result of the study, satisfaction was low at 2.32 for education without using Metaverse virtual space, while education using virtual space was very high at 4.16. As a result of the analysis, the satisfaction level of the new education system and the practicality of the Metaverse platform classes are very high, and it is believed that it will be a more effective education platform when conducting additional education such as app explanations in the future.

An Experience Type Virtual Reality Training System for CT(Computerized Tomography) Operations (컴퓨터 단층 촬영기(CT)의 가상 실습을 위한 3차원 체험형 교육 시스템)

  • Shin, Yong-Min;Kim, Young-Ho;Kim, Byung-Ki
    • The KIPS Transactions:PartD
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    • v.14D no.5
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    • pp.501-508
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    • 2007
  • Simulation system was introduced and used a lot in the fields of aviation, vessel, and medical treatment. 3D Simulation system has been used quite insufficiently as it requires a lot of system resource and huge amount of computer calculation. As the graphic card performance and simulation function developed, however, PC based simulation has been activated and is verified of its possibility as an educational software. However, educational institutions need to invest huge amount of budget and manpower to purchase and maintain CT Equipment. For such a reason, educational institutions entrust their students to hospitals for indirect experience of operation or for mere observation. This study, therefore, developed a CT Virtual reality education system with which medical CT Equipment can be directly operated in PC based 3D Virtual environment.

Development & Operation of Cyber education system for computer courses (전산 교육을 위한 사이버 교육 시스템의 개발 및 운영)

  • 김일민;장은섭
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.823-826
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    • 2003
  • 사이버 교육 시스템 기반을 구축하기 위한 일련의 연구의 한 부분으로써, 새로이 개발된 컴퓨터 기술들이 현 가상 교육 시스템과 어떻게 융합되어 더 나은 사이버 교육 시스템을 구축할 것인가를 제시한다. 많은 IT 교육이 사이버를 통하여 이루어지고 있으나, 이는 이론 교육과는 달리 컴퓨터를 이용한 실습이 필요한 경우가 많다. 한성대학교에서 실시한 가상 강좌의 운영 경험을 제시한다. 기존 강좌와 비교하여 전산 교육을 위한 가상 강좌의 문제점과 그 개선점을 제안하고자 한다.

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Cloud Computing-based Computer Education System (클라우드 컴퓨팅 기반 컴퓨터 교육 시스템)

  • Shin, Eun-Joo;Lee, Bong-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1691-1693
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    • 2010
  • 본 논문에서는 OpenNebula 기반의 클라우드 컴퓨팅 환경을 구축하고 클러스터 노드에 설치되는 하이퍼바이저로 Xen을 이용하여 클라우드 컴퓨팅 기반 컴퓨터 교육 시스템을 구축하였다. 전체 시스템은 Front-End 1대와 클러스터 노드 2대로 구성되며, 시스템 사용자는 원격 접속을 이용하여 가상 머신에 접근이 가능하다. 관리자는 Web를 통해 클러스터 노드와 가상 머신을 관리할 수 있으며, 컴퓨터 실습수업의 형태에 따라 각기 다른 OS와 응용 소프트웨어가 설치된 가상머신을 생성하여 사용자들에게 제공할 수 있다.

Virtual Reality Based Welding Training Simulator (가상현실 기반 용접 훈련 시뮬레이터)

  • Jo, Dong-Sik;Kim, Yong-Wan;Yang, Ung-Yeon;Lee, Gun-A.;Choi, Jin-Sung;Kim, Ki-Hong
    • Proceedings of the KWS Conference
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    • 2010.05a
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    • pp.49-49
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    • 2010
  • 용접은 산업계의 기계 조립 및 접합을 위한 공정의 주요한 작업으로 조선, 중공업, 건설 등 산업현장에서 사람에 의한 수동적인 작업으로 대부분 수행된다. 이러한 용접 작업을 수행하는 용접 기술자는 산업 현장 훈련원과 직업 교육 학교에서 양성되지만 용접 훈련 과정은 실습 초보자에게 위험하고, 장시간 교육하기에 어려울 뿐 아니라 재료 낭비, 의사 소통의 한계, 즉석 결과 평가의 한계, 공간부족 등 다양한 문제가 있다. 그러므로, 안전하고 반복적인 실습 환경 제공하고 장시간 및 다수 교육참여 지원 등이 가능한 시스템을 구축하여 숙련된 우수 인력 조기 확보와 훈련 비용을 절감할 필요가 있다. 본 논문에서는 실제와 동일한 상호작용을 제공할 뿐만 아니라 고품질로 훈련 환경을 가시화하여 용접 상황을 동일하게 모사하는 가상 현실 기반 용접 훈련 시뮬레이터를 제시한다. 이 시스템은 용접의 형상과 환경의 고품질 가시화, 경험 DB를 통한 용접의 비드 형상 데이터 획득, 용접 토치를 이용하는 사용자 상호작용, 용접 훈련 결과 평가 및 최적 작업 가이드, 용접 콘텐츠 저작, 다양한 용접 훈련을 가시화하는 하드웨어 플랫폼으로 구성된다. 고품질 가상 용접 가시화는 경험 DB 기반 비드 형상 데이터와 신경회로망을 이용한 비드 형상 예측을 통해 실시간 비드 표현이 이루어지며 쉐이더 기반 고품질 모재 및 비드 표현, 아크 불꽃 효과 표현을 포함한다. 사용자 상호작용은 현장 작업 도구와 일치된 토치 인터페이스와 위치추적을 이용하여 토치의 작업각, 진행각, 속도, 거리 등을 반영할 수 있으며 진동과 소리 등 용접 훈련의 사실적 상호작용도 재현하였다. 용접 훈련 평가 및 최적 작업 가이드는 훈련자의 용접속도, 거리, 각도 등의 사용자 작업 결과를 그래픽으로 표현하고, 애니메이션을 통한 훈련 자세를 추후 분석할 수 있도록 하였고, 가상토치, 기준선, 수치계기 등을 이용한 최적 작업 훈련 가이드 제시하였다. 훈련 콘텐츠 저작은 메뉴UI 기반으로 용접의 전류, 전압 등의 조건과 상황을 선택하도록 제시하였고, 하드웨어 플랫폼은 워크벤치형 입체 디스플레이 방식으로 용접 환경을 가시화하였고, 위, 정면, 아래보기 등 다양한 용접 자세 변경을 지원 할 수 있도록 구축하였다. 이러한 가상현실 기반 훈련 시뮬레이터는 아크열 발생에 따른 장시간 훈련의 어려움을 극복할 수 있고, 다양한 실습 환경을 바꾸어 가며 반복적인 훈련이 가능하고, 실 재료를 사용하지 않아 재료의 낭비를 줄일 수 있는 환경 친화적인 안전하고 효율적인 훈련 실습 환경을 제공할 수 있다.

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