• Title/Summary/Keyword: Reality Convergence

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Effects of Computer Based Virtual Reality Program on Clinical Rehabilitation in Korea: A Meta-analysis (컴퓨터 기반 가상현실 프로그램의 국내 임상재활 적용 효과: 메타분석)

  • Kwon, Jae-Sung
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.293-304
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    • 2015
  • Meta-analysis was conducted to examine effects of computer based virtual reality on clinical rehabilitation in Korea. The data were analyzed as the ICF categorizations. The papers used in this study were located through domestic data search engines. The fifteen studies were selected among the studies published between 1995 and 2014. The PEDro score was used for qualitative assessment. The sample size and the average and standard deviations of pre and post tests were analyzed through a meta-analysis. The PEDro scores of the selected studies were 6 points higher and 338 participants were involved. The effect size of combined data was 1.030, activities and participation 1.120, sensory function 1.199 as indicated by a "large effect size" and the effect size of mental function was 0.557 as indicated by a "medium effect size." As a result, virtual reality program as a adjunctive therapeutic methods has proven the effect. In particular, the effects were demonstrated in activities and participation, sensory function. However there was no evidence of the effectiveness of mental function.

3D Restoration of Cultural Remains for Exhibiting Augmented Reality (증강현실 활용 전시를 위한 문화 유물 디지털 3D 복원)

  • Zheng, mei-ying;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.549-554
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    • 2017
  • In recent years, as the importance of history has increased through various social issues, media, and journalists in Korea, it has led to the value of 'right history' and 'teaching history that is right. History of a country is also a core asset in a country 's cultural contents industry, and historical relics are important to prove its value. As the interest in the historical and cultural heritage has increased, researches to develop it as cultural contents by restoring it as information and communication technology such as multimedia and virtual reality are active. In this paper, we propose convergence device and contents that can provide rich experience and various learning opportunities in artifact experience through restoration of artifacts using augmented reality. The study on the application effect of educational game contents which can add fun can be continued.

A Method of Commerce Activation of the Old City-Center of Jeju City Using Augmented Reality Technology (증강현실을 활용한 원도심 상권 활성화방안)

  • Lee, Bongkyu
    • Journal of Convergence for Information Technology
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    • v.9 no.11
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    • pp.1-7
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    • 2019
  • Jeju City is one of the cities where decline of old city-center is appearing due to the reduction of residential and floating population. The decline of old city-center of Jeju City has been on the rise since the 1990s, and has been intensifying in the 2000s. Jeju City is currently activating specific policies to ensure activation and diversification of the local commercial area. In this paper, we propose a new method to increase the number of visitors to Jeju-Mokkwana by using Augmented Reality technology for activating commerce of old city-center. Various Augmented Reality contents based on smart-phone are implemented and operated in Jeju-Mokkwana. Also the survey is conducted to 574 visitors who have experienced online/offline promotion for analyzing effects. Survey results show that the proposed method can be effectively used to activate the old city-center by increasing the floating population.

Comparative Analysis on Special Teachers' Perception toward Virtual Reality based Intervention Program for students with disabilities (장애학생을 위한 가상현실 기반 중재프로그램에 대한 특수교사의 인식 비교)

  • Lee, Tae-Su;Joo, Kyo-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.113-120
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    • 2019
  • The purpose of this study was to compare and analyze special teachers' perception on virtual reality based intervention program.(VRIP) for students with disabilities. The survey participants consisted of 364 special teachers who were working in special class or special school. Questionnaires with unfaithful responses were excluded, and a total of 324 questionnaires were analyzed. Data analysis was carried out through independent t-test and ANOVA. According to the results of study, Male special teachers' acceptance intention towards VRIP were higher than female special teachers. Special teachers with educational career within 10 years had more positive awareness than special teachers with educational career above 15 years. Special teachers in middle and high school teachers were higher than special teachers in kindergarten. In the aspects on another factors, special teachers with educational career within 10 years more positive awareness than special teachers with educational career above 15 years. Special teachers in middle and high school teachers were higher than special teachers in kindergarten.

Case study of military education and training using AR (Augmented Reality)/VR (Virtual Reality) (AR(증강현실)/VR(가상현실) 활용한 군 교육훈련 사례 연구)

  • Seol, Hyeonju;Jeon, Kiseok
    • Convergence Security Journal
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    • v.22 no.5
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    • pp.107-113
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    • 2022
  • The AR/VR-based education and training system is expected to contribute greatly to accident prevention and budget reduction as well as practical training effects similar to the battlefield environment. Research to use AR/VR for learning is ongoing, and technology can be improved without experiencing failures that can occur in the real world. Major advanced countries in defense recognized the advantages of AR/VR technology early on, and developed and utilized systems using them in various fields, from mastery of individual weapon system operation to comprehensive combat training systems, war history education, and post-traumatic stress treatment. Therefore, the purpose of this study is to examine the cases of AR/VR application education and training in advanced defense countries and to draw implications for the South Korean military.

The Effect of Cognitive Rehabilitation Program Using Virtual Reality (VR) Contents on Cognitive function, Depression, Upper Extremity Function and Activities of Daily Living in the Elderly (가상현실(Virtual Reality) 콘텐츠를 활용한 인지재활프로그램이 노인의 인지기능, 우울감, 상지기능 및 일상생활능력에 미치는 영향)

  • Kim, Young-June;Park, Jin-Hong;Cho, Young-Suk;Kim, Keum-Sook
    • Journal of Convergence for Information Technology
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    • v.10 no.8
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    • pp.203-212
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    • 2020
  • The purpose of this study was to investigate the effects of cognitive rehabilitation programs using Virtual Reality(VR) content on the daily living abilities such as cognitive abilities, depression, and upper extremity functions of the elderly. The study group analyzed the effectiveness by separating the experimental group, which is the virtual reality cognitive rehabilitation application group, and the control group, the universal cognitive stimulation program application group. As a result of the study, the MMSE-K score improved by 13.0% in the experimental group and 2.3% in the control group. The improvement in each area of the experimental group was found to be 3.1% MBI, 7.1% MFT(Rt.), 3.5% MFT(Lt.), and 25.4% K-GDS. As a result of comparing the pre-post score change between each group, there was a significant difference between groups in daily living ability (p<.001) and MFT(Rt.)(p<.01). In addition, as a result of comparing the changes in absolute alpha waves to confirm the degree of depression through brain waves, there was no statistically significant difference. However, in the experimental group, it was confirmed that the average value increased to a positive value. This study is an experiment to verify the effectiveness of the cognitive rehabilitation program using virtual reality contents, and suggests a new intervention method to maintain and improve the daily life ability, cognitive function, depression and upper extremity function of the elderly.

Perceptions of the Middle School Gifted-students and Pre-teachers About the Convergence Class Programs Using Realistic Contents (실감형 콘텐츠를 활용한 융합 수업 프로그램에 대한 중학교 영재 학생 및 예비 교사의 인식 조사)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.96-106
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    • 2022
  • The purpose of this study is to investigate the effect of science-centered convergence class program using realistic contents such as virtual reality and augmented reality on class satisfaction, scientific attitudes and the perception of the gifted students in middle school. After developing the convergence class program including realistic contents using smart devices, we applied it to the gifted students. We analyzed the class satisfaction, scientific attitude and perception of the gifted students through questionnaires. In addition, a survey was conducted on the pre-teachers to investigate and analyze the class satisfaction, scientific attitude of the science class program to students and the perception of science classes using realistic contents. As a result, both students and pre-teachers were positively aware of class satisfaction by science class program using realistic contents. In particular, it was positive in that the class can induce learning motivation and interest. On the other hand, it was pointed out that the low-quality App and lack of infra for smart devices were disadvantages. In addition, pre-teachers lack confidence and information about class using the realistic contents, but they recognize the need of classes using realistic contents for students and education for pre-teachers. Based on this, it obtained suggestions on the preparation of facilities and equipment in schools for future education, development of contents that can be used for convergence class, development of programs and teaching·learning materials using realistic contents, and education for pre-teachers.

A Measuring Model of the Position of Moving Vehicle based on Integrated Vehicle Networks for Spatial Database Applications

  • Moon, Hye-Young;Kim, Jin-Deog
    • Journal of information and communication convergence engineering
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    • v.8 no.1
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    • pp.83-88
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    • 2010
  • Recently car navigation systems which have been widely spread and evolved. The systems use various information and techniques such as real time traffic information and augmented reality technique. In order to provide a shortest path with good flow, real-time traffic information provided by DMB is required. Augmented reality technique is also introduced to give a reality to driver by displaying real images captured by camera during driving. However, these operate well when the system receives GPS data normally. Exact information about the positions of vehicles is a base that supports the above function with realities. This paper proposes a model for acquiring exact position of vehicles. When the GPS does not operate normally, the proposed model uses various data which are generated by integrated vehicle networks.

A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning (HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구)

  • Kwon, Chongsan
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

Interactive Spatial Augmented Reality Book on Cultural Heritage of Myanmar

  • Hta, Aye Chan Zay;Lee, Yunli
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.69-74
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    • 2020
  • Myanmar, also known as Burma, has a rich cultural heritage, and its historical tourist attractions well known around the world. Therefore, we designed and developed an interactive spatial augmented reality (iSAR) book on the cultural heritage of Myanmar. This iSAR book has total of 18 pages with rich media content including videos, animations, audio, and images featuring the cultural heritage of Myanmar in a digital format. In addition to virtual content, navigational features such as virtual buttons and touch-based hand gestures were implemented using Leap Motion and VVVV. Therefore, the developed iSAR book allows virtual content and navigational features to merge seamlessly into a physical book. Five participants were recruited to evaluate the prototype iSAR book, and interviews were conducted to gather their feedback based on its immersive qualities. Thus, the developed iSAR book on Myanmar effectively shares the cultural heritage of Myanmar, and ultimately allows users to explore and gain more insight into the country.