• Title/Summary/Keyword: Augmented Human

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A Study for Improving the Effectiveness of Safety and Health Education Based on the Empirical Education Utilizing Virtual Reality (안전보건교육의 실효성 제고 방안에 관한 연구: VR·AR기반 체험교육 중심으로)

  • Moon, Seok-In;Jang, Gil-Sang
    • Journal of the Korea Safety Management & Science
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    • v.23 no.3
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    • pp.35-45
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    • 2021
  • Activities to prevent industrial accidents can be divided into management of disaster risk factors of production facilities, disaster prevention systems and procedures, and human factors management. Human factor management is the last and most effective means to minimize disaster incidence and loss costs. The key strategy for this is safety and health education. However, formal or fictitious education is still being carried out in the industrial field. In addition, it is true that the application of practical use is insufficient due to the simple theoretical education based on knowledge transfer. In order to change the safety consciousness of employers and workers, we think that the paradigm of education should be changed from the traditional text and video-oriented lecture education method to experience-oriented education. The purpose of this study is to measure and analyze the effectiveness of safety education through education contents using VR(Virtual Reality) and AR(Augmented Reality) technology in keeping with the changing times of the 4th Industrial Revolution, And to suggest the direction of future safety and health education and content development trend.

A Study on the Design of Immersed Augmented Reality Education Models (몰입형 증강현실 교육 모델 설계에 관한 연구)

  • Tae, Hyo-Sik
    • Journal of Internet of Things and Convergence
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    • v.7 no.4
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    • pp.23-28
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    • 2021
  • Through the 4th industrial revolution, it is rapidly developing in various fields such as artificial intelligence, AR/VR, and big data, and software is at the center. In the field of education as well, the importance of integrated education to support the development of technology is being emphasized, and in order to compete in software technology, securing human resources for software development should be prioritize in domestic. However, unlike the hardware-centric society of the past, the role of software technology human resources is very important, and the reality is that they are discharging human resources that are far from the human resources image that companies need. In this paper, present an immersed education model for training AR software professionals, and based on this, propose an evaluation index that can grasp the quality of the program of the immersed AR education model. Through the AR education model, it is expected that the weaknesses and strengths of the model can be identified, and it can contribute to setting the direction for improvement of the education program.

A Study on Inverse Kinematics Based Posture and Motion Generation System for Sports Climbing (역운동학 기반 스포츠클라이밍 자세 및 동작 생성 시스템에 관한 연구)

  • Shin, Kyucheol;Son, JongHee;Kim, Dongho
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.5
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    • pp.243-250
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    • 2016
  • Recently, public interest in virtual reality (VR) and augmented reality (AR) has increased. Therefore, computer graphics-related research has been actively conducted. This has included research on virtual space related to human posture implementation. However, such research has focused on general posture in humans. This paper presents a system with reference to the basic posture in sports climbing and the inverse kinematics method for generating the positions and behavior of virtual characteristics in a three-dimensional virtual space. The simulation based on the inverse kinematics method, produced with an inverse kinematics solver and initial pose animation from motion capture, provides realistic and natural movement. We designed a simulation system to generate correct posture and motions similar to those in sports climbing by applying the basic procedure of sports climbing. The simulation system provides help for producing content about sports climbing, such as learning programs for novice climbers and sports climbing games.

Relation between Cyclooxygenase-2 and Polo-like Kinase-1 in Non-Small Cell Lung Cancer (비소세포 폐암에서 Cyclooxygenase-2와 Polo-like Kinase-1의 상관관계)

  • Lee, Kyu-Hwa;Yang, Seok-Chul
    • Tuberculosis and Respiratory Diseases
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    • v.67 no.4
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    • pp.303-310
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    • 2009
  • Background: Elevated expression of cyclooxygenase-2 (COX-2) and Polo-like kinase-1 (PLK-1) is observed in a wide variety of cancers. Augmented expression of COX-2 and enhanced production of prostaglandin $E_2(PGE_2)$ are associated with increased tumor cell survival and malignancy; COX-2 has been implicated in the control of human non-small cell lung carcinoma (NSCLC) cell growth. PLK-1 siRNA induced the cell death of lung cancer cells and the systemic administration of PLK-1 siRNA/atelocollagen complex inhibited the growth of lung cancer in a liver metastatic murine model. COX-2 and PLK-1 are involved in proliferation and in cell cycle regulation, and there is a significant correlation between their interaction in prostate carcinoma. Methods: In this study, we investigated the pattern of COX-2 and PLK-1 expression in NSCLC, after treatment with IL-1$\beta$, COX-2 inhibitor and PLK-1 siRNA. Results: Expression of PLK-1 was decreased in A549 COX-2 sense cells, and was increased in A549 COX-2 anti-sense cells. Knock out of PLK-1 expression by PLK-1 siRNA augmented COX-2 expression in A549 and NCl-H157 cells. When A549 and NCI-H157 cells were treated with COX-2 inhibitor on a dose-dependent basis, PLK-1 and COX-2 were reduced. However, when the expression of COX-2 was induced by IL-1$\beta$, the production of PLK-1 decreased. Conclusion: These results demonstrate that COX-2 and PLK-1 are regulated and inhibited by each other in NSCLC, and suggest that these proteins have a reverse relationship in NSCLC.

Webized Tangible Space (웹-기반 Tangible Space)

  • Ko, Heedong;Seo, Daeil;Yoo, Byounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.77-85
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    • 2017
  • Tangible Space is a new emerging interaction space with mobile AR/VR computing and ubiquitous computing environment with IoT. Tangible Space spans from a physical environment augmented with virtual entities to immersive virtual environments mirroring the physical environment. Interacting with Tangible Space is logged just like interacting with the Web. By webizing Tangible Space, we can gain persistence as a by-product so that human life experience in the physical environment can be logged and shared just like the information being created and shared in the current Web. The result is a powerful future direction of the web from a World Wide Web of Information to World Wide Web of Life experiences.

Gamma Irradiation Up-regulates Expression of B Cell Differentiation Molecule CD23 by NF-κB Activation

  • Rho, Hyun-Sook;Park, Soon-Suk;Lee, Choong-Eun
    • BMB Reports
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    • v.37 no.4
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    • pp.507-514
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    • 2004
  • Gamma irradiation ($\gamma$-IR) is reported to have diverse effects on immune cell apoptosis, survival and differentiation. In the present study, the immunomodulatory effect of a low dose $\gamma$-IR (5~10 Gy) was investigated, focusing on the role of NF-${\kappa}B$ in the induction of the B cell differentiation molecule, CD23/FceRII. In the human B cell line Ramos, $\gamma$-IR not only induced CD23 expression, but also augmented the IL-4-induced surface CD23 levels. While $\gamma$-IR did not cause STAT6 activation in these cells, it did induce both DNA binding and the transcriptional activity of NF-${\kappa}B$ in the $I{\kappa}B$ degradation-dependent manner. It was subsequently found that different NF-${\kappa}B$ regulating signals modulated the $\gamma$-IR-or IL-4-induced CD23 expression. Inhibitors of NF-${\kappa}B$ activation, such as PDTC and MG132, suppressed the $\gamma$-IR-mediated CD23 expression. In contrast, Ras, which potentiates $\gamma$-IR-induced NF-${\kappa}B$ activity in these cells, further augmented the $\gamma$-IR- or IL-4-induced CD23 levels, The induction of NF-${\kappa}B$ activation and the subsequent up-regulation of CD23 expression by $\gamma$-IR were also observed in monocytic cells. These results suggest that $\gamma$-IR, at specific dosages, can modulate immune cell differentiation through the activation of NF-${\kappa}B$, and this potentially affects the immune inflammatory response that is mediated by cytokines.

AHRS Sensor Data Correction for Improved Immersion in VR (VR의 몰입감 향상을 위한 AHRS 센서 데이터 값 보정)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1413-1420
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    • 2018
  • The VR / AR market has grown significantly due to the development of virtual reality and augmented reality in the core technology field of the 4th Industrial Revolution. Since VR is basically focused on space and time, and the human brain is very sensitive to temporal events, it is important to make accurate I / O interface technology, one of the virtual reality technologies, not to affect the brain's cognitive ability. VR depends on the technology of the hardware such as the display and the sensor for biometric signal recognition. In this paper, in order to prevent the sensitive brain from affecting the sensor device in consideration of hardware dependency of VR, it is necessary to make various corrections to lower the motion to photon (MTP) to 20m / s or less experiments on the method and filtering were carried out.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

Tangible AR interaction based on fingertip touch using small-sized non-square markers

  • Park, Hyungjun;Jung, Ho-Kyun;Park, Sang-Jin
    • Journal of Computational Design and Engineering
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    • v.1 no.4
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    • pp.289-297
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    • 2014
  • Although big-sized markers are good for accurate marker recognition and tracking, they are easily occluded by other objects and deteriorate natural visualization and level of immersion during user interaction in AR environments. In this paper, we propose an approach to exploiting the use of rectangular markers to support tangible AR interaction based on fingertip touch using small-sized markers. It basically adjusts the length, width, and interior area of rectangular markers to make them more suitably fit to longish objects like fingers. It also utilizes convex polygons to resolve the partial occlusion of a marker and properly enlarges the pattern area of a marker while adjusting its size without deteriorating the quality of marker detection. We obtained encouraging results from users that the approach can provide better natural visualization and higher level of immersion, and be accurate and tangible enough to support a pseudo feeling of touching virtual products with human hands or fingertips during design evaluation of digital handheld products.

Hand motion estimation for interactive image composition (상호작용 영상합성을 위한 손의 움직임 추정)

  • Koo, Ddeo-Ol-Ra;Seo, Yung-Ho;Doo, Kyoung-Soo;Choi, Jong-Soo
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.951-952
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    • 2008
  • This paper proposes a new method for image composition which estimates the rotation angle of human hand and uses the reserved image in real-time camera images. First, we capture a background image and extract a interesting region by background subtraction. Next, we estimate the skin region from the interesting region and calculate the rotation angle of estimated skin region using PCA(Principal Components Analysis). Finally, we composite the reserved image for the calculated rotation angle in camera images. The proposed method can be applied to control the 3D avatar for marker-less augmented reality.

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