• Title/Summary/Keyword: Simulation Experience

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Development of Nuclear Power Plant Simulator using Shared Memory Variables (공유메모리 변수를 사용한 원자력발전소 시뮬레이터 개발)

  • 박근옥;서용석
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.05a
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    • pp.153-156
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    • 2001
  • We have developed CNS(Compact Nuclear Simulator) which can be used for the fundamental training of the nuclear power plant operators. The application software for CNS consists of simulation engine(analyzer code), instructor station software, and man-machine interface software. Each application software is regarded as one black box and the communication of black boxes is performed by the predefined shared memory variables. In this paper, we discuss our experience for CNS development.

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Introduction of Medical Simulation and the Experience of Computerized Simulation Program Used by $MicroSim^{(R)}$

  • Lee, Sam-Beom;Bang, Jae-Beum;SaKong, Joon
    • Journal of Yeungnam Medical Science
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    • v.24 no.2
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    • pp.148-153
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    • 2007
  • Background : Computer- and web-based simulation methods help students develop problem solving and decision making skills. In addition, they provide reality based learning to the student clinical experience with immediate medical feedback as well as repetitive training, on-site reviews and case closure. Materials and Methods : Seventy-five third-year medical students participated in a two-week simulation program. The students selected four modules from eight modules as follows: airway and breathing 1, cardiac arrest 1, cardiac arrhythmia 1, and chest pain 1, and then selected the first case within each of the modules. After 2 weeks, a pass score was obtained and the data analyzed. The average pass score of over 70% was considered a passing grade for each module. If the student did not pass each module, there was no score (i.e., pass score was zero). In addition, when at least one of the four modules was zero, the student was not included in this study. Results : Seventy-five students participated in the simulation program. Nineteen students were excluded based on their performance. The final number of students studied was 56 students (74.7%). The average scores for each module 1 to 4 were 86.7%, 85.3%, 84.0%, and 84.0%, and the average obtained pass score was 88.6 for the four modules in all 56 students. Conclusion : Medical simulation enabled students to experience realistic patient situations as part of medical learning. However, it has not been incorporated into traditional educational methodology. Here we describe the introduction and the development of various simulation modules and technologies for medical education.

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Effects of auditory feedback and task difficulty on the cognitive load and virtual presence in a virtual reality dental simulation

  • Kim, Byunggee;Yang, Eunbyul;Choi, Namki;Kim, Seonmi;Ryu, Jeeheon
    • The Journal of the Korean dental association
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    • v.58 no.11
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    • pp.670-682
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    • 2020
  • This research examined the difference in cognitive load and the virtual presence depending on auditory feedback and task difficulty in haptic-based dental simulation. In the field of dental education, practice-centered training using handpiece has been crucial because a practitioner's psychomotor experience has a significant impact on the mastery of treatment skills. For the novice, it is necessary to reduce errors in dental treatment to enhancing skill acquisition in the haptic practice. In the training process, the force-feedback is crucial to elaborate subtle movement to guide what to do and how it should be hard or soft. However, It is not easy to add force-feedback to generate kinetic experience training. As an alternative method, we examined that auditory feedback can help learners' skill training. In this study, we analyzed how the presence/absence of auditory feedback at the different levels of task difficulty impacts learners' psychological demand and virtual presence in the virtual reality simulation. For this study, 29 dental college students participated in a dental simulation. The participants were grouped into two conditions that are with and without auditory feedback. Additionally, two consecutive tooth preparation tasks with different levels of difficulty were used in the simulation. The auditory feedback condition gives alarms to a learner when he treats a non-targeted tooth with a virtual handpiece. The user's cognitive load and virtual presence were measured to examine the effects of auditory feedback. The results revealed that the main effect was found in cognitive loads. Also, a significant interaction effect was shown in the virtual presence. We discussed the effective design methods for the virtual reality-based dental simulation through the result of this study.

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What was the vSim for nursing practice experience?

  • Kim, Jungae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.25-31
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    • 2020
  • The study is a phenomenological analysis of the video simulation clinical practice experience recently conducted on nursing students due to the outbreak of corona 19 worldwide. A total of eight students participated in the vSim class who understood the purpose of the study and wanted to participate voluntarily. The data collection conducted a total of three interviews until no new data was available, and the collection period was from June 22, 2020 to July 10, 2020. The collected data were analyzed with the Giorgi's Phenomenological Analysis Method. As a result of the study, three components and 13 semantic units were derived. vSim was difficult for students, but it was an interesting experience that made them feel like nurses, and it was an experience in which they were immersed in learning rather than face-to-face classes, and their skills improved.

Essential Computer Vision Methods for Maximal Visual Quality of Experience on Augmented Reality

  • Heo, Suwoong;Song, Hyewon;Kim, Jinwoo;Nguyen, Anh-Duc;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.3 no.2
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    • pp.39-45
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    • 2016
  • The augmented reality is the environment which consists of real-world view and information drawn by computer. Since the image which user can see through augmented reality device is a synthetic image composed by real-view and virtual image, it is important to make the virtual image generated by computer well harmonized with real-view image. In this paper, we present reviews of several works about computer vision and graphics methods which give user realistic augmented reality experience. To generate visually harmonized synthetic image which consists of a real and a virtual image, 3D geometry and environmental information such as lighting or material surface reflectivity should be known by the computer. There are lots of computer vision methods which aim to estimate those. We introduce some of the approaches related to acquiring geometric information, lighting environment and material surface properties using monocular or multi-view images. We expect that this paper gives reader's intuition of the computer vision methods for providing a realistic augmented reality experience.

An Analysis of Factors Affecting Fintech Payment Service Acceptance Using Logistic Regression (로지스틱 회귀분석을 이용한 핀테크 결제 서비스 수용 요인 분석)

  • Hwang, Sin-Hae;Kim, Jeoung Kun
    • Journal of the Korea Society for Simulation
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    • v.27 no.1
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    • pp.51-60
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    • 2018
  • This study aims to understand crucial factors affecting user's Fintech payment service adoption. On the basis of innovation diffusion theory and prior Fintech literature, this study classifies the influence factors of users' adoption of Fintech payment service into two dimensions - service dimension containing complexity, perceived benefit, trust in service provider and user dimension containing personal innovativeness and security breach experience. The data analysis results using binary logistic regression shows the negative direct effects of perceived risk, complexity, security accident experience on user's service adoption are statistically significant. Personal innovativeness has a positive effect on user's Fintech payment service adoption. The moderation effect of security accident experience is also significant at p<0.05.

Crime prevention application using VR (VR을 사용한 범죄예방 어플리케이션)

  • Choi, Beon-Seong;Baek, Geon-Ho;Hwang, Byeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.639-640
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    • 2021
  • In this paper, we present a simulation program to learn how to deal with crime situations by realizing a virtual environment using VR. Currently, education on various crimes is increasing year by year, but the crime prevention rate is not decreasing. It was developed to help prevent crime by using VR to experience these problems in an environment similar to reality, learn how to use various tools that have not been used directly, and experience virtual experiences through the metaverse.

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Learning Strategies on International e-Trade Simulation Education (전자무역 시뮬레이션 교육의 학습전략)

  • Lee, Ho-Hyung;Kim, Hag-Min
    • International Commerce and Information Review
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    • v.12 no.2
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    • pp.109-132
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    • 2010
  • The purpose of this study is to survey the learning strategies and learning styles of the undergraduates in international e-trade simulation education. The set of learning strategies are investigated and the analysis is made how learning styles could affect the learning strategies. The subjects of this study were 112 undergraduates majored in international trade and their classes were using e-trade simulation. It is found that the undergraduates' learning strategy level is not high because the simulation education is not common yet in e-trade classes. The levels of self-efficacy and positive attitudes have high level whereas the expression strategy has the lowest. Strong results were not found among undergraduates' learning styles by each of the 11 strategies except two cases. One is that the undergraduates who had experiences of e-learning have higher level of social strategy than those of non e-learning experience group. The other is that the more the students spend the time in the simulation class, the more they have positive attitudes. This study supports that the simulation can increase the effectiveness of e-trade learning.

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User Experience Assisted Energy-Efficient Software Design for Mobile Devices on the big.LITTLE Core Architecture (사용자 경험을 기반으로 big.LITTLE 멀티코어 구조의 스마트 모바일 단말의 에너지 소비를 최적화 하는 소프트웨어 구조 설계)

  • Lim, Sung-Hwa
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.1
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    • pp.23-28
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    • 2020
  • In Smart mobile devices embedding big.LITTLE architectures, the conventional multi-core assignment scheme for user applications may incur wasteful energy consumption and long response time. In this paper, we propose a user experience assisted energy-efficient multicore assignment scheme. Our simulation results show that the proposed scheme achieves at 40% less energy consumption and at 20% less response time comparing to the legacy scheme.

Two Dimensional Visualization Simulation of Physical Law using Virtual Anomaly (가상 이상 개념을 이용한 물리법칙의 2D 시각화 시뮬레이션)

  • Park, Jung-Yong
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.1-9
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    • 2010
  • In comparison with the acquirement of knowledge by expression of symbol or numerical formula, the experience based knowledge acquirement give stable and clear understanding of information to a learner. Various educational systems based on computer such as virtual reality, intelligent learning system, visualization of concept, simulation-based system, and microworld have so far been developed. In this paper, a method of two dimensional visualization of a physical law by simulation has been suggested to educate a learner. Especially, learning the law of gravity by simulation based educational method gives a learner indirect experience that enhance the efficiency of knowledge acquirement clearly. The visualization methods of a real-time physical law and a virtual anomalies' physical law by simulation are proposed in this paper to deliver information or knowledge clearly. Then we show that a learner can acquire some knowledge effectively by the proposed method.