• Title/Summary/Keyword: VR-Design

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Bandwidth-Efficient Live Virtual Reality Streaming Scheme for Reducing View Adaptation Delay

  • Lee, Jongmin;Lee, Joohyung;Lim, Jeongyeon;Kim, Maro
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.1
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    • pp.291-304
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    • 2019
  • This paper proposes a dynamic-tiling-based bandwidth-efficient (DTBE) virtual reality (VR) streaming scheme. We consider 360-degree VR contents with multiple view points such as the front, back, upper, and bottom sides. At a given time, the focus of a client is always bound to a certain view among multiple view points. By utilizing this perspective, under our proposed scheme, tiles with high encoding rates are selectively assigned to the focused view where multiple view points consist of multiple tiles with different encoding rates. The other tiles with low encoding rates are assigned to the remaining view points. Furthermore, for reducing view adaptation delay, we design a novel rapid view adaptation mechanism that selectively delivers an I-frame during view point updates by using frame indexing. We implement the proposed scheme on a commercial VR test bed where we adopt the MPEG media transport (MMT) standard with high-efficiency video coding (HEVC) tile modes. The measurement-based experiments show that the proposed scheme achieves an average data usage reduction of almost 65.2% as well as average view adaptation delay reduction of almost 57.7%.

Simulation Training for Inactive Nurses with 360 VR content

  • Park, Jung-Ha;Lee, Yun-Bok
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.116-122
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    • 2021
  • This study evaluated the effect of simulation training on cardiac arrest in hospitals for inactive nurses with 360 VR content, and attempted to prepare basic data for simulation training for inactiv nurses in the future. The design of this study is an experiment study before and after a single group. The study period was from October 13, 2020 to December 17, 2020. The subjects of the study were a total of 21 nurses who participated in the education program for inactive nurses. For simulation training for inactive nurses, Microsoft Powerpoint, hybrid simulation, high-fidelity simulation, and 360 VR content were applied for theories education and practical education. As a result of the study, the satisfaction level of the curriculum for the cardiac arrest situation in the hospital for inactive nurses was 4.78±0.36 points out of 5 points. Understanding of education was 4.71±0.46 points out of 5 points. Usefulness of education was 4.80±0.40 points out of 5 points. Confidence in airway maintenance before and after training, BLS review, manual defibrillator, emergency medication administration, airway maintenance, emergency situation simulation, and debriefing were all significant. According to the results of this study, simulation training of the situation of cardiac arrest in the hospitals for inactive nurses was effective. In future studies, it will be necessary to develope and verify specific teaching and learning methods by applying various cases of cardiac arrest situations in consideration of the type of hospitals.

Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

Interactive 3D VR Content Design for Close Encounter of Social Issue

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.270-275
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    • 2023
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

Design of Block Codes for Distributed Learning in VR/AR Transmission

  • Seo-Hee Hwang;Si-Yeon Pak;Jin-Ho Chung;Daehwan Kim;Yongwan Kim
    • Journal of information and communication convergence engineering
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    • v.21 no.4
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    • pp.300-305
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    • 2023
  • Audience reactions in response to remote virtual performances must be compressed before being transmitted to the server. The server, which aggregates these data for group insights, requires a distribution code for the transfer. Recently, distributed learning algorithms such as federated learning have gained attention as alternatives that satisfy both the information security and efficiency requirements. In distributed learning, no individual user has access to complete information, and the objective is to achieve a learning effect similar to that achieved with the entire information. It is therefore important to distribute interdependent information among users and subsequently aggregate this information following training. In this paper, we present a new extension technique for minimal code that allows a new minimal code with a different length and Hamming weight to be generated through the product of any vector and a given minimal code. Thus, the proposed technique can generate minimal codes with previously unknown parameters. We also present a scenario wherein these combined methods can be applied.

The Effect of Virtual Reality-Based Anatomy Education Program on Learning Presence, Technology Acceptance, Learning Motivation, and Knowledge for Nursing Students (가상현실(Virtual Reality) 기반 해부학 교육 프로그램이 간호대학생의 학습실재감, 기술수용성, 학습동기 및 해부학 지식에 미치는 효과)

  • Kim, Minkyeong;Song, Young A;Son, Dong Min
    • Journal of East-West Nursing Research
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    • v.29 no.2
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    • pp.141-149
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    • 2023
  • Purpose: The purpose of this study was to verify the effects of virtual reality (VR) based anatomy education program on nursing students' learning presence, technology acceptance, learning motivation, and knowledge. Methods: A nonequivalent control group pre-test and post-test design was employed. The study participants included 113 nursing students (56 in the experimental group and 57 in the control group) from Ansan City. Data collection was conducted from June 1 through 23. Data were analyzed using χ2-test, Fisher's exact test, and t-test using SPSS 23.0 program. Results: The experimental group had a significant increase in learning presence, technology acceptance, and knowledge before and after the intervention compared to the control group. Conclusion: Virtual reality based anatomy education is an effective learner-centered educational program. From an educational perspective, VR anatomy education programs can improve anatomy knowledge by increasing students' acceptance of VR technology and increase their motivation to learn by increasing their sense of presence.

Exploring the Influence of Virtual Reality and Augmented Reality on User Satisfaction in Virtual Tourism

  • Thich Van NGUYEN;Tho Van NGUYEN;Dat Van NGUYEN
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.33-44
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    • 2024
  • Purpose: This study aims to measure how information quality, system quality, security, usefulness, and ease of use of Augmented Reality (VR) and Virtual Reality (AR) influence user satisfaction, motivating intelligent travel technology developers to improve VR/AR quality to meet customer requirements. Research design, data and methodology: This study investigates users interested in travelling in Ho Chi Minh City and Nha Trang City, Vietnam. The research model was implemented using an online questionnaire and face-to-face from 405 valid samples. To evaluate the scale's reliability, the study used the software SPSS 20. Test research hypotheses and evaluate measurement and structural models. This research uses AMOS 20 software. The proposed model is firmly grounded in the Information System Success model (ISS) and the Technology Acceptance Model (TAM), providing a solid theoretical foundation for our research. Results: Results show that consumer perceptions of information quality, system quality, security, usefulness, and ease of use have a positive impact on the perceived quality of VR/AR, thereby influencing tourists' travel intention. Conclusions: The results of this research enrich the theoretical understanding of consumer behaviour toward intelligent technology products in tourism, providing management implications for manufacturers to improve the quality of tourism products and satisfy user requirements in experience before considering choosing a destination.

Workflow Procedures and Applications in BIM-based Design for Safety (DfS) (BIM 기반 설계안전성검토의 업무 절차와 활용 방안에 관한 연구)

  • Jaewoong Hwang;Heetaek Yoon;Junhyun Bae;Youngkon Park
    • Land and Housing Review
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    • v.15 no.2
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    • pp.125-137
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    • 2024
  • A conventional Design for Safety (DfS), introduced to eliminate potential hazards in the design phase proactively, has encountered persistent challenges, such as perfunctory risk assessments and hazard identifications based on 2D drawings and inefficient workflow processes. This study proposes a BIM-based approach to Design for Safety (DfS) to address the limitations of conventional methods, aiming to enhance efficiency and achieve practical safety management benefits. The proposed workflow process for BIM-based DfS has been refined and validated for on-site applicability through various case studies, including risk assessments during the design phase and field applications for safety management activities during the construction phase. Specifically, the critical process of risk assessment within the DfS methodology has also been transitioned to a BIM-based approach. This BIM-based risk assessment process has been evaluated through case studies, encompassing safety reviews for structural design, construction equipment operation, and construction methodology with sequence in design projects. Additionally, the proposed BIM-based DfS has demonstrated exceptional on-site applicability and efficiency, as validated by the application of a BIM deliverable embedded in DfS information for CDE-based daily activity briefing, VR-based safety training, AR-based mitigation measures inspections, and other safety management activities in the construction phase.

VR Worlds on the Web - Another Culture in Cyberspace (웹에서의 3차원 가상현실 세계 - 사이버스페이스의 새로운 문화)

  • Yoon, So-Yeon
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.44-45
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    • 1999
  • The term ′multimedia′ has been one of the most pervasively used terms for the last a few years. Dyrli and Kinnaman(1995) define multimedia as "the seamless digital integration of text, graphics, animation, audio, still image, and motion video in a way that provides individual users with high levels of control and interaction".(omitted)

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A study on the Development of 3D web-map using VRML and java (Web-Map 개발을 위한 VRML과 Java의 적용)

  • 양인태;김동문;박형근
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.21 no.1
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    • pp.81-87
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    • 2003
  • It is very difficult assignment that grasp three-dimensional real life in Web base network environment. But, the recent simulation tools embody third dimension elements within 2 dimensions screen that is limited through third dimension implementation technology. Many GIS tools are offering excellent functions for third dimension data creation. But, research about design of third dimension GIS that use virtual reality technique in Web environment is status that is unprepared. So, in this research embodied third dimension topography map using virtual reality modelling language to produce active third dimension VR map that can supply visual information for direction, visual point that want in World Wide Web without support of expensive Map exclusive use program. And these 3D Web-Map is thought that possibility is enough as next generation map medium.