• Title/Summary/Keyword: AR/VR

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Virtual Reality and Augmented Reality in Plastic Surgery: A Review

  • Kim, Youngjun;Kim, Hannah;Kim, Yong Oock
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.179-187
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    • 2017
  • Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Calibration of 9 axis sensor data for high immersion feeling of VR user (VR 사용자의 높은 몰입감을 위한 9축센서 데이터의 보정)

  • Kim, Dong-min;Lim, Ji-yong;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.400-403
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    • 2018
  • The VR / AR market has grown significantly due to the development of Virtual Reality and Augmented Reality, the core technologies of the Fourth Industrial Revolution. According to a report released by the Korea Science and Engineering Corporation (KISTEP), the global VR / AR market will grow to $ 105 billion by 2022. An important key to the growth of the VR / AR market is user immersion. VR is dependent on technology of hardware such as display and sensor for biometric signal recognition. In order to improve user's immersion feeling, it is important to transmit sensor data to display device more accurately and quickly. In this paper, we consider various sensor hardware dependencies of VR, and compare various correction methods and filtering methods to lower the Motion to Photon (MTP) time that user movement is fully reflected on the display using sensor devices.

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A Study on the Heart Rate Variability for Improvement of AR / VR Service (AR/VR 서비스 향상을 위한 심박 변이도 연구)

  • Park, Hyun-Moon;Hwang, Tae-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.1
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    • pp.191-198
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    • 2020
  • In this study, we proposed a real-time ECG analytical method for predicting stress and dangerous heart condition using the ECG signal in playing AR/VR device. A real-time diagnosis is used as R-R interval based HRV(:Heart rate variability), BPM(:Beats Per Minitue) and autonomic nervous research with through mapping method of two-dimensional planes. The ECG data were analyzed every 5 minutes and derived from autonomic nervous system diagnosis.

Trends of VR/AR Game Technology (VR/AR 게임기술 동향)

  • Bang, J.S.;Lee, D.C.;Seo, S.H.;Kim, Y.J.;Lee, H.J.;Son, W.H.
    • Electronics and Telecommunications Trends
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    • v.31 no.1
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    • pp.146-156
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    • 2016
  • 게임은 IT 기술의 발전에 따라 그 형태, 종류, 방식이 다양해져 왔다. 즉, 새로운 IT 기술에 대한 이해는 차세대 게임 동향 예측을 가능하게 한다. 최근, 소프트웨어 및 하드웨어 기술의 진보로 가상현실(Virtual Reality: VR) 및 증강현실(Augmented Reality: AR) 기술이 적용된 다양한 애플리케이션들이 등장하고 있다. 큰 규모의 시장을 형성하고 있는 게임 업계에서도 그 VR/AR 기술을 게임 개발에 이용하고자 하며, 일부 업체들을 중심으로 몇 가지 상용 게임이 이미 출시되었다. 본고에서는 차세대 게임을 위한 VR/AR 기술 및 게임 서비스 현황을 살펴보고, 향후 VR/AR 게임의 발전 방향에 대해 전망한다.

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A Study on the Practical Talent Training Method Based on Team Project Using CK-AR/VR PBL (CK-AR/VR PBL을 활용한 팀 프로젝트 기반의 실무형 인재 양성 교수법 연구)

  • Jung-Sun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.449-452
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    • 2023
  • 본 연구는 신산업분야 특화 선도전문대학 지원사업 연구를 통해 개발된 CK-AR/VR PBL 교수법을 팀 프로젝트 기반의 캡스톤디자인 정규 교과목 수업에 적용해봄으로써, 해당 교수법의 장점 및 문제점을 파악하고 활용방안을 모색하기 위해 진행되었다. CK-AR/VR PBL 교수법은 기존 PBL(문제중심수업) 교수법의 특징과 장점을 유지하고 AR/VR 게임콘텐츠 특성에 맞는 특징을 중심으로 구축된 교수법으로 15주 정규교과목 수업인 '취업과창업을위한차세대게임창작프로젝트(캡스톤디자인)' 수업과 '취업과창업을위한차세대게임 포스트프로덕션(캡스톤디자인)' 수업을 수강한 200여 명의 학생에게 적용하였고 장단점을 파악하게 되었다. 이를 바탕으로 게임 개발 팀 프로젝트 교육과정을 운영 중인 교육 관계자들이나 앞으로 유사한 교육과정을 운영하기 위해 준비 중인 교육 관계자들에게 조금이나마 도움을 주고자 한다.

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Microstructural Changes in Orthopaedic-Grade Ultra High Molecular Weight Polyethylene (UHMWPE) according to Gamma-Irradiation Method (감마선 조사 방법에 따른 정형외과용 초고분자량 폴리에틸렌의 미세구조 변화)

  • Lee, Kwon-Yong
    • Polymer(Korea)
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    • v.34 no.5
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    • pp.454-458
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    • 2010
  • In this study, the microstructural changes in orthopaedic-grade ultra high molecular weight polyethylene (UHMWPE) were compartively investigated for six different gamma-irradiation methods. Compared with un-irradiation (UGI), conventional gamma-irradiation in air room temperature (AR) induced statistically significant increases of relative crystallinity and percent crosslinking in UHMWPE. Vacuum environment (VR) during gamma-irradiation significantly increased the percent crosslinking in UHMWPE. Vacuum extreme low temperature (V77) during gamma-irradiation induced no significant changes in both relative crystallinity and percent crosslinking of UHMWPE but the percent crosslinking of UHMWPE in VR and V77 was significantly larger than that in AR. Post-irradiation stabilization process significantly increased the relative crystallinity of UHMWPE in V77, and it also significantly increased the percent crosslinking of UHMWPE in AR and V77.

A Study on the Development Direction of Education and Training System based on AR/VR Technology (가상현실 및 증강현실 기술을 기반 한 교육·훈련 체계 개발 방향 설정에 관한 연구)

  • Park, Myunghwan;Lee, Sangsoo;Jeon, Ki Seok;Seol, Hyeonju
    • Journal of the Korea Institute of Military Science and Technology
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    • v.22 no.4
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    • pp.545-554
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    • 2019
  • The purpose of this study is to develop a method of applying AR(Augmented Reality)/VR(Virtual Reality) to educational and training systems from a comprehensive perspective, rather than applying AR/VR technology to specific education and training systems. We suggested whether to apply AR or VR technology to education and training system, the level of application of technology when constructing using AR/VR technology, and the criteria of priority among many education and training systems. To do this, we presented the framework of application of AR/VR technology, the evaluation criteria for selecting priority of education and training system applying AR/VR, and the systematic procedure for utilization of developed method. This study is significant in that it has developed a method to determine the direction of systematic AR/VR technology application for all education and training systems operated by the military or organization. This is expected to contribute to the overall efficiency of the organization in terms of economical utilization of the limited budget as well as the various benefits of utilizing basic AR/VR technology.

A study on the immersive experience in preparation for the era of autonomous ships (자율운항선박시대를 대비한 몰입형 자율운항 경험에 관한 연구)

  • Chang, Myung-Hee
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2020.11a
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    • pp.70-71
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    • 2020
  • In the era of autonomous ships, artificial intelligence technology will be able to provide a more advanced immersive experience by combining AR and VR. Immersion technology can provide a real-like experience and sensibility by dazzling the five senses of the user. In autonomous operation through VR or AR, it is necessary to provide a natural environment in which seafarers can immerse themselves in navigation and interact with virtual ships. In this study, in preparation for the era of autonomous ships, what are the key characteristics that seafarer can realize immersive user experience during autonomous navigation through VR or AR.

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