• Title/Summary/Keyword: VR-Design

Search Result 425, Processing Time 0.024 seconds

Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.9
    • /
    • pp.75-87
    • /
    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

A Study on the Emotion-Responsive Interior Design centered on a Color Coordinate Digital Wall (감성반응형 실내디자인에 관한 연구 - 감성어휘별 색채배색에 의한 디지털 벽면을 중심으로 -)

  • 김주연;이현수
    • Science of Emotion and Sensibility
    • /
    • v.6 no.2
    • /
    • pp.1-7
    • /
    • 2003
  • The objectives of this study is to develop an adaptable digital wall model whose color can be changed dynamically according to the identified emotional state of a user. This study addresses how to capture a specific user's emotion through the web and use it for modifying VR model mainly for color adaptation. This adaptation process of a VR model consists of three phases: 1) identification of the user's emotional state projected onto the list of emotional keywords 2) translation of those captured emotional keywords into a pertinent set of color coordinations, and finally, 3) automated color adaptation process for the given model. This process derives an on-line viewer's emotional state, which can be utilized to find a new color scheme reflecting the identified emotion.

  • PDF

The Effects of Virtual Reality Training with Upper Limb Functional Electrical Stimulation to Improve on Muscle Strength, AROM, and Function of Upper Limb Joints in Patient with Chronic Stroke (가상현실훈련과 위팔 기능적 전기자극이 만성 뇌졸중 환자의 위팔 근력, 능동관절운동과 기능에 미치는 효과)

  • Kim, Donghoon;Kim, Kyunghun
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.8 no.2
    • /
    • pp.211-220
    • /
    • 2020
  • Purpose : The purpose of the present study is to examine the effects of VR training with FES on improving the muscle strength, AROM, and function of the upper limb joints in patients with chronic stroke. Methods : The present study makes use of a pre-post control group design. Thirty patients with chronic stroke were randomly assigned to two groups according to treatment method - the VRFES group and the control group. The VRFES group received 15 minutes of VR training and 15 minutes of FES treatment. The control group received 15 minutes of conservative physical therapy and 15 minutes of VR training. All subjects received 30 minutes of treatment, three times a week, for eight weeks, which amounted to 24 sessions of training. The muscle strength, AROM, and function of the upper extremities were measured before the training and eight weeks after. Upper limb muscle strength was tested using the Digital Manual Muscle Tester while AROM was measured using the Digital Dual Inclinometer. The clinical assessment tools for upper extremity function included the use of the Manual Function Test and the Jebsen-Taylor Hand Function Test. Results : Both groups exhibited great improvements in muscle strength and upper extremity function during the intervention period. The VRFES group exhibited a significant difference in muscle strength, AROM, and function of the upper extremities in comparison with the control group(p<.05). Our results reveal that VRFES is more effective for the muscle strength, AROM, and function of the upper extremities in patients with chronic stroke. Conclusion : VRFES treatment will be used as an important intervention for improving the muscle strength, AROM, and function of the upper extremities in patients with chronic stroke and achieving the functional recovery of the upper extremities.

An Instructional Design of STEAM Programs using Virtual Reality Equipment and Analysis of its Effectiveness and Attitude of Learners (가상현실장비(VR)를 활용한 융합인재교육 프로그램 개발 및 만족도와 학습자의 태도 분석)

  • Bae, Youngkwon;Park, Phanwoo;Moon, Gyo Sik;Yoo, Inhwan;Kim, Wooyeol;Lee, Hyonyong;Shin, Seungki
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.5
    • /
    • pp.593-603
    • /
    • 2018
  • In this study, we tried to develop STEAM integrated program using virtual reality(VR) equipment and to evaluate the learners' satisfaction in order to cultivate the convergent talent. The pre-test and the post-test were used to compare the mean scores of the assessed candidates and sub-areas. The post-test results were higher than pre-test results. The area with statistically significant mean height was derived as the 'self-concept' area of 'science' which is a sub-area of 'care and communication'.

The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
    • /
    • v.16 no.4
    • /
    • pp.69-78
    • /
    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

Development of Educational Content for Dental Extraction Skill Training Using Virtual Reality Technology (가상현실 기반의 치아발치 수기 훈련을 위한 교육콘텐츠 개발)

  • Park, Jong-Tae;Kim, Ji Hyo;Lee, Jeong-hyun
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.12
    • /
    • pp.218-228
    • /
    • 2018
  • The purpose of this study was to present a educational content developed for training of dental extraction skill in a virtual environment. The development of the content consists of five steps: learning content analysis, draw a design model, development, test of validity, rectification and complete of the content. We developed the virtual reality (VR) simulator with producing an animation of surgical stages on the 3D models of human face for simulating dental extraction procedure. The results of validity tests for the content were mean 4.81 (SD, 0.72) for interface validity and mean 4.66 (SD, 0.71) for content validity, which represents strong evidence for the validity of the content. The data of the study indicates that the educational content developed for training of dental extraction skill using VR technology can be suitable to improve surgical skill of dental extraction in clinical field. We expect that further development of the education contents based on the VR technology to improve various surgical skills in clinical field will be addressed in the future.

A Study on the Design of Immersed Augmented Reality Education Models (몰입형 증강현실 교육 모델 설계에 관한 연구)

  • Tae, Hyo-Sik
    • Journal of Internet of Things and Convergence
    • /
    • v.7 no.4
    • /
    • pp.23-28
    • /
    • 2021
  • Through the 4th industrial revolution, it is rapidly developing in various fields such as artificial intelligence, AR/VR, and big data, and software is at the center. In the field of education as well, the importance of integrated education to support the development of technology is being emphasized, and in order to compete in software technology, securing human resources for software development should be prioritize in domestic. However, unlike the hardware-centric society of the past, the role of software technology human resources is very important, and the reality is that they are discharging human resources that are far from the human resources image that companies need. In this paper, present an immersed education model for training AR software professionals, and based on this, propose an evaluation index that can grasp the quality of the program of the immersed AR education model. Through the AR education model, it is expected that the weaknesses and strengths of the model can be identified, and it can contribute to setting the direction for improvement of the education program.

A Study on ventilation characteristics in bidirectional traffic tunnels - with emphasis on the natural ventilation (대면통행 터널의 환기특성에 관한 연구 - 자연환기량을 중심으로)

  • Kim, Hyo-Gyu;Hong, Yoo-Jung;Yoo, Yong-Ho
    • Journal of Korean Tunnelling and Underground Space Association
    • /
    • v.16 no.6
    • /
    • pp.561-571
    • /
    • 2014
  • The standards of ventilation system for bi-directional tunnel have not been established now. For this reason, with regard to the bi-directional tunnel below 1km, some problems have been appeared in ventilation capacity designing and in determining whether the mechanical ventilation system is needed or not for each case. In this study, we examine the characteristics of natural ventilations, analyze ongoing ventilation design cases for bi-directional tunnels and classify those cases into two groups. This study is carried out about the capability of using natural ventilating system by calculation of reasonable ventilation capacity in bi-directional tunnel and review of relationship between natural wind speed ($Vr^*$) and required speed(Vreq). This paper aims at providing a basis data for bi-directional tunnel ventilation design standards.

Authoring Tool for Augmented Reality based Product Design (증강현실 기반 제품 디자인을 위한 저작도구)

  • Ha, Tae-Jin;Billinghurst, Mark;Woo, Woon-Tack
    • Journal of the Korea Computer Graphics Society
    • /
    • v.13 no.2
    • /
    • pp.23-29
    • /
    • 2007
  • We are suggesting an authoring tool can be used for prototyping in the augmented reality based product design environment. This tool is for authors without an engineering background to use. Our authoring tool can adjust the properties of visual, sound, and haptic feedback at the same time for more practical prototyping. Also the proposed modulated architecture can be applied flexibly to changes of platforms or hardware. Also user interfaces can be dynamically updated by changing just description files. finally, the suggested authoring methods exploit the advantages of both graphical and tangible user interfaces. Authors can intuitively make adjustments to many parameters using the TUI, and then they can do the same thing precisely using the GVI. The proposed authoring methods can be used for exhibition and entertainment contents using multi-sensory feedback in AR environment. As a future work, qualitative and quantitative usability test will be conducted.

  • PDF

An Educational Effect on the Process of Design for 3D Simulation of Disaster Response System (재난 대응 3D 시뮬레이션 설계과정을 통한 교육적 효과)

  • Song, Eun-Jee;Suh, Don-Hee
    • Journal of Practical Engineering Education
    • /
    • v.8 no.1
    • /
    • pp.23-29
    • /
    • 2016
  • Our society is endemic in safety insensitivity, yet we have been concerned for safety education and disaster drill since the Sewol Ferry accident. However, the practical training costs very high, and it has its limit to increase reality. Recently, industry fields put emphasis on virtual reality (VR) as alternatives, so various contents are invented by using advantages of VR. The paper explores crucial application in 3-dimensional simulation for fire drill, suggests novel design, and contemplates about educative result through designing process. In order to construct and materialize the suggested system, practical 3D spatial information model and various disaster-drill scenarios are necessary. Also, to apply game elements for augmentation in users' utility, educations based on computer science and visual art are inevitable, which requires skills in programing and modeling respectively. Thus, this study investigates educational effect of convergence field through the suggested system designing process.