• Title/Summary/Keyword: Virtual Reality Program

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Development of the Phoropter Simulator for Education using 3D Virtual Reality (3차원 가상현실을 이용한 교육용 포롭터 시뮬레이터의 개발)

  • Lim, Yong-Moo;Lee, Dong-Hee
    • Journal of Korean Ophthalmic Optics Society
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    • v.9 no.1
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    • pp.1-9
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    • 2004
  • In this study, we presented a research about the development of the phoropter simulation program for education using the 3-D virtual reality in order to study the ophthalmic optics rather efficiently. Especially, by putting the facility such as the refractive error analysis of the eyeball in the cyber tutor inside, we have made the learner to learn and confirm the present situation of refractive correction through refractive power of principal meridians. By organizing the system which induces the active involvement of the learner and showing the result of the execution to the learner intuitively, the implementation of the more efficient education-environment can be possible. Consequently, it is expected that this program will be greatly helpful for the optician training as well as the ophthalmic optics education. As a next phase of study, we will develope the development technique of this simulator more and extend the cyber tutor contents more and make the web service version of this program to be provided through the internet network in order to inspire the learning desire of the learner more and more.

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A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.119-130
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    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.

Investigation of the body distribution of load pressure and virtual wear design of short pants harnesses in flying condition (플라잉 상태에서 바지형태의 하네스에 대한 하중압력 분포 측정 및 가상착의 적용)

  • Kwon, MiYeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.11-21
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    • 2021
  • Virtual reality is currently mainly used in games, but is starting to be applied as a variety of media fields, such as broadcasting and film. Virtual reality provides more fun than reality, and can provide new experiences in areas that cannot be experienced in reality due to the constraints of time, space, and environment. In particular, as the social non-contact arena has increased due to COVID-19, it is being applied to education, health, and medical industries. The contents are further expanding into design and military fields. Therefore, the purpose of this study was to observe the change in distribution of load and pressure felt by the body in the flying state while wearing a short pants harness, which are mainly used in the game and entertainment industry. In the experiment, the average pressure in the flying state was measured by attaching a pressure sensor to the back and front of a human mannequin. As a result, it was confirmed that the load concentrated on the waist in the flying state was 44 N, with a pressure of 1353 kPa. The pressure distribution was concentrated in front of the center of gravity, and was measured was at 98% by the pressure sensors, with an average pressure value of approximately 15 kPa, and a pressure value of approximately 12 kPa at the back, which was measured at 67% by the pressure sensor. The results of the load and pressure distribution measurement are presented as fundamental data to improve the wearability and comfort of harnesses in the future, and are compared to actual measured pressure values by analyzing the clothing pressure in flight through virtual wear of harnesses through the CLO 3D program.

The Effects of Immersive Virtual Reality-Based Simulation Learning Program on the Communication Competence and Learning Attitude of Students with Intellectual Disabilities: Focusing on a Convenience Store Situation (몰입형 가상현실 기반 모의학습 프로그램이 지적장애학생의 의사소통 능력과 학습태도에 미치는 효과: 편의점을 중심으로)

  • Kim, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.553-561
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    • 2020
  • The purpose of this study was to identify the effects of an immersive virtual reality-based simulation learning program(IVR-SLP) on the communication competence and learning attitude of students with intellectual disabilities. To do this, 23 participants with intellectual disabilities were selected from 2 special schools. 11 students were placed in an experimental group and 12 students in a control group. An IVR-SLP, focusing on possible situations in a convenience store, was implemented within the experimental group and a traditional intervention program was implemented within the control group. The programs were conducted 5 times per week for 4 weeks and each session lasted approximately 40 minutes. Evaluations were carried out by using a pre- and post- test, and the results of the evaluation were analyzed using the independent t-test. The results of this study indicated that the communication competence of the experimental group showed greater improvement than that of the control group. In addition, the learning attitude of the experimental group became more positive than that of the control group. This implies that the immersive virtual reality-based simulation learning program can be a very effective tool for teaching language and communication skills to students with intellectual disabilities.

Demand Analysis of Agro-Healing Virtual Reality Therapy System Factors Considering the Characteristics of Respondents (응답자 특성을 고려한 가상 치유농장 시스템 개발요인 수요분석)

  • Koo, Hee-Dong;Kim, Soo-Jin;Bae, Seung-Jong;Kim, Dae-Sik
    • Journal of Korean Society of Rural Planning
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    • v.28 no.1
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    • pp.1-15
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    • 2022
  • A Care farm is known to have positive effects on various people in psychological, physical, and social aspects. However, care farm services for the disabled, transportation disadvantaged, and socially disadvantaged are limited. This study conducted a demand survey in order to provide basic data for development of the Agro-Healing Virtual Reality Therapy(AVRT) system. The respondents were the ordinary person(n=127) and the disabled person(n=72), and the survey items consisted of 4 categories and 20 items, including intention to use AVRT, requirements for use, factors to be considered when developing the system, and content and program preferences. The intention to use a AVRT was found to be at a high level of 80% or more by respondent characteristics. In addition, similar results were shown in all items such as virtual reality experience, willingness to use, appropriate use time, and willingness to pay by respondent characteristics, and correlation by item was determined through correlation analysis. As for the conditions of use, both sides preferred rural types and were found to have the purpose of healing. However, there were concerns about dizziness in common between system use, and in the case of the disabled person, there were difficulties in purchasing expensive equipment. In the development of the AVRT system, the part of sensory priority, important technology level, and color preference were evaluated, and the preference of content and programs to be developed in the system was identified. Fruit, vegetables, flowers, and animals preferred mandarin, tomato, tulips, and dogs first, horticultural healing preferred harvest management for the ordinary person, plant cultivation for the disabled person, and forest healing and animal education preferred walking and dog-related programs. However, agricultural work was found to be a program with high preference for making processed foods for the ordinary person and creating an animal breeding environment for the disabled person. The result of this study is expected to provide reference data that can be suggested for the development of Agro-healing Virtual Reality Therapy system.

Behavior and Motor Skill of Children with Intellectual Disabilities Participating Functional Games (지적장애아동의 기능성 게임 참여에 따른 행동변화 및 운동수행능력)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.15 no.4
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    • pp.149-154
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    • 2015
  • The aim of this study is to suggest the change of behavior and motor skill of children with intellectual disabilities participating functional games using virtual reality. For this purpose, 5 children with intellectual disabilities completed a 16-week functional game program twice a week. The result was as following; the application of functional games using virtual reality has positive effect on behavior and motor skill -static coordination, hand motion coordination, normal motion coordination, motor speed, simultaneous spontaneous motion, single motion competency. The application and utilization of functional games using virtual reality systematically of children with intellectual disabilities can bring an improvement on their overall development.

Development of VR Programming Module for SW Education Advanced Course in Elementary and Middle School (초·중학교 SW교육 심화과정을 위한 가상현실 프로그래밍 모듈 개발)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.45-51
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    • 2019
  • In this paper, virtual reality programming modules were developed for software education advanced courses in elementary and middle schools. And the effectiveness of the developed module was also analyzed. As the result, virtual reality programming module developed in this study was proven to be suitable for software education advanced courses required after basic coding in elementary and middle school. In particular, it is expected that it will be very helpful for the information gifted education program which is carried out in 2,920 gifted education institutions nationwide. Also, it is expected that it will be suitable for STEM education.

STUDY ON 3-D VIRTUAL REALITY FOR STEREOSCOPIC VISUALIZATION ON THE WEB (웹 환경에서의 입체적 가시화를 위한 3-D 가상현실 기법의 적용)

  • Lee, J.H.;Park, Y.C.;Kim, J.H.;Kim, B.S.
    • Journal of computational fluids engineering
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    • v.16 no.1
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    • pp.30-35
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    • 2011
  • In this paper, our effort to apply 3-D Virtual Reality system for stereoscopic visualization of mesh data on the web is briefly described. This study is an extension of our previous and on-going research efforts to develop an automatic grid generation program specialized for wing mesh, named as eGWing. The program is developed by using JAVA programming language, and it can be used either as an application program on a local computer or as an applet in the network environment. In this research advancing layer method(ALM) augmented by elliptic smoothing method is used for the structured grid generation. And to achieve a stereoscopic viewing capability, two graphic windows are used to render its own viewing image for the left and right eye respectively. These two windows are merged into one image using 3D monitor and the viewers can see the mesh data visualization results with stereoscopic depth effects by using polarizing glasses. In this paper three dimensional mesh data visualization with stereoscopic technique combined with 3D monitor is demonstrated, and the current achievement would be a good start-up for further development of low-cost high-quality stereoscopic mesh data visualization system which can be shared by many users through the web.

A Research on Serious Game for Self-Rehabilitation of Patients with Shoulder injury (어깨손상 환자의 자가 재활을 위한 기능성 게임 연구)

  • Kim, Ki-Hoon;Lee, Woo-Suk;Oh, Gyu-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.87-100
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    • 2019
  • Serious games based on VR(Virtual Reality) and motion recognition technologies have been studied in physical therapy and have shown significant positive effects. These existing systems have focused on measuring performance for the general public rather than patients which need rehabilitation. In the paper, We propose a serious game of self-rehabilitation that measures the patient's current physical state to generate appropriate difficulty levels to aid patients with shoulder injury.

Development of a Three Dimensional Mesh Generation Program for CFD Simulations (CFD 해석을 위한 3차원 격자생성 프로그램의 개발)

  • Chang J.;Kim S.-R.;Hur N.
    • 한국전산유체공학회:학술대회논문집
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    • 2001.10a
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    • pp.157-163
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    • 2001
  • In the present study a mesh generation program is developed for three dimensional flow analyses with complex geometry. By the present program one can define vertices using various coordinate systems and cells for finite volume approach. Rendered display of the generated mesh can be also available in both orthographic and perspective projection modes. Through perspective projection mode, one can check the quality of generated mesh by moving around inside the mesh like a virtual reality. The examples of the program execution is given in the paper.

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