• Title/Summary/Keyword: VR program

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Design and Implementation of Virtual Reality Prototype Crane Training System using Unity 3D (Unity 3D를 이용한 가상현실 프로토타입 크레인 훈련 시스템 설계 및 구현)

  • Heo, Seok-Yeol;Kim, Geon-Young;Choi, Jung-Bin;Park, Ji-Woo;Jeon, Min-Ji;Lee, Wan-Jik
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.569-575
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    • 2022
  • It is most desirable to build a crane training program in the same evvironment as the actual port, but it has problem such as time constraint and cost. To overcome these limitations, next-generation training programs based on AR/VR are receiving a lot of attention. In this paper, a prototype of a harbor crane training system based on virtual reality was designed and implemented. The system implemented in this paper consists of two elements: an Arduino-based IoT terminal and an HMD equipped with a Unity application program. The IoT terminal consists of 2 controllers, 2 toggle switches, and 8 button switches to process data generated according to the user's operation. The HMD uses Oculus Quest2 and is connected to the IoT terminal through wireless communication to provide user convenience. The training system implemented in this paper is expected to provide trainees with a training environment independent of time and place through virtual reality and to save time and money.

< VR Simulation for TV Production Using Digital Storytelling > (< 디지털 스토리텔링 기법을 활용한 TV 영상 제작 시뮬레이션에 관한 연구 >)

  • Kim, Mi-Yun;Choi, Jin-Won;Jang, Yong-Jun
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.518-523
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    • 2006
  • As digital broadcasting process and information compressing technologies developed, digital technologies have been used extensively in many visual media such as movies and TV programs, and it is required to develop a new process for 3 dimensional digital programs. The study attempts to develop a new digital video-producing process through pre-simulation using a digital storytelling method, in order to increase the quality of broadcasting, reducing the producing time and improve efficiency. This system, supposed to be used to produce actual broadcasting, includes all tools needed for broadcasting in the program, so users can select an appropriate set among the pre-made library, which saves time for making sets. Also, it offers a storyboard making function by perfectly representing the functions of a virtual camera, and enables users to make the better storyboard, checking the real time movies. In addition, it recognizes objects though avatars, organizes the appropriate set for these avatars to act, and embodies a variety of avatar movements through which it reaffirms the camera's position and organization, minimizing errors and saving time and budget.

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A Proposal of Korean Education Program for Multi-cultural Families through Metaverse (메타버스를 활용한 다문화가정 대상 한국어 교육 프로그램 제안)

  • Park, Shinjung;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.581-583
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    • 2022
  • 우리나라 교육통계에 따르면 외국인 가정 및 국제결혼 가정의 자녀 수는 138,227명에 달하며(교육부, 2020), 결혼이민자는 169,005명에 이른다(법무부, 2022). 이들 중 대다수는 의사소통의 어려움을 호소하며, 의사소통 문제는 학교 및 사회생활 부적응으로 이어진다. 이에 대하여, 지방자치단체와 다문화 유관기관 등에서 다양한 한국어교육 프로그램을 진행하고 있지만, 대부분이 단편적인 학습지 교육이나 문화 체험 수업에 그치거나 코로나19 등으로 인하여 수업이 중단되는 등 효과적이고 체계적인 교육이 제공되지 못하고 있는 실정이다. 본 연구에서는 한국에서 적응하고 생활해야 하는 다문화 가정 구성원들을 대상으로 한국어교육을 체계적으로 실시하기 위해 가상현실(VR)을 활용한 교육 프로그램을 제안한다. 이는 시공간의 제약을 받지 않아 일반 교재나 PC 활용 수업에 비해 접근성이 좋고 실재감과 몰입감을 높여 학습자의 흥미와 참여도를 향상시킬 수 있다. 특히 다자간 동시 참여가 가능한 메타버스 공간에서는 학습자 간 활발한 상호작용 및 소통이 가능하여 언어 능력과 더불어 사회 적응력을 기르는 데에 기여할 수 있다.

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Development of VR Programming Module for SW Education Advanced Course in Elementary and Middle School (초·중학교 SW교육 심화과정을 위한 가상현실 프로그래밍 모듈 개발)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.45-51
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    • 2019
  • In this paper, virtual reality programming modules were developed for software education advanced courses in elementary and middle schools. And the effectiveness of the developed module was also analyzed. As the result, virtual reality programming module developed in this study was proven to be suitable for software education advanced courses required after basic coding in elementary and middle school. In particular, it is expected that it will be very helpful for the information gifted education program which is carried out in 2,920 gifted education institutions nationwide. Also, it is expected that it will be suitable for STEM education.

The Effect of Virtual Reality-based Physical Activity Therapy Program on Physical Fitness Factors in Adult - Systematic Reviews - (가상현실 기반 신체활동 치유 프로그램이 성인의 체력요인에 미치는 효과 - 체계적 고찰 -)

  • Park, Sang-Kyun;Tomita, Sigeru;Kim, Dae-Sik;Lee, Wang-Lok
    • Journal of Korean Society of Rural Planning
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    • v.28 no.2
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    • pp.33-40
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    • 2022
  • The purpose of this study is to review the effect of previous research data with virtual reality-based Physical Activity Therapy Programs(PATPs) in adult on the physical fitness factors. Research articles were retrieved from 2008 to 2021 with the Research Information Sharing Service(RISS) and Pubmed database. The main search terms were 'care', 'therapy', 'healing', 'exercise' or 'physical activity', and 'virtual reality'. The criteria for selecting articles of this study were the originality, duplication, Randomized controlled trial(RCT) experiment and subject. Finally, 18 papers were selected among 318 articles, which were excluded if any of the criteria was not satisfied. Most of papers(15) were conducted in the last 5 years, because of the high interest due to the development of virtual reality implementation technology and COVID-19 pandemic. The participants were mainly patients(8), and the types of diseases were stroke(2). The physical fitness factors were mostly balance ability(7), muscle strength(7), and range of motion(6). All the physical fitness factors were significantly improved after PATPs. However, 11 studies were conducted for less than 4 weeks, including 6 studies were performed a bout of acute exercise. Also, 14 studies did not clearly present the intensity of PATPs. In addition, there were 9 studies, that simply applied games without specialized programs. In conclusion, it seems that virtual reality-based PATPs have a positive effect on physical fitness factors. However, VR-based PATPs should be specialized and developed in order to verify their effectiveness for the further research.

Feasibility Exploration of Virtual Reality Programming for SW Intensive Education in Elementary and Middle School (초·중학교 SW 심화교육을 위한 가상현실 프로그래밍 도입 가능성 탐색)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.3 no.1
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    • pp.29-36
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    • 2017
  • The Ministry of Education announced plans to introduce SW education to elementary and secondary schools in the 2015 curriculum. However, if we examine major foreign countries where SW education strongly implemented it is found that they stress not only coding education but also real life SW education. Especially they emphasized convergence with other different fields. Therefore, it can be concluded SW education in Korea should be differentiated based on levels of students. For the common basic curriculum, it is needed basic concepts and thinking skills of SW development, but for the enriched curriculum, it should be emphasized SW development education that can be applied to real life experiences and other difference fields as well. Therefore, it is necessary to plan SW intensive education to develop programs for the enriched program. In this study, I explored how virtual reality programming education can be applied to the level of elementary and secondary school students as an enrichment program.

The Effects of Orofacial Exercises Program using Smart Phone on Swallowing Function and Tongue Strength in Acute Stroke Patients with Dysphagia (스마트폰을 사용한 구강안면 운동 프로그램이 삼킴장애가 있는 급성 뇌졸중 환자의 삼킴기능과 혀 근력에 미치는 효과)

  • Moon, Jong-Hoon;Won, Young-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.10
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    • pp.995-1002
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    • 2016
  • The aim of this study was investigated the effect of orofacial exercise program using smart phone on swallowing function and tongue strength in acute stroke patients with dysphagia. This study participated in sixteen acute stroke patients with dysphagia. All subjects allocated that randomized each eight patients in experimental and control groups. Subjects of both group received to conventional dysphagia therapy during 30 min/day, 5 times per week, for 4 weeks. Experimental group performed additionally that orofacial exercise program using smart phone, supervised under caregivers, during 30 min/day. The outcome measures were the IOPI(: Iowa Oral Performance Instrument), VR(: Vellecula Residue), PSR(: Pyriform Sinuses Residue), MIP(: Maximum Isometric Pressures). In results of study. Both group showed significant improvements after intervention in all assessments(p<.05). In comparison of change score between two groups, experimental group showed significant improvements than control group in PSR and MIP(p<.05). Orofacial exercise program using smart phone suggested that expected to positive effects the reduction of residue in pharynx and improvements of tongue strength in acute stroke patients with dysphagia.

Perceptions of the Middle School Gifted-students and Pre-teachers About the Convergence Class Programs Using Realistic Contents (실감형 콘텐츠를 활용한 융합 수업 프로그램에 대한 중학교 영재 학생 및 예비 교사의 인식 조사)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.96-106
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    • 2022
  • The purpose of this study is to investigate the effect of science-centered convergence class program using realistic contents such as virtual reality and augmented reality on class satisfaction, scientific attitudes and the perception of the gifted students in middle school. After developing the convergence class program including realistic contents using smart devices, we applied it to the gifted students. We analyzed the class satisfaction, scientific attitude and perception of the gifted students through questionnaires. In addition, a survey was conducted on the pre-teachers to investigate and analyze the class satisfaction, scientific attitude of the science class program to students and the perception of science classes using realistic contents. As a result, both students and pre-teachers were positively aware of class satisfaction by science class program using realistic contents. In particular, it was positive in that the class can induce learning motivation and interest. On the other hand, it was pointed out that the low-quality App and lack of infra for smart devices were disadvantages. In addition, pre-teachers lack confidence and information about class using the realistic contents, but they recognize the need of classes using realistic contents for students and education for pre-teachers. Based on this, it obtained suggestions on the preparation of facilities and equipment in schools for future education, development of contents that can be used for convergence class, development of programs and teaching·learning materials using realistic contents, and education for pre-teachers.

Genetic Analysis of Quantitative Characters by Diallel Cross in Cotton (목화의 F2잡종집단에 대한 유전분석)

  • 정원복
    • Journal of Life Science
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    • v.12 no.2
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    • pp.213-218
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    • 2002
  • The experiment was conducted to get basic information for cotton breeding program through four-variety diallel cross population. Additive, dominant, maternal, and reciprocal effect were observed significantly for days to maturity. Based on the Vr-Wr graphical analysis, the characters, number of bolls per plant, boll weight, seed and lint weight per boll, lint weight per boll, width of seed, 100-seed weight, days to flowering, and days to maturity were found to inherit incomplete dominance, and the characters of number of bolls per plant, width of seed, number of seeds per boll, and length of seed were assumed to inherit over dominance. The component of genetic variance analysis for boll weight, seed and lint weight per boll, lint weight per boll, number of seeds per boll, length of seed, and days to flowering showed that additive effects were higher than dominant effects. The narrow-sense heritability(h$_2$N) for boll weight, seed and lint weight per boll, lint weight per boll, days to flowering, and days to maturity showed high values as more than 43.19%. The estimate of broad-sense heritability(h$_2$B) value was higher than that of h$_2$N because of the low importance of dominance effects.

Analysis of Minimum Logistics Cost in SMEs using Korean-type CIPs Payment System (한국형 CIPs 결제 시스템을 이용한 중소기업의 최소 물류비용 분석)

  • Kim, Ilgoun;Jeong, Jongpil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.1
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    • pp.7-18
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    • 2021
  • Recently, various connected industrial parks (CIPs) architectures using new technologies such as cloud computing, CPS, big data, fifth-generation mobile communication 5G, IIoT, VR-AR, and ventilation transportation AI algorithms have been proposed in Korea. Korea's small and medium-sized enterprises do not have the upper hand in technological competitiveness than overseas advanced countries such as the United States, Europe and Japan. For this reason, Korea's small and medium-sized enterprises have to invest a lot of money in technology research and development. As a latecomer, Korean SMEs need to improve their profitability in order to find sustainable growth potential. Financially, it is most efficient for small and medium-sized Korean companies to cut costs to increase their profitability. This paper made profitability improvement by reducing costs for small and medium-sized enterprises located in CIPs in Korea a major task. VJP (Vehicle Action Program) was noted as a way to reduce costs for small and medium-sized enterprises located in CIPs in Korea. The method of achieving minimum logistics costs for small businesses through the Korean CIPs payment system was analyzed. The details of the new Korean CIPs payment system were largely divided into four types: "Business", "Data", "Technique", and "Finance". Cost Benefit Analysis (CBA) was used as a performance analysis method for CIPs payment systems.