• Title/Summary/Keyword: VR 프로그램

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A Study on the Development of Training Systems for Marine Engines Using Virtual Reality (가상현실(VR)을 이용한 선박주기관 교육·훈련 시스템 개발에 관한 연구)

  • Roh, Beom-Seok;Lee, Won-Ju;Lee, Ji-Woong;Kim, Jae-Ho;Kim, Dae-Hee;Choi, Jae-Hyuk
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.25 no.6
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    • pp.735-742
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    • 2019
  • The need for education and training on engine-part maintenance is rising in order to prevent marine accidents occurring due to a surge in engine-part damages. However, practical training using actual equipment is difficult due to the size and location of the equipment. Therefore, the necessity of developing a training system for marine engines using virtual reality (VR) is intensifying. The purpose of this paper is to develop an optimized system for marine engine education and training using existing VR programs and equipment. To this end, we selected and modeled the marine engine and education target suitable for the class, and developed the system using VR development software. The developed VR education and training system is designed to experience content that is otherwise difficult to train or practice in the curriculum through virtual reality. In fact, fourth grade students from Maritime University were taught using marine engine VR educational equipment, and it confirmed that there was an educational effect on the class. In the future, the introduction of an education and training system using VR in the field of marine engines can improve their maintenance and repairing capacity, and aid in reducing marine accidents.need for education and training on engine part maintenance is increasing to prevent marine accidents.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

Effects of Nursing Education Using Virtual Reality: A Systematic Review (가상현실을 활용한 간호교육의 효과: 체계적 문헌 고찰)

  • Kim, Sun Kyung;Eom, Mi Ran;Park, Mi-Hyeon
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.661-670
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    • 2019
  • The purpose of the study was to review the evidence of effects of virtual reality (VR) technology in nursing education. Four databases were searched for articles publised until November 2018 that databases include PubMed, Proquest (nursing and allied health), CINAHL, & RISS. Key word used for search include 'education, nursing', 'simulation', 'skill training', 'virtual reality' and 'VR'. Of 695 papers searched, Seven studies were selected for data analysis. Of seven studies, five studies used quasi-experimental design and two used one group design. There were two studies used VR technology for skill training and five were scenario based VR simulation program. Studies evaluated outcomes including students performance, time spent on practice, self-efficacy and communication ability that most studies reported positive effects while some figures were not statistically significant. The findings of this study provides evidence of nursing education program using VR, however, additional research with rigorously designed studies using systematized measurements for study outcomes are required. In addition, comparison with existing skill training and simulation education should be considered in the future studies.

University Librarians' Perception and Needs Assessment of Library Services Development Applying Virtual/Augmented Reality(VR/AR) Technologies (가상·증강현실 기술을 활용한 대학도서관 서비스 증진에 대한 사서들의 인식)

  • Kwon, Sunyoung;Koo, Joung Hwa
    • Journal of Korean Library and Information Science Society
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    • v.51 no.4
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    • pp.375-403
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    • 2020
  • The purpose of the research is to discuss the directions of university library services development applying virtual and augmented reality (VR/AR) technologies and contents. In order to achieve the goal, the research investigated university librarians' awareness and demands regarding to applying VR/AR technologies and contents to university library services. The following questions are asked via online survey method to university librarians: what kinds of necessity and awareness about VR/AR technologies they have, what kinds of competency and environment (infrastructure) are required for the services, and how to conduct continuing education for service development, etc. On the basis of the survey results, the research suggested the matters to be noted when applying VR/AR technologies and contents to university library services. Furthermore, the contents and strategies to be considered and prepared when developing a library program using VR/AR technologies and contents were discussed and follow-up research topics were suggested.

The Effect of Data-Guided Artificial Wind in a Yacht VR Experience on Positive Affect (요트 VR 체험에서 데이터 기반의 인공풍이 정적 정서에 미치는 영향)

  • Cho, Yesol;Lee, Yewon;Lim, Dojeon;Ryoo, Taedong;Jonas, John Claud;Na, Daeyoung;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.67-77
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    • 2022
  • The sense of touch by natural wind is one of the most common feels that every person experiences in daily life. However, it has been rarely studied how natural wind can be reproduced in a VR environment and whether the multisensory contents equipped with artificial winds do improve human emotion or not. To address these issues, we first propose a wind reproduction VR system guided by video and wind capture data and also study the effect of the system on positive affect. We collected wind direction and speed data together with a 360-degree video on a yacht. These pieces of data were used to produce a multisensory VR environment by our wind reproduction VR system. 19 college students participated in the experiments, where the Korean version of Positive and Negative Affect Schedule (K-PANAS) was introduced to measure their emotions. Through the K-PANAS, we found that 'inspired' and 'active' emotions increase significantly after experiencing the yacht VR contents with artificial wind. Our experimental results also show that another emotion, 'interested', is most notably affected depending on the presence of the wind. The presented system can be effectively used in various VR applications such as interactive media and experiential contents.

Study on Development of Educational Program Contents in the National and Public Art Museums in South Korea since the COVID-19 (코로나-19 이후 국내 국공립미술관 교육프로그램 콘텐츠 변화 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.310-323
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    • 2022
  • This paper studies how the nature of educational programs run by public art museums in South Korea have been influenced by the COVID-19 pandemic, as well as to what extent the pandemic has caused operational problems for these museums. It, in effect, unveils the new museum culture of the COVID-19 era. It finds that the number of educational programs at the eight museums in Korea selected for this study has decreased 34% since the start of the COVID-19 pandemic. The number of online educational programs, educational brochures and art kits at six of the museums has also increased by 70% compared to before the COVID-19 pandemic. Additionally, 'untact' programs thought up and created by artists have been gradually developing at certain art museums in South Korea, while VR/AR educational programs have been developing at museums in the Seoul Metropolitan Area. As such, this study reveals the changing characteristics of museum educational programs and the new museum educational culture in the COVID-19 era with the hope of opening up discussion about the future direction these programs will take.

A Study on the Development of Software Education Program to Activate Employment for the Disabled

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.209-216
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    • 2022
  • In this paper, we propose an effective software education program to promote employment of the disabled and verify the effectiveness of SW education through pilot operation. In this SW education program, we develop a SW curriculum consisting of the basic course, Unity programming course, and the advanced course, AR/VR digital content development course. The SW education achievement standard develops the basic and advanced course achievement standards in consideration of the level of the virtual reality content production job of the National Competency Standards(NCS) and the SW education achievement standards of youth with visual, hearing, and physical disabilities. SW education materials are developed on a project basis so that one AR/VR digital content can be implemented step by step according to the intellectual level of the disabled based on Unity. SW education pilot training is conducted as online education based on Blended Learning due to COVID-19. In order to derive the SW education effect and each learner's individual SW education academic achievement for the SW education pilot training, a survey is conducted on learners, and the results are analyzed. In the basic course, 77.3% of learners achieved academic achievement above excellent(80-90), and in the advanced course, 48.8% of learners achieved academic achievement above excellent(80-90). These results verify that the SW education program for the disabled developed in this paper is effective in activating employment for the disabled.

A Study of Virtual Training Platform for City Gas Governor (도시가스 정압기 가상훈련 플랫폼 연구)

  • Lee, Jae Yong;Park, Chan-Cook;Yu, Chul Hee
    • Journal of the Korean Institute of Gas
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    • v.21 no.1
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    • pp.59-64
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    • 2017
  • We implemented virtual reality training system for city gas virtual training platform using oculus $rift^{TM}$, gear $VR^{TM}$ and dome screen. And we carry out a survey targeting ordinary person using each device. The contents of survey are usability and reality about each training system and the goal of survey is a verification how to bring effectiveness using city gas governor safety training system. The survey method used each VR device for the ordinary person and investigated the difference. Based on the survey it was to find out the direction for the implementation of platform, could find out the possibility of a virtual training system.

A Study on Effective Stitching Technique of 360° Camera Image (360° 카메라 영상의 효율적인 스티칭 기법에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.335-341
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    • 2018
  • This study is a study on effective stitching technique for video recorded by using a dual-lens $360^{\circ}$ camera composed of two fisheye lenses. First of all, this study located a problem in the result of stitching by using a bundled program. And the study was carried out, focusing on looking for a stitching technique more efficient and closer to perfect by comparatively analyzing the results of stitching by using Autopano Video Pro and Autopano Giga, professional stitching program. As a result, it was shown that the problems of bundled program were horizontal and vertical distortion, exposure and color mismatch and unsmooth stitching line. And it was possible to solve the problem of the horizontal and vertical by using Automatic Horizon and Verticals Tool of Autopano Video Pro and Autopano Giga, problem of exposure and color by using Levels, Color and Edit Color Anchors and problem of stitching line by using Mask function. Based on this study, it is to be hoped that $360^{\circ}$ VR video content closer to perfect can be produced by efficient stitching technique for video recorded by using dual-lens $360^{\circ}$ camera in the future.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.