• Title/Summary/Keyword: VR-Design

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Design, Synthesis and Biological Activities of Novel Vanilloid Receptor Antagonists

  • Lee, Bo-Young;Suh, Young-Ger;Lee, Yong-Sil;Min, Kyung-Hoon;Kim, Jin-Kwan;Seung, Ho-Sun;Park, Young-Ho
    • Proceedings of the PSK Conference
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    • 2003.04a
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    • pp.244.1-244.1
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    • 2003
  • Advances in understanding of pain and analgesia have been made. Over the past few years, we have designed and synthesized a series of VR agonists, based on the structures of 12-HPETE and capsaicin. the natural VR agonist. But for the development of analgesic drugs, these synthetic VR agonists had problems like burning sensation. hypothermia. etc. So our recent studoes have focused on designs and syntheses of VR antagonists based on the structure of capsaicin(natural VR agonist), and capsazepine(synthetic VR antagonist). (omitted)

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Ergonomic Evaluation of Indoor Bike Coordinated with Virtual Images (가상 영상과 조합된 실내 자전거의 인간공학적 평가)

  • Han, Seung Jo;Kim, Sun-Uk;Cho, Jae-Hyung;Koo, Kyo-Chan
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.443-451
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    • 2017
  • This paper's objectives are to investigate the criteria for ergonomic evaluation of indoor bike coordinated with virtual images, and to compare HMD-based VR bike with 2D-based one. 12 experts performed delphi method with an aim to determine ergonomic evaluation criteria that were classified into 4 categories(Usability, Emotion, User Values, Reality). 2D-based bike and HMD-based one were compared according to part of final criteria through fuzzy-logic question performed by 20 subjects. Though there were no confidential difference in usability, HMD-based VR bicycle resulted in greater scores than 2D-based one in elements related with emotion, user value and reality statistically. It is expected that this research results will be used as references to evaluate ergonomic design of other indoor exercise equipments combined with VR or AR.

Multiple Digital Watermarking Framework for Joint-Creatorship Verification in VR Environment (VR 환경에서 공동 소유권 증명을 위한 다중 워터마킹 프레임워크)

  • Cho, Mi-Sung;Sohn, Yu-Seung
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.95-100
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    • 2007
  • Virtual Reality(VR) data in VR environments like Manufacturing industries are often created jointly by many creators. It is then necessary to provide protection of the joint-creatorship and the creatorship of each participating creator. This paper proposes Multiple Digital Watermarking Framework(MDWF) to solve the problem of joint-creatorship. The proposed framework, MDWF, makes use of 3D private watermarking technology and a novel key sharing protocol for joint-creatorship verification. MDWF embeds 3D private multiple watermarks for the creatorship of each participating creators in a non-overlapping manner during the creation process. After key agreement of all private keys, MDWF embeds an additional 3D private watermark for the joint-creatorship. Therefore MDWF successfully handles the creatorship dispute among creators. That is, each participation creator can prove his/her partial creatorship as well as joint-creatorship by MDWF. In addition, MDWF can solve the collusion problems because shared secret key(SSK) can be made by every users.

Design of tourist spot application using VR (VR을 활용한 관광지 소개 어플리케이션 설계)

  • Seo, Eui-seong;Jang, Jong-wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.287-289
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    • 2017
  • Recently, hardware, software, and content related to virtual reality (VR) have been increasing. In this paper, we design an application that enables users to experience various sightseeing spots without having to go directly by utilizing the characteristics of making virtual reality such as space, deep sea, etc. Conventionally, two-dimensional images and video were used to acquire and experience information about tourist attractions, but this application enables a realistic experience through three-dimensional images and video.

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Virtual Reality and Internet GIS for Highway Simulation Based on the ASE

  • Choi Hyun
    • Korean Journal of Remote Sensing
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    • v.21 no.5
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    • pp.433-443
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    • 2005
  • This paper show that, without installation of expensive VR (Virtual Reality) program, the sharing information is possible through posting three-dimensional road structures on the web, and avoiding the conventional top-down decision making method, fast bottom-up communication is possible base on the Virtual GIS (Geographic Information System). In this paper, using Viewpoint Scene Builder, internet-based software, the transformation was conducted to give pertinent type for web posting. In order to use the completed route at the scene builder, the output with ASCII Export is required, and ASE (ASCII Scene Export) contains the property information including the coordinate and frame of mesh vertex. Through in advance recognition of the problems regarding route design and petition due to environmental rights infringement, the time and cost due to design alteration can be reduced. It's difficult to provide VR based on the internet because file that embodied with internet GIS was complicated and its capacity comes to scores of mega-bites. But, this study provides VR with internet according to a basis by simplification of files.

Study on the Application of Comic Panel Direction in VR Animation - Focusing on <Mescaformhill: Missing Five> (만화의 칸 연출을 적용한 VR 애니메이션 연구 - <Mescaformhill: Missing Five>를 중심으로)

  • Park Sukyung;Lee Taegu;Choi Suhyeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.253-258
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    • 2023
  • In comics, panels serve a variety of dramatic purposes, including controlling the flow of the story through the size, placement, and order of panels; directing the eye to where characters or specific actions take place; expressing the passage or sequence of time; and using backgrounds, lighting, and color to emphasize emotion and convey mood. When applied to VR animation, these comic panels can give users a more immersive experience of the cartoon world in the VR space. In the VR animation "Mescaformhill: Missing Five," produced in 2022, the comic panels directing is very important to guide the viewer's attention, and in the VR space, the camera angle can be freely changed to realize various visual effects, and the physical interaction brings the comic panels directing to life. This can open up new ways of storytelling in VR animation and contribute to its successful expansion into new mediums.

Development of Multimedia Design Contents using Mobile Virtual Reality

  • Duan, Xiao-Yun;Kim, Byung-Taek;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.10
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    • pp.41-45
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    • 2017
  • Virtual Reality (VR) is widely used in various fields, and it is expanding game and movie toward health care, business Software, education, and web services. Especially various researches are actively conducted in the field of exhibition, utilizing smart phone based detachable HMD (Head Mounted Display). The VR exhibition solves addresses both temporal and spacial constraints overcoming the unilateral information transfer exhibitions. This paper presents a method to overcome the limitation of time, space, and unidirectional information transfer in offline exhibition, and also presents a new method that utilizes multimedia visual design artwork as VR contents.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Architectural Design using Visual and Tactile Guide in the Virtual Table (가상테이블상에서 비쥬얼 및 택타일 가이드를 이용한 건축 디자인)

  • 이선민;최수미;권두영;김명희
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.189-198
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    • 2004
  • As display devices evolve, computer-based work environments are also becoming better suited to actual application tasks. This paper discusses the development of an architectural design system using the virtual table, which is a table-type projection system. It consists of the interactive VR modeler, the hybrid tracker and the architectural interpreter. The interactive VR modeler offers visual and tactile guide such as grid interaction, a tangible transparent prop and reference objects, so that a user can design architectural 3D models more easily and intuitively on the virtual table. The hybrid tracker includes two types of tracking methods for viewpoint according to the user's view and hand interaction: namely, vision-based tracking and magnetic tracking. The architectural interpreter automatically transforms simple 3D masses into a basic construction form that has architectural knowledge. The proposed system has advantage in the sense that it is suitable for collaboration among several users, allowing them to view graphical objects in stereoscopic view with direct 3D manipulation. Thus, it can be effectively used for architectural simulation and user-participated design.

Effects of Vibration Rolling on Ankle Range of Motion and Ankle Muscle Stiffness in Stroke Patients: A Randomized Crossover Study

  • Park, Seju;Jeong, Hojin;Kim, Byeonggeun
    • Journal of International Academy of Physical Therapy Research
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    • v.12 no.1
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    • pp.2272-2278
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    • 2021
  • Background: Vibration stimulation has emerged as a treatment tool to help reduce spasticity during physical therapy. Spasticity includes problems of reduced range of motion (ROM) and stiffness. However, the benefits of vibration rolling (VR) on interventions for stroke patients are unclear. Objectives: This study aimed to investigate the effect of VR intervention on the ankle ROM and ankle stiffness in stroke patients. Design: A randomized crossover study. Methods: Seven stroke patients completed two test sessions (one VR and one non-VR [NVR]) in a randomized order, with 48 hours of rest between each session. Participants completed intervention and its measurements on the same day. The measurements included ankle dorsiflexion and plantarflexion ROM and stiffness of ankle muscles, including the tibialis anterior, medial, and lateral gastrocnemius muscle. Results: After VR, ankle dorsiflexion ROM, lateral gastrocnemius stiffness, and medial gastrocnemius stiffness improved significantly (all P<.05). After NVR, only the lateral gastrocnemius stiffness improved significantly (P<.05). Furthermore, in the cases of changed values for ankle dorsiflexion ROM and lateral gastrocnemius stiffness were compared within groups, VR showed a more significant difference than NVR (P<.05) Conclusion: VR improved ankle ROM and muscle stiffness. Therefore, we suggest that practitioners need to consider VR as an intervention to improve dorsiflexion ROM and gastrocnemius stiffness in stroke patients.