• Title/Summary/Keyword: VR1

Search Result 581, Processing Time 0.025 seconds

A Study on the Development of Physical Examination with VR Content and User Satisfaction (VR 콘텐츠를 이용한 신체검사 개발 및 사용자 만족도 연구)

  • An, Ho-Won;Kim, Jun-Min
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.6
    • /
    • pp.318-326
    • /
    • 2021
  • This study aims to the effectiveness of physical examination using VR contents to solve problems such as the increase in chronic diseases and shortage of professional manpower in the health care field according to the aging and low birth rate, and to provide efficient healthcare. Therefore, this study implemented a one-stop VR content physical examination system by wearing HTC VIVE Pro VR and a stick controller. The system is from step 1 to step 5, and the final body age is determined and a simple solution is provided through five steps sequentially: color blind test, memory test, audiogram test, reaction speed test, and instantaneous cognitive ability test. In addition, for the one-stop VR content physical examination system developed by this study, as a result of verifying the user satisfaction for normal people who visited the health examination center and VR/AR clinical trial center of certified tertiary hospital in Daejeon, the overall satisfaction and the intention to reuse Was high, and according to gender, there was a significant difference in the 5-step test, and according to the age, there were significant differences in the 4-step test and the 5-step test.

Study on the application of VR/AR technology to the future ROK Army Synthetic Battlespace Training System (미래 육군합성전장훈련체계에 VR/AR 기술 적용방안 연구)

  • Jong-Hoon Lee;Junwook Park
    • Convergence Security Journal
    • /
    • v.23 no.5
    • /
    • pp.189-197
    • /
    • 2023
  • The Republic of Korea Army (ROK Army) is currently developing the Army Synthetic Battle Training System (ASBTS) by 2026 and will use it to advance division-level LVC integrated training. This study proposes a way to improve the effectiveness and efficiency of training by applying VR/AR technology to the ASBTS. To this end, we analyzed cases of VR/AR technology use in the defense field in advanced countries and the ROK military. As a result, we confirmed that the effectiveness and efficiency of training can be improved when the training system is converted to an immersive system. Accordingly, we selected and presented defense training subjects to be applied to VR/AR technology, considered the development direction for applying VR/AR technology to the ASBTS, and proposed a way to apply VR/AR technology to the ASBTS.

Decreased Pain Sensitivity of Capsaicin-Treated Rats Results from Decreased VR1 Expression

  • Lee, Soon-Youl;Hong, Young-Mi;Oh, Uh-Taek
    • Archives of Pharmacal Research
    • /
    • v.27 no.11
    • /
    • pp.1154-1160
    • /
    • 2004
  • We investigated the neurotoxic effects of capsaicin (CAP) on pain sensitivity and on the expression of capsaicin receptor, the vanilloid receptor (VR1), in rats. High-dose application of CAP has been known to degenerate a large fraction of the sensory neurons. Although the neurotoxic effects of CAP are well documented, the effects of CAP on the vanilloid receptor (VR1) are not yet known. In this paper, we investigated the effects of high-dose application of CAP on the expression of VR1 in rats. Thermal and mechanical pain sensitivity was reduced when neonatal rats were treated with a high dose of CAP. This reduction of pain sensitivity was significantly decreased after initiating carrageenan-induced inflammation. The expression of VR1 in dorsal root ganglia (DRG) isolated from the CAP-treated rats was reduced compared to that from the vehicle-treated rats. Therefore, we can conclude that the neurotoxic effect of CAP is related to the decrease of VR1 expression.

Is vaginal reflux associated with urinary tract infection in female children under the age of 36 months?

  • Kim, Yu Bin;Tang, Chih Lung;Koo, Ja Wook
    • Clinical and Experimental Pediatrics
    • /
    • v.61 no.1
    • /
    • pp.17-23
    • /
    • 2018
  • Purpose: To determine the relationship between vaginal reflux (VR) and urinary tract infection (UTI) in female children aged <36 months. Methods: A single center retrospective study was performed for 191 girls aged <36 months, with a diagnosis of febrile UTI, who underwent a voiding cystourethrography (VCUG) for assessment of vesicoureteral reflux (VUR) at Sanggye Paik Hospital. Fifty-one girls, who underwent VCUG for assessment of congenital hydronephrosis or renal pelvis dilatation, without a UTI, formed the control group. The correlation between the presence and grade of VR and UTI was evaluated. Results: The prevalence rate of VR was higher in the UTI (42.9%) than control (13.7%) group (P<0.05), with a higher VR severity grade in the UTI (mean, 0.64) than control (mean, 0.18) group (P<0.05). On subanalysis with age-matching (UTI group: n=126, age, $5.28{\pm}2.13months$; control group: n=22, age, $4.79{\pm}2.40months$; P=0.33), both VR prevalence (43.65% vs. 18.18%, P<0.05) and grade (0.65 vs. 0.22, P<0.05) remained higher in the UTI than control group. Presence and higher grade of VR were associated with UTI recurrence (P<0.05). VR was correlated to urosepsis (P<0.05). The renal defect rate of patients with VR (VR [+]/VUR [+]) was not different from that of patients without VR (74% vs. 52%, P=0.143) in the VUR group; however, it was higher than that of VR (+)/VUR (-) patients (74% vs. 32%, P=0.001). If a child with VR (+)/VUR (+) is exposed to a UTI, the risk of renal defect increases. Conclusion: Occurrence of VR is associated with UTI recurrence and urosepsis in pediatric female patients.

A Study on Delay of VR Game Operation for Experienced Game Users (숙련된 게임유저에게 발생되는 VR 게임 조작 지연에 관한 연구)

  • Jung, Won-Joe;Lee, Chang-Jo
    • Journal of Korea Game Society
    • /
    • v.18 no.1
    • /
    • pp.19-26
    • /
    • 2018
  • In this study, the hardcore game user verified the manipulation delay that occurred during VR game play because of the experienced game. Based on the HCI - based research approach, we created a 2D, 3D, and VR prototype game with user manipulation cycle hypothesis. Based on this, 121 users were experimented with 2D, 3D, VR format user interface. The average user manipulation period extracted by the experiment was compared with the independent sample T test. Based on the test results give the average time difference between the user's operation of the 2D VR format has been verified. User operation period of the average time difference in 3D VR format proved the null hypothesis of no significant difference has been adopted.

An Exploratory Study of VR Technology using Patents and News Articles (특허와 뉴스 기사를 이용한 가상현실 기술에 관한 탐색적 연구)

  • Kim, Sungbum
    • Journal of Digital Convergence
    • /
    • v.16 no.11
    • /
    • pp.185-199
    • /
    • 2018
  • The purpose of this study is to derive the core technologies of VR using patent analysis and to explore the direction of social and public interest in VR using news analysis. In Study 1, we derived keywords using the frequency of words in patent texts, and we compared by company, year, and technical classification. Netminer, a network analysis program, was used to analyze the IPC codes of patents. In Study 2, we analyzed news articles using T-LAB program. TF-IDF was used as a keyword selection method and chi-square and association index algorithms were used to extract the words most relevant to VR. Through this study, we confirmed that VR is a fusion technology including optics, head mounted display (HMD), data analysis, electric and electronic technology, and found that optical technology is the central technology among the technologies currently being developed. In addition, through news articles, we found that the society and the public are interested in the formation and growth of VR suppliers and markets, and VR should be developed on the basis of user experience.

Color and Illumination Compensation Algorithm for 360 VR Panorama Image (360 VR 기반 파노라마 영상 구성을 위한 칼라 및 밝기 보상 알고리즘)

  • Nam, Da-yoon;Han, Jong-Ki
    • Journal of Broadcast Engineering
    • /
    • v.24 no.1
    • /
    • pp.3-24
    • /
    • 2019
  • Techniques related to 360 VR service have been developed to improve the quality of the stitched image and video, where illumination compensation scheme is one of the important tools. Among the conventional illumination compensation algorithms, Gain-based compensation and Block Gain-based compensation algorithms have shown the outstanding performances in the process of making panorama picture. However, those are ineffective in the 360 VR service, because the disparity between illuminations of the multiple pictures in 360 VR is much more than that in making the panorama picture. In addition, the number of the pictures to be stitched in 360 VR system is more than that in the conventional panorama image system. Thus, we propose a preprocessing tool to enhance the illumination compensation algorithm so that the method reduces the degradation in the stitched picture of 360 VR systems. The proposed algorithm consists of 'color compensation' and 'illumination compensation'. The simulation results show that the proposed technique improve the conventional techniques without additional complexity.

Virtual Reality Sickness Assessment based on Difference between Head Movement Velocity and Virtual Camera Motion Velocity (사용자 머리 움직임 속도와 가상 카메라 움직임 속도 간 차이에 따른 VR 멀미 측정)

  • Kim, DongUn;Jung, Yong Ju
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.1
    • /
    • pp.110-116
    • /
    • 2019
  • Virtual reality (VR) sickness can have an influential effect on the viewing quality of VR 3D contents. Particularly, watching the 3D contents on a head-mounted display (HMD) could cause some severe level of visual discomfort. Despite the importance of assessing the VR sickness, most of the recent studies have focused on unveiling the reason of inducing VR sickness. In this paper, we subjectively measure the level of VR sickness induced in the viewing of omnidirectional 3D graphics contents in HMD environment. Apart from that, we propose an objective assessment model that estimates the level of induced VR sickness by calculating the difference between head movement velocity and global camera motion velocity.

Research on the Features of VR Marketing Design Based on Emotional Experience

  • Sui, Qiao;Cho, Dong-Min
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.3
    • /
    • pp.537-545
    • /
    • 2022
  • Emotional experience (James, 1884)[1] can affect people's behavior. There are few types of research on VR marketing(Maojun Zhou, Zeru Yan, 2018)[2] design based on emotional experience. This article is based on emotional evaluation theory and empirical research, and the VR marketing case "Buy+" online shopping platform (Wu Yongyi, 2016). It is concluded that there are three levels of emotional experience definition on VR marketing which decompose the features of the VR marketing design of "Buy+ as an online-shop" correspondingly and find out the design features of VR marketing from the perspective of emotional experience. Finally, through the analysis of the questionnaire data, it verified that vividness, functionality and effectiveness could represent the features of VR marketing design. Moreover, it analyzed the correlation among these factors. Vividness and functionality have the closest relationship among them. The definition, the components, and the correlation of the three-layer emotional experience obtained from this research can provide theoretical support and reference for other VR marketing designs.

User Experience Evaluation of VR Service Platform -Focused on Oculus and NOON VR- (VR 서비스 플랫폼의 사용자 경험 평가 -Oculus와 NOON을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.8
    • /
    • pp.143-148
    • /
    • 2018
  • This study focused on the difference between Oculus Store of Oculus and FXGEARs. NOON VR Stores service platform. First the literature study considered the current status and prospect of the VR market and conducted a case study on the VR service platform. In addition, this study conducts the platform strategies of Andrei Hakgu and Hirano AtsushI. After that Interviewers were interviewed to investigate the usability of the VR service platforms. The result of this study is expected to be used as a design guideline to form a VR service platform in the future, and as a user experience study.