• Title/Summary/Keyword: 가상 훈련

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Postural Balance Rehabilitation using Virtual Reality Technology (가상현실기술을 이용한 자세균형재활훈련에 관한 연구)

  • Lee, J.S.;Jeong, J.S.;Kim, D.W.;Kim, N.G.
    • Proceedings of the KOSOMBE Conference
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    • v.1996 no.05
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    • pp.256-259
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    • 1996
  • In this paper, we proposed a new system for postural balance rehabilitation training. We used the cycle simulator using virtual reality technology as the sensory integration device. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

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Postural Balance Rehabilitation using Virtual Reality Technology (가상현실기술을 이용한 경사침대에서의 자세제어훈련에 관한 연구)

  • Lee, J.S.;Kim, H.S.;Chong, K.H.;Jeong, J.S.;Kim, D.W.;Kim, N.G.
    • Proceedings of the KOSOMBE Conference
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    • v.1996 no.11
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    • pp.107-110
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    • 1996
  • We proposed a new system for the postural balance rehabilitation training. For the purpose, we used the virtual hiking system using virtual reality technology. We evaluated the system by measuring the parameters such as path deviation, path deviation velocity, cycling time, and head movement. From our results, we verified the usefulness of virtual reality technology in rehabilitation. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

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Location-Based Military Simulation and Virtual Training Management System (위치인식 기반의 군사 시뮬레이션 및 가상훈련 관리 시스템)

  • Jeon, Hyun Min;Kim, Jae Wan
    • Journal of Korea Multimedia Society
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    • v.20 no.1
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    • pp.51-57
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    • 2017
  • The purpose of this study is to design a system that can be used for military simulation and virtual training using the location information of individual soldier's weapons. After acquiring the location information using Arduino's GPS shield, it is designed to transmit data to the Smartphone using Bluetooth Shield, and transmit the data to the server using 3G/4G of Smartphone in real time. The server builds the system to measure, analyze and manage the current position and the tracking information of soldier. Using this proposed system makes it easier to analyze the training situation for individual soldiers and expect better training results.

RacketSports Training Solution (라켓스포츠 실력 향상을 위한 가상운동 훈련 솔루션 개발)

  • Sin, Hye-Ji;Baek, Yeong-Ji;Song, Ho-Yeon;Kim, Ung-Seop;Lee, Byeong-Gwon;Kim, Dae-Hyeon;Yang, Seong-Yeol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.642-643
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    • 2019
  • 실생활에서 많이 행해지고있는 배드민턴, 테니스 등의 운동에서 전문가에 의한 자세교정, 원격 코칭에 대한 필요성이 대두된다. 스스로 운동을 재대로 하고 있는지 확인함과 유명 선수의 운동 자세를 따라하고 싶은 욕구를 해소할 수 있는 소프트웨어 솔루션을 개발하는데 의의가 있다. 또한 스마트폰과의 연동으로 젊은 층의 수요를 흡수한다.

Development of Stewart Platform installed Turntable for Manned Flight Virtual Training Simulator (턴테이블을 적용한 유인비행체 가상훈련 시뮬레이터용 스튜어트 플랫폼 개발)

  • SO, Sangwon;Woo, Jaehoon;Hong, Chunhan
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.28 no.4
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    • pp.125-131
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    • 2020
  • In order to study the correlation between the pilot's cognitive ability and recovery ability by applying a physical element that can cause spatial loss of position to the pilot, a turntable was installed on the top of the motion system to give a quantitative rotational error. We propose a method of simulating flight movement to reduce a difference in feeling and an intuitive method of forward kinematic analysis.

Analysis of Visual Attention of Students with Developmental Disabilities in Virtual Reality Based Training Contents (가상현실기반 훈련 콘텐츠에서 발달장애인의 시각적 주의집중도 분석)

  • Jo, Junghee
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.328-335
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    • 2021
  • In the era of 'Untact', virtual reality-based job training platforms are actively being used as part of non-face-to-face education for students with developmental disabilities. Because the people with developmental disabilities may lack sufficient cognitive abilities, it is difficult to conduct untact training seamlessly without the help of a third party. Therefore, it is necessary for training programs to identify the right timing to provide help so that the training can be continued. This research analyzed the visual attention of students with developmental disabilities in virtual reality-based job training program in order to determine the point of time when an intervention is required by the trainee. Results showed that students who completed the mission tended to have intense visual attention on a small number of objects for a certain period of time; the visual attention of the students who failed tended to shift erratically among multiple objects.

Nuclear Decommissioning Simulation Using Virtual·Augmented Reality (가상·증강 현실을 이용한 원전 작업에서의 활용 방안)

  • Kang, Dong-Yoon;Kim, Sung-Hyun;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.566-568
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    • 2022
  • Metaverse is the most emerging technology due to the recent 4th industry and the non-face-to-face society of Corona 19. As one of the core technologies of Metaverse, VR·AR technology is being industrialized in various fields such as medical care, education, and service. Among them, education and training are the most important fields of application, and nuclear power plant operation also requires this technology. In this paper, we will look at the fields of application of VR·AR technology in existing industries and suggest a plan for use in nuclear power plant work.

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A Study on Fully Automated OPFOR for 'Next Generation ROKA Wargame Simulation Model' Based on Gamer Behavior (게이머 행동 기반 '차세대 육군 워게임 모의모델'의 완전자동화 대항군 구현에 관한 연구)

  • Lee, Byeong-Ho;Kim, Tae-Ho;Ryu, Jae-Hark;Shin, Young-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.610-613
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    • 2021
  • 육군은 90년대부터 워게임 모의모델을 활용하여 군단 전투지휘훈련, 전구 연합지휘소연습, 사·군단 작전계획 검증을 하였으며, 현재는 차세대 워게임 모의모델을 개발하기 위한 기술적 검토단계에 있다. 워게임 모의모델의 객체인 가상군을 자동화하기 위한 연구는 오래전부터 진행되었으나, 규칙기반 시스템을 적용한 반자동화군에 대한 연구가 일부 진행된 수준이다. 이에 본 논문에서는 게이머 행동패턴을 기반으로 학습한 인공지능으로 차세대 육군 워게임모델의 대항군 기동부대를 완전자동화하는 방안을 제안하였다.

Research on basic practice XR service for disabled handball players (장애인 핸드볼 선수를 위한 기초연습 XR 서비스에 대한 연구)

  • Ju-Seok Kim;Seung-Won You;Byong-Kwon Lee;San-Hwa Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.363-365
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    • 2024
  • 본 논문에서는 제한된 공간에서 효과적인 기초연습이 필요한 장애인 핸드볼 선수들을 대상으로, XR(Extended Reality) 기술을 활용한 특화된 훈련 서비스를 개발하고자 한다. 경기장에 물리적으로 참석할 필요 없이 집이나 사무실에서 편안하게 핸드볼 게임을 경험하고 연습할 기회가 현재 제한되어 있다. 이 연구의 목적은 장애인이 멀티플레이어 환경에서 기초 연습하는 방법 개발에 중점을 두어 이러한 한계를 해결하는 것이다. 이를 통해 선수들은 제한된 실내 환경에서도 가상 현실(VR) 및 증강 현실(AR)을 활용하여 핸드볼 게임을 쉽게 경험하고 연습할 수 있는 가능성을 제공한다.

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A Study of Artificial Intelligence Learning Model to Support Military Decision Making: Focused on the Wargame Model (전술제대 결심수립 지원 인공지능 학습방법론 연구: 워게임 모델을 중심으로)

  • Kim, Jun-Sung;Kim, Young-Soo;Park, Sang-Chul
    • Journal of the Korea Society for Simulation
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    • v.30 no.3
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    • pp.1-9
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    • 2021
  • Commander and staffs on the battlefield are aware of the situation and, based on the results, they perform military activities through their military decisions. Recently, with the development of information technology, the demand for artificial intelligence to support military decisions has increased. It is essential to identify, collect, and pre-process the data set for reinforcement learning to utilize artificial intelligence. However, data on enemies lacking in terms of accuracy, timeliness, and abundance is not suitable for use as AI learning data, so a training model is needed to collect AI learning data. In this paper, a methodology for learning artificial intelligence was presented using the constructive wargame model exercise data. First, the role and scope of artificial intelligence to support the commander and staff in the military decision-making process were specified, and to train artificial intelligence according to the role, learning data was identified in the Chang-Jo 21 model exercise data and the learning results were simulated. The simulation data set was created as imaginary sample data, and the doctrine of ROK Army, which is restricted to disclosure, was utilized with US Army's doctrine that can be collected on the Internet.