• Title/Summary/Keyword: VR device

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Development of VR Prototype for Reducing Eye Fatigue (안구 피로 감소를 위한 VR 기기 프로토타입 개발)

  • Chae, Su-Hyeok;Kim, Geunmo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.21-23
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    • 2019
  • This paper aims to develop a VR device prototype for reducing eye fatigue. As VR devices become popular, it is hoped that many cases of eye fatigue will be reported, and that the problems of VR devices will be corrected and repaired for a better future so that the fast speed and dynamic environment of 4th industrial revolution can be enjoyed with ease. In this paper, VR devices with a description of VR devices, eye fatigue related cases, time-out sensor for reducing eye fatigue, and eyeball massage functions were designed, and a VR device prototype was developed. These features can help reduce fatigue even if used for long periods of time by blocking electromagnetic waves harmful to the human body, and the future of VR could develop in the future.

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Effects of Wearing Toe Braces of Hallux Valgus on Gait during Virtual Environment Simulation (무지외반증 발가락 교정기 착용 여부가 가상 환경 시뮬레이션 시 보행에 미치는 영향)

  • Dong-Su Kim;Da-Eun Lee;Hyun-A Shin;Ji-Won Jeon;Young-Keun Woo
    • PNF and Movement
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    • v.21 no.1
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    • pp.27-35
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    • 2023
  • Purpose: Hallux valgus (HV) is one of the most common chronic foot disorders, occurring when the first toe deviates laterally toward the other toe. HV impairs muscle strength and affects gait function (postural sway and gait speed). Thus, this study aims to investigate using the FDM system the effect of wearing braces on gait while wearing a virtual reality (VR) device. Methods: This study was conducted on 28 healthy adults with HV of 15 degrees or more. To compare differences in walking, depending on whether a toe brace can be worn, the subject walked without wearing anything, walked after wearing the VR device, and walked after wearing the VR device and the toe brace, and the FDM system was used for the gait ability measurement analysis. Results: As a result of a one-way repeated analysis of variance, the walking speed-related variables (cadence, velocity, etc.) in the HV group were higher during comfortable walking. In addition, walking while wearing a VR device and walking while wearing a VR device and a toe brace demonstrated more significant values in terms of six gait parameters (double stance phase, loading response, stage, stage, stage, and stage). The maximum pressure of the forefoot was significantly reduced when walking while wearing a VR device and a toe brace compared to comfortable walking, but in all variables, there was no statistically significant difference between walking while wearing a VR device and walking while wearing a VR device and a toe brace. Conclusion: Orthosis with a VR device during gait (OVG) and gait with a VR device (GVR) affect gait in HV patients. However, there was no significant difference between GVR and OVG. Thus, it is necessary to conduct experiments on various HV angles and increase the duration of wearing the toe brace.

Awareness of health science students' use of virtual reality devices for learning (일부 보건계열 학생들의 VR 학습매체 활용 인식에 대한 연구)

  • Yong-Keum, Choi;Da-Young, Ryu;Hyun-Sun, Jeon
    • Journal of Korean Dental Hygiene Science
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    • v.5 no.2
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    • pp.61-72
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    • 2022
  • Background: This study was aimed at surveying the health science students' interest, demand, and awareness of virtual reality (VR) devices for learning to accumulate data necessary to develop and implement a curriculum with VR devices. Methods: We investigated the perception of health science students regarding VR device application and utilization. Statistical analyses were performed using SPSS 25.0 (IBM SPSS Statistics). Frequency and descriptive analyses were performed for the perception level of VR device use for university education. An independent twosamples t-test was performed to statistically analyze the perception level according to the VR device experience. A p-value < 0.05 was set to indicate statistical significance. Results: To the question "Do you wish to use VR devices for educational purposes?," 73% of the participants answered "yes." To the question "Do you think VR is necessary for the course curriculum?," over 65% answered "yes." Conclusion: In this study, health science students reported a great need for VR devices for education. VR-based classroom curriculum is expected to improve students' concentration, interest, and motivation.

Study On the Development of Convenience Evaluation Tool for Mobile VR Device (모바일 VR 디바이스의 사용편의성 평가도구 개발에 관한 연구)

  • Seo, Ji-Young;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.221-228
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    • 2021
  • This study was conducted to improve the convenience of design of mobile VR devices use in a way binds smart phones. Research on traditional mobile VR devices is insufficient. So the first survey was conducted on users 100 to understand the current status and status of mobile VR devices. As a result, it was found that the satisfaction with the convenience of use was significantly lowered, and countermeasures were needed. Then, a second survey of 30 Heavy Users was conducted to find out specific usability and problems of mobile VR devices. Through this, problems, ease of use, and other opinions of mobile VR devices were found. The survey results were analyzed through the Descriptive Statistics Act, and it was found that improvement was urgent due to low satisfaction with wearing and network. In-depth interviews were conducted with the same respondents. As with the problems derived first, problems such as wearing satisfaction, excessive head weight for long-term use, and lack of content could be found. Based on the previous studies, the focus group interview consisting of 6 experts derived the ease of use evaluation element. It consists of elements that can satisfy the convenience of use of mobile VR devices for creation, wearing satisfaction, network, morphology, learning, and spatiality, and has a total of 26. Using this evaluation elements, it is intended to provide better ease of use to users who will use the mobile VR device.

Development of a VR Juggler-based Virtual Reality Interface for Scientific Visualization Application (과학적 가시화 어플리케이션을 위한 VR Juggler 기반 가상현실 인터페이스 개발)

  • Gu, Gibeom;Hwang, Gyuhyun;Hur, YoungJu
    • KIISE Transactions on Computing Practices
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    • v.22 no.10
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    • pp.488-496
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    • 2016
  • In this paper, we introduce a virtual reality interface for scientific visualization applications. Our VR interface is based on an open-source framework called VR Juggler. Although VR Juggler has its own advantages, it lacks some of the important functionalities needed for practical applications - event handling, synchronization and data sharing among cluster nodes, to name a few. We explain how these issues are resolved while developing the VR interface. Also, a new interface with a smart device, which replaces the virtual reality input device, is introduced. Finally, system usability test results are provided to prove the effectiveness of the proposed interfaces.

A Study on Teaching and Learning Cases and Effects Using Virtual Reality (VR) in Practice Subjects (실습교과목에 가상현실(VR)을 활용한 교수·학습 사례 및 효과 연구)

  • Choi, Nayoung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.3
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    • pp.41-52
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    • 2023
  • This study developed and taught VR content to be used in clothing design and composition practice, which are practical subjects for home education students at the College of Education, and examined the learning effects on students who participated in VR experiences. First, after experiencing classes using VR content, students' perceptions of classes were examined considering participation, class level, expectations, and satisfaction through a survey. As a result of examining the experience of learning sewing machines in classes using VR content and changes in perception of classes, it was found that the class level, class expectations, and satisfaction were affected. As a result of comparative analysis of VR experiences and the perception of VR classes prior to experiencing VR content related to sewing machines developed for practical subjects, VR experiences affected class participation, class level, expectations, but satisfaction was not affected. The advantages of the VR class that students mentioned in the subjective evaluation included interest in the class, the degree of participation, the VR experience, and the use of VR. As for the disadvantages, difficulties in using the device, dizziness, frustration when using the device, and limitations of the program were mentioned.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.

Flight Training Efficiency about Basic Aviation Training Device (BATD) Using VR Head Mount Display (VR Head Mount Display를 이용한 기초 모의비행 훈련장치 조종 훈련 효율 연구)

  • Jeong, Gu Moon;Kim, Mu Kyeom;Nguyen, LV Thang;Lee, Jae-Woo
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.26 no.2
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    • pp.1-7
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    • 2018
  • In this paper, pilot flight training procedure of VFR (Visual Flight Rule) flight procedure was investigated through basic aviation training device (BATD) using VR HMD (Virtual Reality Head Mount Display). In order to evaluate the efficiency of the pilot training, the experimental pilot group was divided according to the similar piloting ability, then same VFR flight procedure was carried out using both the VR BATD and the conventionl BATD. The comparison of the X, Y and Z position of the aircraft from the extracted flight data was conducted. As a result, it was confirmed that the VR BATD shows better steering training efficiency tendency than the conventional BATD.

Evaluating the Comfort Experience of a Head-Mounted Display with the Delphi Methodology

  • Lee, Doyeon;Chang, Byeng-hee;Park, Jiseob
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.81-94
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    • 2020
  • This study developed evaluation indicators for the comfort experience of virtual reality (VR) headsets by classifying, defining, and weighting cybersickness-causing factors using the Delphi research method and analytic hierarchical process (AHP) approach. Four surveys were conducted with 20 experts on VR motion sickness. The expert surveys involved the 1) classification and definition of cybersickness-causing dimensions, classification of sub-factors for each dimension, and selection of evaluation indicators, 2) self-reassessment of the results of each step, 3) validity revaluation, and 4) final weighting calculation. Based on the surveys, the evaluation indicators for the comfort experience of VR headsets were classified into eight sub-factors: field of view (FoV)-device FoV, latency-device latency, framerate-device framerate, V-sync-device V-sync, rig-camera angle view, rig-no-parallax point, resolution-device resolution, and resolution-pixels per inch (PPI). A total of six dimensions and eight sub-factors were identified; sub-factor-based evaluation indicators were also developed.

Implementation of Joystick for Flight Simulator using WiFi Communication

  • Myeong-Chul Park;Sung-Ho Lee;Cha-Hun Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.111-118
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    • 2023
  • In this paper, we propose a WiFi-based joystick with an acceleration sensor and a vibration sensor that can be used in flight simulators and VR fields. The flight simulator is a technology belonging to the ICT and SW application field and provides a simulation environment that reproduces the aircraft environment. Existing flight simulator control devices are fixed to a specific device and the user's activity area is limited. In this paper, a 3D space manipulation device was implemented for the user's free use of space. In addition, the proposed control device is designed as a WiFi communication board and display that displays information and performs 3-axis sensing for accurate and sophisticated control compared to existing VR equipment controllers. And the applicability was confirmed by implementing a Unity-based virtual environment. As a result of the implementation device verification, it was confirmed that the control device operates normally through the communication interface, It was confirmed that the sensing values in the game and the sensing values measured on the implemented board matched each other. The results of this study can be used for VR and various metaverse related contents in addition to flight simulators.