• Title/Summary/Keyword: VR-Design

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Design of an Automatic Summary System for Minutes Using Virtual Reality

  • Amsuk Oh
    • Journal of information and communication convergence engineering
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    • v.21 no.3
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    • pp.239-243
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    • 2023
  • Owing to the environment in which it has become difficult to face people, on-tact communication has been activated, and online video conferencing platforms have become indispensable collaboration tools. Although costs have dropped and productivity has improved, communication remains poor. Recently, various companies, including existing online videoconferencing companies, have attempted to solve communication problems by establishing a videoconferencing platform within the virtual reality (Virtual Reality) space. Although the VR videoconference platform has only improved upon the benefits of existing video conferences, the problem of manually summarizing minutes because there is no function to summarize minute documents still remains. Therefore, this study proposes a method for establishing a meeting minute summary system without applying cases to a VR videoconference platform. This study aims to solve the problem of communication difficulties by combining VR, a metaverse technology, with an existing online video conferencing platform.

Design and Implementation of Room Finding Application using VR

  • Park, Eunju;Kim, Juryeong;Lim, Hankyu
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.151-156
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    • 2017
  • As Internet services have spread centering on mobiles, diverse services used in everyday life have become mobile services. For humans, residential spaces have significant implications as physical and psychological environments. Therefore, being provided with accurate information on the room that must be sought to find out the residential space wanted by the user can be said to be an important element of real estate apps. However, when buying real estate, people prefer searching for information using mobiles and verifying the information by visiting the real estate firsthand due to increases in damage due to false offerings. This way approaches as inconvenience in cases where the buyer lives far away or if the conditions are not suitable. Therefore, in the present study, a 'room finding application using VR' was designed and implemented using virtual reality (VR) used for diverse purposes. VR is a technology that provides the user with the sense of presence as if the user is actually present in the space. It was used in the present study as a means to provide more accurate information. The use of the application designed and implemented in the present study is expected to reduce false offerings information at least slightly so that users can be provided with more accurate information on the real estate of interest.

Design and Implementation of Continuous Control for Household Electric Fan Speed for Virtual Reality Applications

  • Jonas John, Claud;Dae-Young, Na;Daseong, Han
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.518-528
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    • 2022
  • Virtual Reality (VR) has been widely used in various applications to generate realistic virtual environments. A sense of immersion can be increased by providing additional stimuli such as tactile sensation to VR contents. However, it is still challenging to provide a realistic feel for the wind blowing over the whole body by smoothly controlling the airflow. To address this issue, we employ a household electric fan as a wind generating device to provide users with wind experience in VR environments. The wind generating device targets the whole body to mimic the wind we feel outside in our daily life. To do so, we present a low-cost method to smoothly control household fan speed using an Arduino microcontroller. Here, we use the Sinusoidal Pulse Width Modulation (SPWM) technique to generate the sinusoidal voltage required to drive the fan motor. Our experimental results show how Variable Voltage Variable Frequency (VVVF) is implemented at a low cost using our method for household fan speed control. The results can be applied to various VR applications to enhance the sense of immersion by providing users with realistic wind.

A Study on the Development of Cabin Safety Learning Contents Using Virtual Reality Technology (VR) (가상현실 기술을 활용한 객실안전 학습 콘텐츠 개발 연구)

  • Ha-Young Kim;Jung-Hwa You
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.31 no.2
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    • pp.25-37
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    • 2023
  • The purpose of this study is to develop and technically implement the design and scenario of cabin safety contents for virtual reality (VR)-based cabin safety learning for aviation service majors. The process for developing VR cabin safety learning contents consisted of a total of four stages: learning stage, research stage, verification stage, and application stage. The cabin safety scenario items for the production of VR learning contents reflected the occurrence of an emergency, the procedure for survival from impact, and the evacuation procedure from the aircraft as the core. For the technical implementation of learning contents, modeling work is conducted by checking scenario reviews, types and numbers of objects related to equipment and facilities, and items of interaction. In addition, the connection work with the actual metaverse platform is carried out to enable the utilization of the manufactured facilities and equipment objects. Finally, application tests were carried out to reconfirm supplementary items.

Design and Implementation of Rowing Machine System using VR Contents (VR 콘텐츠를 응용한 로잉머신 시스템의 설계 및 구현)

  • Ban, Hyun-Jin;Yun, Da-young;Kim, Jae-rim;Baek, Se-yeon;Lee, Na-young;Chang, Young-hyun;Kim, Jung-min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.91-94
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    • 2020
  • 본 연구에서는 4차 산업혁명의 핵심 분야인 가상현실을 헬스 엔터테인먼트 서비스에 응용하는 시스템을 개발하였다. 스마트폰에 내장된 GPS와 GYRO센서를 활용하여 로잉머신의 동작 상태를 이중 데이터로 측정하고, 분석한 값을 활용해서 Unity를 사용하여 AR 어플리케이션을 설계, 구현하였다. 어플리케이션을 AR 글라스를 통해 실행한 결과, 생동감 넘치는 운동 환경을 사용자에게 제공한다. 그러나 사용자의 시각적 부담 과다로 인하여 로잉머신 운동효과 경험에 부분적 장애를 유발할 수 있어 2차적 개선으로 VR 콘텐츠로 전환을 적용하여 안전한 운동효과를 검증하였다. 본 연구의 VR 콘텐츠 개선기술을 적용하면 사용자 안전에 우선하는 헬스 엔터테인먼트 시장의 활성화가 기대된다.

Volumetric Capture data-driven Real Object-Virtual Space Adjustment and Virtual Reality Contents Design (볼류메트릭 캡처 데이터 기반 실사-가상공간 정합 및 VR 실감 미디어 콘텐츠 디자인 설계)

  • Ryoo, Miohk;Yoo, Sanghyun;Yun, Kugjin;Kim, Myoungha;Kim, Sanghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1-3
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    • 2022
  • 코로나 19 팬데믹으로 인한 4차 산업혁명이 앞당겨지고 초현실, 초실감, 초연결 사회 등의 키워드가 대두되고 언택트(Untact) 시대가 일상생활에 불가항력적으로 접목되면서 몰입감과 흥미성, 유희성을 목적으로 한 콘텐츠들이 다양하게 활성화되었다. 특히, 메타버스(Metaverse) 플랫폼이 빠르게 진화하면서 물리적 현실과 디지털 가상성을 융합한 다중 사용자에게 다양한 경험이 가능한 서비스가 주목받고 있다. 메타버스는 다중 사용자 플랫폼에서 원활한 커뮤니케이션과 대규모 멀티플레이가 가능한 온라인 비디오 게임, 오픈 게임 월드, AR 협업 공간과 호환되는 사회적, 몰입감이 있는 VR(Virtual Reality) 플랫폼 서비스 중 하나이다. 우리는 메타버스 플랫폼 개발 시 필요로 하는 요소기술 및 3D 데이터 획득을 통한 VR 콘텐츠를 설계하고 구현하고자 한다. 1) 콘텐츠 시나리오 및 사용자 인터랙션 설계; 2) 볼류메트릭 캡처를 활용한 실사 기반의 동적(Dynamic) 데이터 생성; 3) 컴퓨터 그래픽 기반 가상공간 설계 및 정적(Static)데이터 요소기술 개발; 4) 가상 현실 공간 데이터와 볼류메트릭 캡처의 실사 데이터 정합; 5) 공간 데이터 시각화 생성 및 모듈형 공간 이동 제어 기능 개발; 최종적으로 6) VR 환경에서의 콘텐츠 구현을 목표로 한다.

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Design of Immersive Walking Interaction Using Deep Learning for Virtual Reality Experience Environment of Visually Impaired People (시각 장애인 가상현실 체험 환경을 위한 딥러닝을 활용한 몰입형 보행 상호작용 설계)

  • Oh, Jiseok;Bong, Changyun;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.11-20
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    • 2019
  • In this study, a novel virtual reality (VR) experience environment is proposed for enabling walking adaptation of visually impaired people. The core of proposed VR environment is based on immersive walking interactions and deep learning based braille blocks recognition. To provide a realistic walking experience from the perspective of visually impaired people, a tracker-based walking process is designed for determining the walking state by detecting marching in place, and a controller-based VR white cane is developed that serves as the walking assistance tool for visually impaired people. Additionally, a learning model is developed for conducting comprehensive decision-making by recognizing and responding to braille blocks situated on roads that are followed during the course of directions provided by the VR white cane. Based on the same, a VR application comprising an outdoor urban environment is designed for analyzing the VR walking environment experience. An experimental survey and performance analysis were also conducted for the participants. Obtained results corroborate that the proposed VR walking environment provides a presence of high-level walking experience from the perspective of visually impaired people. Furthermore, the results verify that the proposed learning algorithm and process can recognize braille blocks situated on sidewalks and roadways with high accuracy.

Effects of Nursing Skills Practice using VR(Virtual Reality) on Competency and Confidence in Nursing Skills, Learning Self-efficacy, and Satisfaction of Nursing Students (VR(Virtual Reality)을 활용한 술기실습이 간호대학생의 간호술 수행자신감, 학습자기효능감, 수행능력, 실습만족도에 미치는 효과)

  • Ha, Young-Ok;Kwon, Soo-Jin;Kim, Jui;Song, Jung-Hee
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.47-55
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    • 2022
  • The study was conducted to identify the effectiveness of nursing skills practice using VR(Virtual Reality) on competency and confidence in nursing skills, learning self-efficacy, and satisfaction of nursing students. This study used a randomized controlled trial design. The 35 patients in the experimental group took nursing skills practice using VR and The 35 patients in the control group took fundamental nursing skills practice. The data were conducted on confidence in nursing skills, learning self-efficacy, satisfaction, and nursing skills' competency. The collected data were analyzed using the SPSS WIN 23.0 program. As a result of the study, there were no significant differences between the experimental and control groups in competency and confidence in nursing skills, learning self-efficacy, and satisfaction. However, confidence in nursing skills and learning self-efficacy increased after practice in both groups. The results indicate that nursing skills practice using VR was effective in improving nursing skills.

Analysis on Evaluating Learner's Attention States in a Virtual Environment and Retained Memory after VR Learning (가상현실 학습자의 주의집중상태와 학습 후 기억내용에 관한 영향분석)

  • Park, Kyoung-Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.10
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    • pp.1835-1844
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    • 2007
  • Recently there have been some positive evidences on the effects of learning in a virtual environment. However, most of these educational VR systems were not deeply considered in the design of drawing a learner's attention on lesson contents, which would help enhance retained memory. Hence, a study was conducted to measure 17 subjects' attention states using EEC, ECG, GSR, and eye-tracking and their behaviors while they were given guided search task or exploration task in a virtual environment consisting of five major events. It also analyzed the subject's remembered items after their VR experiences using a surrey. This paper Int describes an overview of the ocean virtual environment used in this study, and it then explains the experimental design, apparatus, and method. It will also discuss the results by a detail analysis (in a whole VR session as well as event-related 10-second 33 sub-sessions) with the subjects' attention states and their retained memory after the learning.

A Study on Development of Integrated Logistics Support with Virtual Reality (가상현실 기반의 종합군수지원 수행 방안 연구)

  • Heo, Gil-Hwan;Lee, Seung-Yong;Lee, Hak-Pyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.90-98
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    • 2018
  • An efficient R&D Methodology with minimized development period and cost needs to be developed due to advanced performance requirements of weapon systems. This will require the performance of logistics support analysis and design verification in the development stages of weapon systems through VR technology. VR technology has been applied to the Integrated Logistics Support (ILS) process as a part of collaborative system. In this study, we propose a development and application plan of ILS based on VR technology during the total life cycle of weapon systems. Moreover Digital Maintenance System (DMS) is introduced as a VR tool with key functions. finally, applications and improvement topics of DMS are suggested for use in ILS development.