• Title/Summary/Keyword: VR(virtual reality)

Search Result 1,120, Processing Time 0.026 seconds

A Plan for Activating Elderly Sports to Promote Health in the COVID-19 Era (코로나19 시대 건강증진을 위한 노인체육 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.7
    • /
    • pp.141-160
    • /
    • 2020
  • The purpose of this study was to devise a specific plan for activating sports to promote health in old age against the prolonged COVID-19 pandemic. Through literature review, it also analyzed the association between health status and COVID-19 in old age, suggested health promotion policies and projects for elderly people, and presented a plan for activating sport to promote health in old age against COVID-19 era. First, it is necessary to revise the relevant laws, including the Sport Promotion Act and the Elderly Welfare Act, partially or entirely, make developmental and convergent legislations for elderly health and sports, and establish an institutional device as needed. Second, it is necessary to build an integrated digital platform for the elderly and make a supporting system that links facilities, programs, information, and job creation as part of a New Deal program in the field of sports on the basis of the Korean New Deal. Third, it is necessary to train elderly welfare professionals. Efforts should be made to establish more departments related to elderly sports in universities and make it compulsory to place elderly sports instructors at elderly leisure and welfare facilities. Fourth, it is necessary to develop contents related to health in old age. This means performing diverse movements by manipulating them through a virtual reality (VR) simulation. Fifth, it is necessary to make a greater investment in research and development related to elderly sports and relevant fields. This means the need to conduct constant research on healthy and active aging in a systematic and practical way through multidisciplinary cooperation. Sixth, it is necessary to establish and operate an elderly management agency (elderly health agency) under the influence of the Office of the Prime Minister. This means the need to secure independence in implementing the functions related to health promotion in old age and make comprehensive operation, which involves all the issues of health promotion in old age, daily function maintenance and rehabilitation, social adjustment, and long-term care, by establishing an elderly management agency in an effort to give lifelong health management to the elderly and cope with the untact, New Normal age.

Development of Emotional Expression Assessment System and a Clinical Pilot Test (감정표현 평가 시스템 개발 및 실험적 적용)

  • Han, Ki-Wan;Kim, Kwang-Uk;Ku, Jeong-Hun;Jang, Hee-Jeong;Park, Jun-Young;Kim, In-Young;Kim, Jae-Jin;Kim, Chan-Hyung;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.1099-1106
    • /
    • 2006
  • 정신질환자들은 자기감정을 표현하는 능력의 결손을 보인다. 이러한 자기 감정표현기술은 정신질환자들을 위한 사회기술훈련 (Social Skill Training) 과정 중 하나로서 정상적인 사회생활로의 복귀를 위해 반드시 필요하다. 지금까지의 자기감정표현 훈련 및 평가 방법은 치료자 능력의 차이에 따른 주관적 판단이 개입될 수 있다는 문제점을 가지고 있다. 가상현실 (Virtual Reality)은 컴퓨터를 이용한 최신의 방법으로, 최근 자폐증이나 공포증 등의 정신질환 분야에도 적용되고 있다. VR 을 사용하면 상호작용을 할 수 있고, 다양한 환경과 자극을 제시할 수 있으며, 3 차원 랜더링을 통해 몰입감을 제공할 수 있다. 또한 저장된 파라미터들을 바탕으로 객관적 판단을 할 수 있는 기준을 제시할 수 있으며, 안전하고 시간과 공간적 제약이 적은 환경 내에서 과제를 수행할 수 있다. 이에 본 연구에서는 자기감정표현기술의 객관적 평가를 위한 가상현실 시스템을 개발하고 정신분열증 환자와 정상인을 대상으로 실험을 진행하였다. 가상현실은 크게 긍정적 상황과 부정적 상황으로 이루어 지는데 집, 카페, 빵집, 길거리 등 다양한 환경에서 가족, 친구, 직장동료 등의 아바타가 실험 참가자에게 말을 건네고 참가자는 적절한 시기에 자신의 감정표현을 하도록 구성하였다. 실험을 하면서 정서 (긍정적 상황 Vs. 부정적 상황)에 따른 자기감정표현에 대한 파라미터로서 아바타가 말하는 동안 참가자가 아바타의 말에 주목을 하는 정도 (아바타가 말하는 동안 참가자가 아바타의 얼굴을 쳐다보는 시간)와 자기감정을 표현을 하는 시간 (아바타의 말이 끝난 후 감정표현을 시작하는 시간과 감정표현시간)과 상대방 아바타를 주목하는 정도 (참가자가 자기감정을 표현하는 중 아바타를 쳐다보는 시간) 등을 측정하였다. 측정결과 정상인이 정신분열병 환자에 비해 아바타를 주목하는 시간이나 자기감정표현을 하는 시간이 더 긴 경향이 있었다. 또한 부정적 상황에서 정신분열병 환자와 정상인 모두가 긍정적 상황에 비해 말하는 아바타에 더 잘 주목하였고, 자기감정을 표현하는 시간도 더 긴 것을 확인 하였다. 따라서 본 연구에서 도출된 파라미터는 실험 참가자의 자기감정표현의 정도를 객관적으로 나타낼 수 있을 것으로 생각된다. 또한 정신분열병 환자의 자기 감정표현능력을 측정하는 도구로 사용될 수 있을 것으로 생각된다.

  • PDF

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.2
    • /
    • pp.178-185
    • /
    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

A Study on the Basic Mathematical Competency Levels of Freshmen Students in Radiology Department (방사선과 신입생의 기초 수리능력 수준에 대한 연구)

  • Jang, Hyon Chol;Cho, Pyong Kon
    • Journal of the Korean Society of Radiology
    • /
    • v.14 no.2
    • /
    • pp.121-127
    • /
    • 2020
  • The era of the Fourth Industrial Revolution is increasingly demanding mathematical competencies for virtual reality (VR), artificial intelligence (AI) and the like. In this context, this study intended to identify the basic mathematical competency levels of university freshman students in radiology department and to provide basic data thereon. For this, the diagnostic assessment of basic learning competencies for the domain of mathematics was conducted from June 17, 2019 to June 28, 2019 among 78 freshman students of radiology department at S university and D university. As a result, the university students' overall basic mathematical competency levels were diagnosed to be excellent. However, their levels in the sectors of the geometry and vector and the probability and statistics were diagnosed to be moderate, with the mean scores of 2.61 points and 2.64 points, respectively, which were found to be lower than those of the other sections. As for basic mathematical competency levels according to genders, the levels of male students and female students were diagnosed to be excellent, with the mean scores of 17.48 points and 16.29 points, respectively, showing no statistically significant difference (p>0.05). Given the small number of subjects and regional restriction, there might be some limitations in the generalization of the findings of the present study to all university freshman students and all departments. The above results suggest that it is necessary to implement various programs such as student level-based special lectures for enhancing basic mathematical competencies relating to major in order to improve the basic mathematical competencies of freshman students in radiology department, and that it is necessary to increase the students' mathematical competencies by offering major math courses in the curriculum and applying teaching-learning methods matching students' levels.

Analyses on the Performance of the CNN Reflecting the Cerebral Structure for Prediction of Cybersickness Occurrence (사이버멀미 발생 예측을 위한 대뇌 구조를 반영한 CNN 성능 분석)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.20 no.4
    • /
    • pp.238-244
    • /
    • 2019
  • In this study, we compared and analyzed the performance of each Convolution Neural Network (CNN) by implementing the CNN that reflected the characteristics of the cerebral structure, in order to analyze the CNN that was used for the prediction of cybersickness, and provided the performance varying depending on characteristics of the brain. Dizziness has many causes, but the most severe symptoms are considered attributable to vestibular dysfunction associated with the brain. Brain waves serve as indicators showing the state of brain activities, and tend to exhibit differences depending on external stimulation and cerebral activities. Changes in brain waves being caused by external stimuli and cerebral activities have been proved by many studies and experiments, including the thesis of Martijn E. Wokke, Tony Ro, published in 2019. Based on such correlation, we analyzed brain wave data collected from dizziness-inducing environments and implemented the dizziness predictive artificial neural network reflecting characteristics of the cerebral structure. The results of this study are expected to provide a basis for achieving optimal performance of the CNN used in the prediction of dizziness, and for predicting and preventing the occurrence of dizziness under various virtual reality (VR) environments.

Effect of Robot Assisted Rehabilitation Based on Visual Feedback in Post Stroke Pusher Syndrome (푸셔 증후군이 있는 뇌졸중 환자에서 시각적 피드백기반 로봇보조 재활치료의 효과)

  • Kim, Min-Su
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.10
    • /
    • pp.562-568
    • /
    • 2016
  • This study to investigated the therapeutic effect of robot-assisted rehabilitation (Lokomat) with virtual reality (VR) on Pusher syndrome (PS) after stroke. A total of 10 patients presented with PS after stroke were recruited. The participants were divided into two groups: Lokomat (n=5) and control groups (n=5). Lokomat and conventional physical therapy (CPT) were performed together in the experimental group, and the patients in the control group were treated with CPT only twice a day. One session of intervention was carried out for 30 minutes five times per week for 4 weeks. Scale for contraversive pushing (SCP), Berg balance scale (BBS), falling index (FI), and Timed up and go test (TUG) were measured before and after the intervention. The Lokomat group produced significantly better outcomes in SCP (p=0.046), BBS (p=0.046), FI (p=0.038), and TUG (p=0.038) compared with the control group after 4 weeks of intervention. In addition, there were significant correlations between SCP and BBS (p=0.024), FI (p=0.039), and TUG (p=0.030). In conclusion, Lokomat with VR more effectively aided recovery from PS after stroke, and restoration of PS symptoms was related with improvement of balance and gait function.

News Article Analysis of the 4th Industrial Revolution and Advertising before and after COVID-19: Focusing on LDA and Word2vec (코로나 이전과 이후의 4차 산업혁명과 광고의 뉴스기사 분석 : LDA와 Word2vec을 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.9
    • /
    • pp.149-163
    • /
    • 2021
  • The 4th industrial revolution refers to the next-generation industrial revolution led by information and communication technologies such as artificial intelligence (AI), Internet of Things (IoT), robot technology, drones, autonomous driving and virtual reality (VR) and it also has made a significant impact on the development of the advertising industry. However, the world is rapidly changing to a non-contact, non-face-to-face living environment to prevent the spread of COVID 19. Accordingly, the role of the 4th industrial revolution and advertising is changing. Therefore, in this study, text analysis was performed using Big Kinds to examine the 4th industrial revolution and changes in advertising before and after COVID 19. Comparisons were made between 2019 before COVID 19 and 2020 after COVID 19. Main topics and documents were classified through LDA topic model analysis and Word2vec, a deep learning technique. As the result of the study showed that before COVID 19, policies, contents, AI, etc. appeared, but after COVID 19, the field gradually expanded to finance, advertising, and delivery services utilizing data. Further, education appeared as an important issue. In addition, if the use of advertising related to the 4th industrial revolution technology was mainstream before COVID 19, keywords such as participation, cooperation, and daily necessities, were more actively used for education on advanced technology, while talent cultivation appeared prominently. Thus, these research results are meaningful in suggesting a multifaceted strategy that can be applied theoretically and practically, while suggesting the future direction of advertising in the 4th industrial revolution after COVID 19.

A Study on the Information Strategy Planing for the Construction of the Online Information System for the Transaction of Art (미술품 거래정보 온라인 제공시스템 구축을 위한 정보전략계획)

  • Seo, Byeong-Min
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.61-70
    • /
    • 2019
  • The The government has recently announced its mid- to long-term plans for promoting art. With the advent of the 4th industrial revolution, contemporary art contents that are integrated with Intelligent Information Technologies such as Artificial Intelligence (AI), Virtual Reality (VR), and Big Data are being introduced, and social interest in humanities and creative convergence is rising. In addition, the industrialization of the art market is expanding amid the rising popularity of art among the general public and the growing interest of art as an investment replacement system, along with the strengthening of the creative personality education of our Education Ministry. Therefore, it is necessary to establish a strategy for transparency and revitalization of the art market by providing comprehensive information such as search functions, analysis data, and criticism by writer and price. This paper has established an information system plan for the establishment of an online supply system for art transaction information, providing auction transaction information for art market, providing report and news for art market, providing public relations platform, and providing art market analysis service and membership relationship management service. To this end, the future model was established through environmental analysis and focus analysis of the art market, and strategic tasks and implementation plans were established accordingly.

Analyzing Driving Behavior, Road Sign Attentiveness and Recognition with Eye Tracking Data (운전자 시각행태 및 주행행태 분석기반의 결빙주의표지 개발연구)

  • Lee, Ghang Shin;Lee, Dong Min;Hwang, Soon Cheon;Kwon, Wan Taeg
    • The Journal of The Korea Institute of Intelligent Transport Systems
    • /
    • v.20 no.6
    • /
    • pp.117-132
    • /
    • 2021
  • Due to the terrain in Korea, there are many road sections passing through mountainous areas. During the winter, there is a higher risk of traffic accidents, due to black ice caused by the lack of sunlight. Despite domestic road freezing safety measures, accidents caused by road freezing results in severe traffic accidents. Under these considerations, this study analyzed whether traffic safety signs that change in response to the external temperature help drivers recognize frozen road segments. The study was conducted through analysis of the effect of the signs on a driver's perspective. For the signs under development, out of the signs designed by experts, the sign design which received the highest visibility and effectiveness evaluation ratings from the general public was selected. The sign was implemented through Virtual Reality (VR) and installed on the right side of the road to analyze the effect on gazing and driving behavior. As a result of analyzing the driver's driving behavior, a speed reduction of about 7km/h or more was found in the sign section. Therefore, It was found that the existence of the sign had a strong relationship with the rate of the drivers' speed reduction.

A Study of Satisfaction on Smart Device and Station Rotation Model Application in Basic Medicine Class (기초의학 수업에서 스마트기기와 스테이션 로테이션 모델 적용에 대한 만족도 연구)

  • Lee, Mun-Young
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.7
    • /
    • pp.651-658
    • /
    • 2020
  • The basic medical subjects are essential for the understanding of the major in the department of health science and are very important. Anatomy is one of the fundamental areas of medical education. On the other hand, the application of new teaching method is being attempted in various fields. Station rotation model, one of the blended learning, is also one of the popular teaching method. Station rotation model allows students to rotate through stations on a fixed schedule, where at least one of the stations is an online learning station. This study investigate the satisfaction of students when applying station rotation model to anatomy class. Each station in the station rotation model consisted of VR application learning, online problem solving, model observation and oral test. After applying station rotation model (2 weeks) to the 'Functional anatomy and Practice' course taken by 37 students of the'Department of Occupational Therapy'at H University, this study conducted a satisfaction survey compare with lecture class for students taking the course. At the result, station rotation model was significantly higher than lecture class in both understanding, interest, concentration and diversity degree. Based on these results, I suggest applying the station rotation model to the anatomy class because it also showed high satisfaction in that.