To verify internal movements of the body, a DICOM file obtained from CT and a Geant4 code were used to simulate lung cancer patients. In addition, the method is applied to measure the movement of tumor when the movement of t he tumor is located inhale and exhale by creating a virtual tumor in the self-produced moving phantom, and to check the distribution of dose in the treatment plan and the accuracy of tumor in PTV for respiratory and lung cancer patients. It was confirmed that 97% or more respiratory control radiation therapy was effective even if the moving area was more than 3cm, in the 40% to 70% range. Dose distribution with respiratory radiation therapy applied to moving targets, measured by film in the actuation phantom, was shown to be within a 3mm margin of error for dose distribution containing 90%. It was confirmed that for actual patient breathing curves, the treatment time may be shorter than that due to the longer expiratory time.
Journal of the Korea Institute of Information and Communication Engineering
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v.24
no.10
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pp.1294-1299
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2020
Recently, interest in safety education based on VR has been increasing, but it started rising doubts are growing over its effectiveness. Therefore, the purpose of this thesis project is to research the current status of safety education contents based on VR and present situations and future prospects for safety education based on VR. As a result of researching about safety education contents using VR, the movement or condition of characters in the contents in the VR environment was very unnatural. Especially, in simulations such as driving a VR device, the controller was skeptical about its efficiency because the operation was different from the actual environment. As a result, we would like to make suggestions and forecasts as follows: First, the production of real and twin environment in VR should be realized. Second, the natural movement of the character should be performed. Third, various controllers should be released in VR devices. Fourth, a realistic scenario should be developed.
This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.
As growing interest in Human-Computer Interaction(HCI), research on HCI has been actively conducted. Also with that, research on Natural User Interface/Natural User eXperience(NUI/NUX) that uses user's gesture and voice has been actively conducted. In case of NUI/NUX, it needs recognition algorithm such as gesture recognition or voice recognition. However these recognition algorithms have weakness because their implementation is complex and a lot of time are needed in training because they have to go through steps including preprocessing, normalization, feature extraction. Recently, Kinect is launched by Microsoft as NUI/NUX development tool which attracts people's attention, and studies using Kinect has been conducted. The authors of this paper implemented hand-mouse interface with outstanding intuitiveness using the physical features of a user in a previous study. However, there are weaknesses such as unnatural movement of mouse and low accuracy of mouse functions. In this study, we designed and implemented a hand mouse interface which introduce a new concept called 'Virtual monitor' extracting user's physical features through Kinect in real-time. Virtual monitor means virtual space that can be controlled by hand mouse. It is possible that the coordinate on virtual monitor is accurately mapped onto the coordinate on real monitor. Hand-mouse interface based on virtual monitor concept maintains outstanding intuitiveness that is strength of the previous study and enhance accuracy of mouse functions. Further, we increased accuracy of the interface by recognizing user's unnecessary actions using his concentration indicator from his encephalogram(EEG) data. In order to evaluate intuitiveness and accuracy of the interface, we experimented it for 50 people from 10s to 50s. As the result of intuitiveness experiment, 84% of subjects learned how to use it within 1 minute. Also, as the result of accuracy experiment, accuracy of mouse functions (drag(80.4%), click(80%), double-click(76.7%)) is shown. The intuitiveness and accuracy of the proposed hand-mouse interface is checked through experiment, this is expected to be a good example of the interface for controlling the system by hand in the future.
We present a two-step evolution system that produces controllable virtual creatures in physically simulated 3D environment. Previous evolutionary methods for virtual creatures did not allow any user intervention during evolution process, because they generated a creature's shape, locomotion, and high-level behaviors such as target-following and obstacle avoidance simultaneously by one-time evolution process. In this work, we divide a single system into manageable two sub-systems, and this more likely allowsuser interaction. In the first stage, a body structure and low-level motor controllers of a creature for straight movement are generated by an evolutionary algorithm. Next, a high-level control to follow a given path is achieved by a neural network. The connection weights of the neural network are optimized by a genetic algorithm. The evolved controller could follow any given path fairly well. Moreover, users can choose or abort creatures according to their taste before the entire evolution process is finished. This paper also presents a new sinusoidal controller and a simplified hydrodynamics model for a capped-cylinder, which is the basic body primitive of a creature.
It is expected that per-user customized services are widely used in next generation Personal Communication Network. The ultimate goal for personalized service is the Virtual home Environment (VHE) providing ´same-look-and-feel´ services for the subscriber wherever he roams to. To provide personalized services for each call, per-user service profiles are frequently referenced, so efficient service profile management is essentially required. To realized the VHE, typically two schemes, can be employed; One is Intelligent Network based service control and the other is a full replication scheme that always replicates profile in user´s current zone. The first scheme is referred as Central scheme and th second scheme is the modified replication scheme of IMT-2000, we refer to as Follow-Me Replication Unconditional (FMRU). Since the Central scheme only depends on the service cal rate and the FMRU is merely dependent on the movement rate, it is apparent that FMRU scheme outperforms the Central scheme if the call to mobility ratio (CMR) is large, and vice versa. In this paper, we propose a new service profile replication schemes, Adaptive Follow-Me Replication (AFMR) that determine replication automatically according to the user´s CMR. We compared the performance of the AFMR with the non-adaptive Follow-Me Replication unconditional on Demand (FMRUD) scheme. Performance results indicate that as the CMR of a user changes AFMR adapts well compared to the existing schemes.
Purpose: This study was an investigation of the effect of unstable supporting exercise in young adults with functional ankle instability. The study tested the use of a jumper and virtual reality (VR) training via a VR-head mounted display (HMD) system to provide functional improvement in proprioception, range of motion (ROM), ankle muscle strength, agility, and balance. Methods: The subjects comprised 61 young adults (in their twenties) with functional ankle instability to decide as less than 24 points using Cumberland ankle instability tool. The subjects were divided into three groups: VUS (VR-HMD and unstable supporting exercise, n = 20), VSS (VR-HMD and stable supporting exercise, n = 19), and NUS (non-VR-HMD and unstable supporting exercise, n = 22). The exercise program was conducted three times per week for three weeks. VR training via a VR-HMD system and a VR application on a smart mobile device were used with the VUS and VSS groups, and unstable supporting exercise was used in the VUS and NUS groups for 30 minutes. Proprioception, ROM, ankle muscle strength, agility, and balance were measured before and after training. Results: The VUS group showed significant differences in most results, including proprioception, ROM, ankle muscle strength, agility, and balance to compare before and after, and the VSS and NUS groups partially. Moreover, the VUS group had significant differences in most results when compared with the other groups. Conclusion: Unstable supporting exercise and VR training via a VR-HMD system improved functional ankle instability in terms of proprioception, ROM, ankle muscle strength, agility, and balance.
KIPS Transactions on Software and Data Engineering
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v.12
no.6
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pp.275-284
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2023
Virtual reality simulations are used for education and training in various fields, and are especially widely used in the medical field recently. The education/training simulator consists of tactile/force feedback generation and image/sound output hardware that provides a sense similar to a doctor's treatment of a real patient using real surgical tools, and software that produces realistic images and tactile feedback. Existing simulators are complicated and expensive because they have to use various types of hardware to simulate various surgical instruments used during surgery. In this paper, we propose a dental surgical simulation system using a force feedback device and a morphable haptic controller. Haptic hardware determines whether the surgical tool collides with the surgical site and provides a sense of resistance and vibration. In particular, haptic controllers that can be deformed, such as length changes and bending, can express various senses felt depending on the shape of various surgical tools. When the user manipulates the haptic feedback device, events such as movement of the haptic feedback device or button clicks are delivered to the simulation system, resulting in interaction between dental surgical tools and oral internal models, and thus haptic feedback is delivered to the haptic feedback device. Using these basic techniques, we provide a realistic training experience of impacted wisdom tooth extraction surgery, a representative dental surgery technique, in a virtual environment represented by sophisticated three-dimensional models.
Purpose: Hallux valgus (HV) is one of the most common chronic foot disorders, occurring when the first toe deviates laterally toward the other toe. HV impairs muscle strength and affects gait function (postural sway and gait speed). Thus, this study aims to investigate using the FDM system the effect of wearing braces on gait while wearing a virtual reality (VR) device. Methods: This study was conducted on 28 healthy adults with HV of 15 degrees or more. To compare differences in walking, depending on whether a toe brace can be worn, the subject walked without wearing anything, walked after wearing the VR device, and walked after wearing the VR device and the toe brace, and the FDM system was used for the gait ability measurement analysis. Results: As a result of a one-way repeated analysis of variance, the walking speed-related variables (cadence, velocity, etc.) in the HV group were higher during comfortable walking. In addition, walking while wearing a VR device and walking while wearing a VR device and a toe brace demonstrated more significant values in terms of six gait parameters (double stance phase, loading response, stage, stage, stage, and stage). The maximum pressure of the forefoot was significantly reduced when walking while wearing a VR device and a toe brace compared to comfortable walking, but in all variables, there was no statistically significant difference between walking while wearing a VR device and walking while wearing a VR device and a toe brace. Conclusion: Orthosis with a VR device during gait (OVG) and gait with a VR device (GVR) affect gait in HV patients. However, there was no significant difference between GVR and OVG. Thus, it is necessary to conduct experiments on various HV angles and increase the duration of wearing the toe brace.
VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.
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