• Title/Summary/Keyword: Reality Convergence

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Augmented Reality (AR)-Based Smartphone Application as Student Learning Media for Javanese Wedding Make Up in Central Java

  • Ihsani, A.N.N.;Sukardi, Sukardi;Soenarto, Soenarto;Krisnawati, M.;Agustin, E.W.;Pribadi, F.S.
    • Journal of information and communication convergence engineering
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    • v.19 no.4
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    • pp.248-256
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    • 2021
  • The purpose of this study was to introduce an application as a learning medium that can be used by students to prepare Solo bridal paes. This application can be used by make-up beginners who are learning about Solo bridal paes. This study used a quasi-experimental method with a randomized pretest-posttest control group. The paes application can be used as a medium in Solo bridal makeup learning, because it is highly effective in helping students prepare Solo bridal paes. This application is also considerably practical because it can be installed on smartphones. Experimental results revealed a difference between the control and experimental classes. Students in the experimental class could prepare paes neatly, and their shapes were proportional to the face of the model. The use of augmented reality as a medium to teach Solo bridal makeup, especially for making paes, is an innovation in the world of education. This application can help students make paes.

Awareness of health science students' use of virtual reality devices for learning (일부 보건계열 학생들의 VR 학습매체 활용 인식에 대한 연구)

  • Yong-Keum, Choi;Da-Young, Ryu;Hyun-Sun, Jeon
    • Journal of Korean Dental Hygiene Science
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    • v.5 no.2
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    • pp.61-72
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    • 2022
  • Background: This study was aimed at surveying the health science students' interest, demand, and awareness of virtual reality (VR) devices for learning to accumulate data necessary to develop and implement a curriculum with VR devices. Methods: We investigated the perception of health science students regarding VR device application and utilization. Statistical analyses were performed using SPSS 25.0 (IBM SPSS Statistics). Frequency and descriptive analyses were performed for the perception level of VR device use for university education. An independent twosamples t-test was performed to statistically analyze the perception level according to the VR device experience. A p-value < 0.05 was set to indicate statistical significance. Results: To the question "Do you wish to use VR devices for educational purposes?," 73% of the participants answered "yes." To the question "Do you think VR is necessary for the course curriculum?," over 65% answered "yes." Conclusion: In this study, health science students reported a great need for VR devices for education. VR-based classroom curriculum is expected to improve students' concentration, interest, and motivation.

Ballistic Cavity Simulation using Modified Bresenham Algorithm (개선된 브레즈넘 알고리즘을 이용한 탄흔 시뮬레이션)

  • Yunji Seok;Seongah Chin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.683-688
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    • 2023
  • Content featuring next-generation weapons is continuously appearing in games and virtual reality. In the context of story development, the traces of a target's bullet marks are observed differently according to the unique characteristics of the rifle and bullet. Additionally, there is an example of using forensic ballistics to investigate crime by examining the traces of bullets. Understanding the relationship between the ballistic coefficient and cavity by ballistics is crucial during this process. This paper proposes a physics-based cavity simulation using the modified Bresenham's line algorithm, which can enhance realism in games and virtual reality. This simulation accurately models the trajectory of bullets and cavity formation upon impact, creating a more realistic representation of how bullets interact with materials. Overall, physics-based simulations can greatly enhance the realism and immersion of games and virtual reality experiences and can have applications in forensic investigations.

A study on Materialization of Virtual Reality for Environmental Interface (환경인터페이스를 통한 가상의 현실화에 관한 연구)

  • Kang, Yoon Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.545-551
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    • 2023
  • In this paper, we present the environment interface as a method of bringing the virtual environment in the interface to reality, and explain the experience of the virtual that can be sensed in the real environment. Expanded experience by discussing the transparency of the interface and interactivity that expands synesthesia as a condition for an interface to express virtual without distinction from the real environment, and establishing a discussion on the composition and inevitability of an environment interface that satisfies these conditions The environment interface is discussed as a tool for realizing the interface that extends from the real environment, the expansion of cognition into the environment by interaction, and the virtual for immersion into the environment due to these conditions.

Lower Limb EMG-Based Virtual Reality Interface for Enhanced VR Interaction

  • Gyounghyun Kim;Heejun Youn;Seunghyun Lee;Soonchul Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.432-441
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    • 2024
  • One of the key elements for maximizing user immersion in virtual reality (VR) is the development of intuitive and sensory interaction methods. While physical devices such as controllers in existing VR equipment are used to control the user's movement intentions, their drawback is that they cannot reflect detailed muscle strength. In this study, we designed a novel interaction method that increases user immersion by reflecting the activity of leg muscles in the VR environment, moving away from the traditional hand-centered control method. In the experiment, surface electromyography (sEMG) was used to measure the muscle activity of the gastrocnemius and tibialis anterior muscles in six participants. Within the VR program, various virtual objects were implemented that responded to the movement and strength of the lower limbs, allowing for a detailed reflection of the user's lower limb movements in the VR environment. The results showed that the interaction method using lower limb muscle activity demonstrated higher user immersion and satisfaction compared to the conventional controller-based method. Additionally, participants reported feeling as if they were using their entire body, greatly enhancing the sense of realism in the VR experience. This study presents a new interaction paradigm utilizing lower limb movements in VR technology and demonstrates its potential for application in various fields such as VR games, rehabilitation training, and sports simulation.

Strategy for Gangwon-do Winter Sports IT Convergence Service (강원도 동계 스포츠 IT 융합 서비스 방안 연구)

  • Ha, Hojin;Seo, HyunGon
    • Korean Management Science Review
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    • v.31 no.4
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    • pp.107-116
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    • 2014
  • Recently, various types of information and communication technology (ICT) such as cloud computing, big data, and virtual reality have been progressed in the world. Also, it is expected that there are many domestic and foreign visitors in Gangwon-do due to the Pyeongchang winter olympic games in 2018. In this environment, it is necessary to improve the competitiveness of Gangwon-do in winter sports areas exploiting both existing IT infrastructure and application technologies. In this paper, for sustainable development of Gangwon-do winter sports IT industry after the Olympics, we propose efficient implementation methods of 3 winter sports IT convergence services and Gangwon-do ICT activation strategy. The proposed 3 winter sports IT service areas are as follows. 1) Realistic winter sports IT service, 2) Winter sports medical IT service 3) Winter sports record analysis IT service.

Pose Tracking of Moving Sensor using Monocular Camera and IMU Sensor

  • Jung, Sukwoo;Park, Seho;Lee, KyungTaek
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.8
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    • pp.3011-3024
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    • 2021
  • Pose estimation of the sensor is important issue in many applications such as robotics, navigation, tracking, and Augmented Reality. This paper proposes visual-inertial integration system appropriate for dynamically moving condition of the sensor. The orientation estimated from Inertial Measurement Unit (IMU) sensor is used to calculate the essential matrix based on the intrinsic parameters of the camera. Using the epipolar geometry, the outliers of the feature point matching are eliminated in the image sequences. The pose of the sensor can be obtained from the feature point matching. The use of IMU sensor can help initially eliminate erroneous point matches in the image of dynamic scene. After the outliers are removed from the feature points, these selected feature points matching relations are used to calculate the precise fundamental matrix. Finally, with the feature point matching relation, the pose of the sensor is estimated. The proposed procedure was implemented and tested, comparing with the existing methods. Experimental results have shown the effectiveness of the technique proposed in this paper.

Effect of Virtual Reality Program on Balance for the Elderly in Korea: Systematic Review (한국 노인을 대상으로 한 가상현실 프로그램이 균형에 미치는 효과: 체계적 문헌고찰)

  • Lee, Eun-A;Jung, Jae-Hun
    • Journal of Industrial Convergence
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    • v.18 no.5
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    • pp.42-53
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    • 2020
  • This study approached the elderly in Korea with a systematic review to find out the effect of virtual reality program arbitration on balance, which the evidence for the virtual reality program is provided. Total of 94 papers were searched through the database Nuri Media (DBpia), Scholarship (earticle), Korean Studies Information (KISS), National Digital Science Library (NDSL), the Korea Educational Research and Information Service (RISS), Kyobo Book Scholar (RISS), and Hakjisa New Thesis on Literature Selection using PRISMA flow-chart from January 2005 to May 2020 based on the final literature selection process and analysis. The quality level of the literature was found to be three volumes (50.0%) of the base level I, one (16.7%) of the II, and two of the III (33.3%). The most common type of virtual reality program was Wii-fit balance of 4 (66.7%), and the effect of virtual reality program arbitration was significant overall through evaluation tools for balance and walking ability. This is expected to effectively apply the virtual reality program to the elderly. In addition, since clinical application basis has been provided, further studies applying various virtual reality program interventions need to be addressed.

The Effect of Virtual Reality Rehabilitation Program on Upper function, Cognition and Activity of Daily of Living in the with Stroke Patients (가상현실재활프로그램이 뇌졸중 환자의 상지기능, 인지와 일상생활활동에 미치는 효과)

  • Woo Kwon Park;Jung A Boo;Bo Jung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.195-200
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    • 2023
  • The purpose of this study was to investigate the effects of a virtual reality rehabilitation program on upper limb function, cognition, and activities of daily living in stroke patients. Among the 25 participants in the program, it was randomly classified 13 experimental group and 12 control group. Rehabilitation training was applied 3 times a week and general occupational therapy 2 times a week using virtual reality rehabilitation training equipment in the experimental group, and general occupational therapy was performed 5 times a week, 30 minutes per session in the control group. As a result of the virtual reality rehabilitation program, cognitive function increased by 3.39 points in the experiment group, The control group who received only general occupational therapy increased by 1.5 points. As for the upper limb function, the average of the experimental group subjected to the virtual reality rehabilitation program increased by 4.84 points The control group who received only general occupational therapy increased by 1.34 points. As for activities of daily living, the average of the experimental group that conducted the virtual reality rehabilitation program increased by 20.38 points, The control group who received only general occupational therapy increased by 7.61 points. This result show that the virtual reality program has an effect on upper limb function, cognition, and activities of daily living of stroke patients.

Design of Mixed Reality based Convergence Edutainment System using Cloud Service (클라우드 서비스를 이용한 복합현실 기반의 융합형 에듀테인먼트 시스템 설계)

  • Kim, Donghyun;Kim, Minho
    • Journal of the Korea Convergence Society
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    • v.6 no.3
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    • pp.103-109
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    • 2015
  • TOLED(Transparent, Organic Light Emitting Diodes) based edutainment system has been studied to solve the actual feeling training and educational experience problem of e-learning. However, edutainment system using TOLED has a problem for the non-detection of multi marker array and rotate marker array, and it has problem for the dissonance phenomena caused by Illumination Environment between real world and virtual object. It also has a do not provide services through a variety of devices problem. Therefore, in this paper, we designed a system that provides a realistic actual feeling edutainment contents by recognizes the marker array rotation and a plurality of marker arrangement via an improved marker detection technique. And to unify the real space and virtual space of the lighting environment through a nested block layer.