• Title/Summary/Keyword: VR1

Search Result 596, Processing Time 0.034 seconds

A Study on the Learner Characteristics in Virtual Reality by a School Level Curriculum (가상현실 교육에서 학교 급별 교육과정의 특성에 대한 연구)

  • Nam, Choong Mo;Kim, Chong Woo;Hong, Kyoung sun;Cho, Chino;Hong, Joo hee
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.1
    • /
    • pp.71-78
    • /
    • 2020
  • To maximize educational effect with new educational methods in the 4th Industrial Revolution era, immersive education has become the core type of education and virtual reality (VR) is at the center of realistic content. VR education is increasing in school, but researches on VR production education are insufficient. Our study has proposed a school-level curriculum for students to create their own VR content. The output and the survey results were analyzed to find out the learner characteristics of elementary school students, middle school students, and pre-service teachers at each school level. As a result, there were some noticeable differences in concentration, content subject, and production time according to school level. Primary school students focused on their subjects, middle school students related to learning, and pre-service teachers put top priority on contents useful for primary education.

Virtual Reality Using X3DOM (X3DOM을 이용한 가상현실)

  • Chheang, Vuthea;Ryu, Ga-Ae;Jeong, Sangkwon;Lee, Gookhwan;Yoo, Kwan-Hee
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.54 no.1
    • /
    • pp.165-170
    • /
    • 2017
  • Web 3D technology can be used to simulate the experiments of scientific, medical, engineering and multimedia visualization. On the web environment, 3D virtual reality can be accessed well without strictly on operating system, location and time. Virtual Reality (VR) is used to depict a three-dimensional, computer generated realistic images, sound and other sensations to replicated a real environment or an imaginary setting which can be explored and interacted with by a person. That person is immersed within virtual environment and is able to manipulate objects or perform a series of action. Virtual environment can be created with X3D which is the ISO standard for defining 3D interactive, web-based 3D content and integrating with multimedia. In this paper, we discuss about X3D VR stereo rendering scene and propose new X3D nodes for the HMD VR (head mounted display virtual reality). The proposed nodes are visualized by the web browser X3DOM of X3D.

A Study for Change of Audio Data according to Rotation Degree of VR Video (VR 영상의 회전각도에 따른 오디오 데이터 변화에 관한 연구)

  • Ko, Eun-Ji;Yang, Ji-Hee;Kim, Young-Ae;Park, Goo-Man;Kim, Seong-Kweon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.12 no.6
    • /
    • pp.1135-1142
    • /
    • 2017
  • In this paper, we propose an algorithm that can automatically mix the screen and sound by tracking the change of the sound data according to the screen change so that the real sound can be implemented in the personal broadcasting service. Since the personal broadcasting service is often broadcasted lively, it should be convenient to have a real-time mixing. Through experiments, it was confirmed that the sound pressure changes in a wide range in the high frequency band related to the clarity for understanding according to the rotation angle change of the screen. Regression analysis of the sound pressure changes at 2kHz, 4kHz, and 8kHz, The attenuation change of sound pressure was observed at the slope of -1.17, the slope of -2.0, and the slope of -2.44 for each frequency. Therefore, these experiment results can be applied to the VR service. This study is expected to be useful data in the implementation of personal broadcasting service.

3D Surface Painting in VR using Force Feedback (포스 피드백을 이용한 가상현실에서의 3차원 표면 페인팅)

  • Kim, Minyoung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.2
    • /
    • pp.1-9
    • /
    • 2020
  • In this paper, we propose haptic interfaces based on force feedback to provide a physical painting experience to virtual reality users. Through this system, the user can create surface-based painting holding a haptic stylus, while utilizing both visual feedback from the worn HMD and haptic feedback during painting. In particular, the haptic interfaces simulate the physical interaction between painting brush and painting, which can help to improve the spatial perception of users and compensate for visual feedback. This can reduce laborious drawing works to repeatedly paint strokes and therefore yield a better painting performance. As a result, users can experience more effective and realistic VR painting with this system.

Application Trends in Virtual Reality (가상현실(VR)의 국내외 적용 동향)

  • Chun, H.W.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
    • /
    • v.32 no.1
    • /
    • pp.93-101
    • /
    • 2017
  • 가상현실(VR: Virtual Reality)은 사람들이 일상적으로 경험하기 어려운 환경을 직접 체험하지 않고서도 실제 주변 상황과 상호작용을 하는 것처럼 만들어주는 과학기술이다. 가상현실 기술은 HMD 단말을 중심으로 현재 (1) 게임, 영화, 테마파크 등 오락/엔터테인먼트 분야, (2) 광고, 유통.쇼핑, 관광.여행, 의료/헬스케어 등 서비스업 분야, (3) 교육, 미디어, 시뮬레이션 등 교육/미디어 분야, (4) 자동차, 제조업, 부동산/건축 등 산업분야에서 다양하게 적용되고 있다.

  • PDF

A Web-based 3D Virtual Reality Pavilion of Korean Traditional Music (웹 기반의 가상현실 3D 국악 박물관 제작)

  • Choi, Ji Ae;Shim, Jae Sun;Kim, Yoon Sang
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.4 no.1
    • /
    • pp.65-68
    • /
    • 2008
  • In this paper, a web-based 3D virtual reality (VR) pavillion of Korean Traditional Music was implemented. The VR pavillion is used for the virtual demonstration and experience of Korean Traditional Music, which provides the information as well as multimedia experience on eight instruments to users through internet. It provides eight web-pages and one an audio-visual classroom on the instruments.

Effects of Home-based Virtual Reality on Upper Extremity Motor Function for Stroke - An Experimenter Blind Case Study (가정-중심 가상현실이 만성뇌졸중환자의 팔 운동기능에 미치는 영향 - 실험자 맹검 단일실험연구)

  • Lee, Jung-Ah;Hwang, Su-Jin;Song, Chiang-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.7
    • /
    • pp.3023-3029
    • /
    • 2012
  • The purpose of this study was to investigate the effect of the home-based virtual reality (VR) on upper extremity motor function in hemiparetic stroke patients. Two matched subjects with left hemiplegia were volunteered to participate in this study. One subject received the home-based VR whereas the other subject recovered a modified home-based constraint-induced movement therapy (CIMT). Both interventions were given for 4 hours x 5 times a week for 4 weeks. Outcome measures included Fugl-Meyer Assessment (FMA), Motor Activity Log (MAL), and Wolf Motor Function Test (WMFT). The VR-trained subject showed considerable improvement in all the tested motor functions when compared with the home-based CIMT. Specifically, the FMA measure demonstrated that the VR subject showed 17% enhancement whereas the CIMT subject showed 5% increase. Similarly, Amount of Use (AOU) and Quality of Movement (QOM) of the MAL scores of the VR subject showed 40% and 20% increase whereas the CIMT subject showed 0% and 20% increase, respectively. The WMFT scores of the VR subject and CIMT subject showed 20% increase. Our home-based VR was effective in upper extremity motor recovery of chronic hemiparetic patients even when compared with the well-established CIMT approach in stroke victims.

Comparative Analysis of Visual Presentation and User Acceptability of Virtual/Augmented Reality Application for Architectural Design Review (설계검토를 위한 가상현실·증강현실 기술의 활용 효과 비교 분석)

  • Lee, Jin-Gang;Choi, Min-Ji;Lim, Yun-Ji;Seo, Joon-Oh
    • Journal of KIBIM
    • /
    • v.9 no.4
    • /
    • pp.1-9
    • /
    • 2019
  • Visualized information platforms through building information modeling (BIM) such as virtual reality (VR) and augmented reality (AR) improves the efficiency of architectural information exchange. Despite that, less effort has been directed to evaluate the effectiveness of different BIM visualization platforms for architectural design review. This study fills these gaps and compares three BIM visualization tools for reviewing diverse architectural review factors and technology acceptance degree. Three main BIM visualization tools, which are desktop-based, virtual reality-based and augmented reality-based, were employed and different architectural review factors and user's technology acceptance degree was measured. As a result, VR and AR environment showed better visual presentation than desktop environment during design review. In terms of the technology acceptance level, VR and AR environments have received higher ratings compared to desktop environments. The detailed findings provide guidelines for participants and researchers involved in design review process to selectively adopt VR and AR system to various architectural design review components.

Realization of VR-linked "Wearing a Mask" SW training to recognize the effect of wearing a mask due to the spread of new infectious diseases (신종 감염병 확산에 따른 마스크 착용효과 인지를 위한 VR연동 "Wearing a Mask" SW교육 제안)

  • Seo, Hee-Cheol;Park, Yu-Min;Cho, Young-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.625-628
    • /
    • 2020
  • 현재 지구촌은 신종 감염병인 '코로나바이러스 감염증-19(COVID-19)로 인해 혼란을 겪고 있다. 우리나라의 경우 1만 명 이상 감염자가 발생하였으며, 사망자 역시 200여 명이 넘었다. 하지만 위와 같은 감염병을 치료하기 위한 백신은 계속 개발중에 있으며, 현재는 감염 예방 수칙으로 감염의 위험성에서 벗어나고 있는 실정이다. 또, 지구촌에 큰 혼란을 주었던 사스, 신종플루, 메르스와 같이 주로 호흡기를 통해 타인에게 전파되는 신종 감염병 출현 빈도 역시 계속 증가하고 있다. 이외에는 황사, 미세먼지에 관한 문제들로 인해 일상속에서 이뤄지는 생활 방역의 중요성이 대두되고 있는 상황이다. 본 논문에서는 생활 방역의 대표적 수칙인 마스크 착용에서 상황별 올바른 마스크 선택의 중요성을 알려주어 시민의식을 높일 수 있는 VR 연동 'Wearing a Mask' 구현에 대해 제안하고자 한다.

  • PDF

Development of environmental education virtual content using VR devices: Focusing on household waste separation methods (VR 기기를 활용한 환경교육 가상 콘텐츠 개발 : 생활폐기물 분리수거법을 중심으로)

  • Ye-ram Lee;Su-ah Lee;Sangyoon Kang;Junbae Kim;Seong-hwan Jeon;Seok-Hun Kim
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2024.01a
    • /
    • pp.241-242
    • /
    • 2024
  • 환경오염으로 인한 문제는 매년 발생하고 있다. 그러나 환경오염의 심각성을 인식하고 있는 비율에 비해 환경보호 실천보다 생활의 편리함이 더 중요하다고 생각하는 비율이 높으며, 올바른 환경보호 지식을 습득하고 있는 수가 적다. 유년기, 청소년기에 초중고교에서의 교육을 통해 올바른 환경 지식을 습득하고 환경을 보전하려는 태도를 갖추는 것이 중요한데, 환경 교과목을 채택한 교육기관의 수는 14.1%로 절반도 채 되지 않는다. 본 논문은 가상공간 내에서 올바른 분리수거 방법을 습득하고, 학습자가 이를 실생활에 적용하기 용이한 게임기반의 체험형 VR 환경교육 콘텐츠를 제시하고자 한다.

  • PDF