• Title/Summary/Keyword: VR 훈련

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An Architecture of the Military Aircraft Safety Check System Using 4th Industrial Revolution Technology (4차 산업혁명기술을 활용한 군 항공기 안전점검 체계 설계)

  • Eom, Jung-Ho
    • Convergence Security Journal
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    • v.20 no.2
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    • pp.145-153
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    • 2020
  • The aviation safety policy master plan is promoting the development of aviation safety management technology applying the 4th industrial revolution technology with the goal of establishing a flawless aviation safety management system and establishing a future aviation safety infrastructure. The master plan includes the establishment of various aviation safety management systems such as aircraft fault management using AI & Big data and flight training system using VR/AR. Currently, the Air Force is promoting a flight safety management system using new technology under the goal of building smart air force. Therefore, this study intends to apply the 4th Industrial Revolution technology to the aircraft condition check system that finally checks the safety of the aircraft before flight. The Air Force conducts airframe flaw checks and pre-flight aircraft check. In this study, we architect the airframe flaw check system using AI and drones, and the pre-flight aircraft condition check system using the IoT and big data for more precise and detailed check of aircraft condition and flawlessness check.

Simulation of Fire Evacuation Induction System Using Smartphone Navigation Application

  • Shin, Dongmin;Jeon, Seongman;Lee, SungPil;Cho, Byungjun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.243-251
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    • 2020
  • This study is intended to verify the efficiency of the information system by using the navigation application in case of fire. In the demonstration scenario simulation, it was assumed that a fire occurred 6th floor in Korea Institute of Industrial Design Promotion located in C city, K province. Eighty juniors students from K University's department of paramedics of science participated. As a result of the experiment, the demonstration simulation using the navigation application showed that the evacuation time was faster than the case of evacuation guidance in a fire situation. The need for a fire prevention system and fire prevention awareness before and after the implementation of the demonstration scenario simulation increased the need for a fire prevention system and fire prevention awareness score after the experiment.

A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.31-38
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    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.

Design and Implementation of Scaling Training System Using Virtual Reality (가상현실을 이용한 스케일링 훈련 시스템 설계 및 구현)

  • Hyo-Seung Lee;Woo-Jin Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.619-624
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    • 2024
  • Scaling is one of the most basic dental gum treatments and involves removing tartar that has hardened on teeth. However, inexperienced and unprofessional removal of tartar may damage the gums, resulting in excessive bleeding or damage to the teeth. For this reason, scaling must be done delicately according to the gum structure of various people, and sufficient practice must be provided. Related departments at the university are conducting scaling exercises. However, from the perspective of students who have not had sufficient practice, selecting subjects and conducting practice is not easy, and practice subjects may also avoid participating in practice due to discomfort and anxiety. Accordingly, in this study, we designed and implemented a virtual reality practice system using VR to create a virtual patient rather than an actual subject and implement various gum shapes step by step to enable repetitive practice and various scaling experiences.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

A Bio-Edutainment System to Virus-Vaccine Discovery based on Collaborative Molecular in Real-Time with VR

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.109-117
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    • 2020
  • An edutainment system aims to help learners to recognize problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Edutainment contents can be usefully applied to education and training in the both scientific and industrial areas. Our present work proposes an edutainment system that can be applied to a drug discovery process including virtual screening by using intuitive multi-modal interfaces. In this system, a stereoscopic monitor is used to make three-dimensional (3D) macro-molecular images, with supporting multi-modal interfaces to manipulate 3D models of molecular structures effectively. In this paper, our system can easily solve a docking simulation function, which is one of important virtual drug screening methods, by applying gaming factors. The level-up concept is implemented to realize a bio-game approach, in which the gaming factor depends on number of objects and users. The quality of the proposed system is evaluated with performance comparison in terms of a finishing time of a drug docking process to screen new inhibitors against target proteins of human immunodeficiency virus (HIV) in an e-drug discovery process.