• Title/Summary/Keyword: VR 훈련

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A Study on 4D Virtual Training System for Fire Prevention (화재재난 예방을 위한 4D 가상훈련시스템에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.410-413
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    • 2018
  • 수년전 세월호 참사로 인해 안전수칙에 대해 경각심을 가지게 된 사회 분위기를 반영하여, 학생들과 일반인을 대상으로 하는 재난 대응 교육 시스템이 매우 시급하게 요구되고 있다. 본 연구에서는 재난 가운데 가장 많이 발생하는 화재 재난에 대해 가상현실을 활용한 4D 재난 대응 훈련시스템을 제안한다. 기업이나 학교 기숙사 등에서는 매년 일정한 패턴(시나리오)의 소방훈련을 받는다. 그러나 이러한 훈련은 한 번에 많은 시간과 공간이 필요하며 년1-2회로서 효율적이지 못하다. 제안하는 시스템은 가상훈련 시스템으로서 실제와 같은 체험이 가능하고 시간과 공간을 절약할 수 있으며 수시로 효율적인 소방훈련을 받을 수 있는 몰입형 4D 가상체험 시뮬레이션이다. 기존의 가상훈련 시스템은 매우 고가의 장비들이 필요하나 제안하는 시스템은 보급의 용이성을 위해, 저가의 HMD(Head Mounted Display)와 트레드밀을 이용하여, 체험할 수 있는 가상현실 4D 몰입형 재난 대응 훈련 콘텐츠이다.

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Fire safety education and virtual training system (소방안전교육 가상훈련 시스템)

  • Yoon, TaeMan
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2015.11a
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    • pp.335-338
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    • 2015
  • 본 논문에서는 가상훈련 기반 소방안전교육에 관한 것으로, 건물 내 화재 발생 시 대처할 수 있는 방안에 대한 방법론을 제시한다. 기존의 소방교육은 오프라인 형태로 여러 명이 모여 훈련을 받아야 하는 만큼 공간적, 시간적 제약이 많다. 이러한 시공간적 제약을 없는 체감형 훈련 방안을 시스템으로 구축하고, 소방 훈련 콘텐츠를 탑재한다. 건물 내 화재 발생시 5분내 초기 대처가 중요한 만큼. 가상훈련의 실제 5분을 기준으로 훈련 방법을 제시한다. 본 소방안전교육 시스템은 HMD(Head Mounted Display)을 적용하여, 3차원의 입체 디스플레이를 적용하며, 훈련자의 움직임에 따라, 가상공간 내 실시간 반영될 수 있는 기술을 포함한다.

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A study on the development of cybersecurity experts and training equipment for the digital transformation of the maritime industry (해양산업 디지털전환을 위한 사이버보안 전문 인력양성 방안연구)

  • Jinho Yoo;Jeounggye Lim;Kaemyoung Park
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2022.11a
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    • pp.137-139
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    • 2022
  • As cyber threats in the maritime industry increase due to the digital transformation, the needs for cyber security training for ship's crew and port engineers has increased. The training of seafarers is related to the IMO's STCW convention, so cyber security training also managed and certified, and it is necessary to develop a cybersecurity training system that reflects the characteristics of the OT systemof ships and ports. In this paper, with the goal of developing a training model based on the IMO cyber risk management guideline, developing a cyber security training model based on the characteristics of maritime industry threats, and improving the effectiveness of cyber security training using AR/VR and metaverse, A method for developing a system for nurturing cyber security experts is presented.

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Development of remote control and monitoring program for multiple HMD content (다중 HMD 콘텐츠를 위한 원격 제어 및 모니터링 프로그램 개발)

  • Yoonbin Hong;Minji Park;Donghyeok An
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.17 no.4
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    • pp.245-254
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    • 2024
  • Recently, virtual reality (VR) has been actively used in various fields such as education, healthcare, entertainment, and training by providing immersive experiences. To operate multiple VR content programs without assistants and improve training efficiency, remote control of VR content programs within HMDs is necessary. In this paper, we develop management app for remotely controlling and monitoring multiple HMDs. First, we develop a function for HMD devices to connect to the management app. Second, we develop a function for simultaneously controlling HMD devices. Finally, we develop a function for monitoring HMD devices. In order to verify the developed functions, we measured the simultaneous control time and monitoring time. The measurement results showed that control took an average of 0.15 seconds and monitoring took an average of 0.81 seconds.

A Study on Delay of VR Game Operation for Experienced Game Users (숙련된 게임유저에게 발생되는 VR 게임 조작 지연에 관한 연구)

  • Jung, Won-Joe;Lee, Chang-Jo
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.19-26
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    • 2018
  • In this study, the hardcore game user verified the manipulation delay that occurred during VR game play because of the experienced game. Based on the HCI - based research approach, we created a 2D, 3D, and VR prototype game with user manipulation cycle hypothesis. Based on this, 121 users were experimented with 2D, 3D, VR format user interface. The average user manipulation period extracted by the experiment was compared with the independent sample T test. Based on the test results give the average time difference between the user's operation of the 2D VR format has been verified. User operation period of the average time difference in 3D VR format proved the null hypothesis of no significant difference has been adopted.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.

The Application of the Virtual Reality System for the Activities of Daily Living (일상생활 동작 훈련의 가상현실 적용)

  • Wongeun Cho;Kim, Kwanguk;Jeonghun Ku;Lee, Jang-Han;Kim, In Y.;Kim, In Y.;Kang, Youn-Joo;Taewon Yu;Kim, Sun I.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.193-196
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    • 2002
  • Successful rehabilitation with respect to the activities of daily living (ADL) requires accurate and effective assessment and training. A number of studies have emphasized the requirement for rehabilitation methods that are both relevant to the patients real world environment, and that can also be transferred to other daily living tasks. Virtual reality (VR) has a many advantage over other ADL rehabilitation techniques, and offers the potential to develop a human performance testing and training environment. Therefore, in this study, the virtual supermarket was developed and the possibility of using a VR system to assess and train cognitive ability in ADL investigated. This study demonstrates that, VR technology offers great promise in the field of ADL training.

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Virtual Reality Therapy System for the get over tranining of Acrophobia (고소공포증 극복훈련을 위한 가상환경시스템)

  • 백승은;유종현;백승화;주관식
    • Proceedings of the Safety Management and Science Conference
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    • 2004.05a
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    • pp.203-209
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    • 2004
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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Rehabilitation Training System for Leg Rehabilitation based on Motion capture (하지 재활을 위한 모션 캡쳐 기반 재활 훈련 시스템 개발)

  • Kim, Sang-Yun;Jung, Seong-Dae;Kim, Sang-Ho;Jung, Soon-Ki;Lee, Yang-Soo;Kim, Chul-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.109-114
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    • 2007
  • 본 논문에서는 하지 편마비 환자의 편마비 정도를 측정하여 사용하지 않으려고 하는 근육을 강제적으로 사용하도록 하여 하지를 재활할 수 있도록 훈련하는 시스템을 제안한다. 제안하는 시스템은 체중 부하 및 하지 슬관절의 움직임을 측정하여, 이를 통해 환자가 자신의 편마비 정도를 인식할 수 있도록 화면에 출력함으로써 환자가 피드백을 통해 강제적으로 편마비 하지를 사용 하도록 훈련 시킬 수 있다. 하지 슬관절(Knee Joint)의 움직임은 기존의 방법과는 달리 적외선 필터를 장착한 단일 카메라를 통한 모션 캡쳐 기술을 사용하여 획득한다. 또한, 재활 시스템에 가상현실 기술을 도입하여 무릎을 동시에 굽혔다가 펴는 기립훈련과 양측 하지를 이용한 보행훈련을 입력으로 가상공간을 탐험할 수 있게 함으로써 환자가 흥미롭게 재활훈련을 받을 수 있도록 하였다.

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A Development of VR-based Emergency Training System for Safe Plant Operation (가상현실기반 플랜트 체감형 안전 훈련 시스템 개발 연구)

  • Cha, Moo-Hyun;Huh, Young-Choel;Mun, Du-Hwan;Lee, Kyung-Chang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.1038-1040
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    • 2015
  • 플랜트와 같은 대형 기계설비의 운영 시 발생하는 사고 피해를 최소화하고 조속한 정상화를 위해서는, 운영자 또는 초기 대응자가 예상치 못한 사고에 대처할 수 있는 능력을 향상시키기 위한 현장 운영자에 대한 훈련 기술이 필요하다. 이러한 훈련 과정은 실제 플랜트 현장에서 수행하기가 현실적으로 어렵기 때문에, 시뮬레이션 기술을 사용한 모의 훈련 및 평가기술이 필요하다. 본 연구에서는 이러한 가상현실 안전훈련 시뮬레이터의 설계 및 개발과정과, 체감형 훈련을 가능케하는 휴먼 인터페이스의 적용 및 통합 과정에 대해 소개한다.