• Title/Summary/Keyword: Virtual Reality-based Training

Search Result 255, Processing Time 0.025 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,

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.

Applications of haptic feedbacks in medicine (의료분야에서의 햅틱 피드백 응용)

  • Quy, Pham Sy;Seo, An-Na;Kim, Hyung-Seok;Kim, Jee-In
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.203-213
    • /
    • 2009
  • Medicine is one of great application fields where Virtual Reality (VR) technologies have been successfully utilized. The VR technologies in medicine bring together an interdisciplinary community of computer scientists and engineers, physicians and surgeon, medical educator and students, military medical specialists, and biomedical futurists. The primary feedback of a VR system has been visual feedback. The complex geometry for graphic objects and utilizing hardware acceleration can be incorporated with in order to produce realistic virtual environments. To enhance human-computer interaction (HCI), in term of immersive experiences perceived by users, haptic, speech, olfactory and other non-traditional interfaces should also be exploited. Among those, hapic feedback has been tightly coupled with visual feedback. The combination of the two sensory feedbacks can give users more immersive, realistic and perceptive VR environments. Haptic feedback has been studied over decades and many haptic based VR systems have been developed. This paper focuses on haptic feedback in term of its medical usages. It presents a survey of haptic feedback techniques with their applications in medicine.

  • PDF

Implementation of Hand-Gesture-Based Augmented Reality Interface on Mobile Phone (휴대폰 상에서의 손동작 기반 증강현실 인터페이스 구현)

  • Choi, Jun-Yeong;Park, Han-Hoon;Park, Jung-Sik;Park, Jong-Il
    • Journal of Broadcast Engineering
    • /
    • v.16 no.6
    • /
    • pp.941-950
    • /
    • 2011
  • With the recent advance in the performance of mobile phones, many effective interfaces for them have been proposed. This paper implements a hand-gesture-and-vision-based interface on a mobile phone. This paper assumes natural interaction scenario when user holds a mobile phone in a hand and sees the other hand's palm through mobile phone's camera. Then, a virtual object is rendered on his/her palm and reacts to hand and finger movements. Since the implemented interface is based on hand familiar to humans and does not require any additional sensors or markers, user freely interacts with the virtual object anytime and anywhere without any training. The implemented interface worked at 5 fps on mobile phone (Galaxy S2 having a dual-core processor).

Established Smart Disaster Safety Management Response System based on the 4th Industrial Revolution (4차 산업혁명 기반 스마트 재난안전관리 대응체계 구축)

  • Kang, Heau-Jo
    • Journal of Digital Contents Society
    • /
    • v.19 no.3
    • /
    • pp.561-567
    • /
    • 2018
  • In this paper, we apply this method to the entire process of smart disaster safety management based on the $4^{th}$ industrial revolution to minimize human, social, economic and environment damage from accidents and disasters, prevention evaluation and disaster information collection analysis and real-time detection of field situation. Prevention of $5^{th}$ generation communication system by analysis, contrast by education and training using virtual reality and augmented reality disaster safety management decision support system intelligent robot for recovery, disaster, discovery, reconnaissance relief, and scale analysis of damages were proposed.

A vision and strategy for developing virtual construction system (가상 건설 시스템 비전과 구축 방향)

  • Choi, Cheol-Ho;Chin, Sang-Yoon;Kim, Jae-Jun;Shin, Hyun-Mock;Lee, Kwang-Myong;Yoon, Su-Won
    • Proceedings of the Computational Structural Engineering Institute Conference
    • /
    • 2007.04a
    • /
    • pp.62-67
    • /
    • 2007
  • The research team for the virtual construction development was established with the support of Korea Ministry of Construction and Transportation, and KICTEP (Korea Institute of Construction and Transportation Technology Evaluation and Planning). Its aims are to develop system that is to improve productivity & quality, to create a higher value-added business, and to cultivate international competitiveness in the construction industry. The virtual construction system is a design, engineering, and construction management information system that allows the project participants to effectively share the information throughout the construction life cycle with the support of 3D and design information. To achieve this, the research team focuses on developing several systems. First, the team focuses on developing for the pre-planning, the structural engineering, MEP, and the 3D based estimation system. Second, they focus on developing a simulation system for the construction process planning and feasibility study with help of the virtual reality technologies. Third, they focus on developing the CPLM (Construction Project Life-cycle Management) system for managing construction project data, and the decision support system that makes the collaboration among the project participants based on 3D technologies and information. We also focus on developing the SDAI (Standard Data Access Interface), the localized guideline for 3D design, and a training program. In addition, we focus on developing the undeveloped area of the commercial system and building an environment that can support the communication and collaboration in the construction life-cycle rather than developing the existing and commercialized system.

  • PDF

The Effect of a Virtual Reality-based Exercise Program Using a Video Game on the Muscle Strength, Balance and Gait Abilities in the Elderly (비디오 게임을 이용한 가상현실 운동 프로그램이 노인의 근력, 균형 및 보행에 미치는 영향)

  • Song, Chang Ho;Shin, Won Seob;Lee, Kyoung Jin;Lee, Seung Won
    • 한국노년학
    • /
    • v.29 no.4
    • /
    • pp.1261-1275
    • /
    • 2009
  • Age related decrease of muscle strength, balance, and gait abilities bring about physical inactivity in the elderly. Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in elderly subjects. This study was aimed at determining the effect of VR-based exercise programs by using a video game on the muscle strength, balance, and gait abilities in the elderly. 48 old people were randomly divided into two groups; VR-group (men: 11, women: 14, age: 68.42yrs) and control group (men: 10, women: 13, age: 67.58yrs). VR-group performed an exercise program twice a week for 8 weeks and control group had no intervention. The VR-based exercise program was composed of warm up(10 mins), VR-program(40 mins), and cool down(10mins). It was performed by playstation eyetoy play that provided visual and auditory feedback as well as movements of the upper and lower extremities. Muscle strengths of the knee and ankle were measured using manual muscle tester. Static balance was estimated using computerized posturography. Dynamic balance was measured by Timed up and go test (TUG), Functional reach test (FRT). 10m walk test and 6-min walk test were used to assess gait abilities. After the completion of the VR-exercise program, muscle strength, balance, and gait abilities were improved significantly (p<0.05). In conclusion, the VR-based exercise program showed improvement on the muscle strength, balance, and gait ability in the elderly. This exercise program is both effective and interesting for this age group.

Study on 3D AR of Education Robot for NURI Process (누리과정에 적용할 교육로봇의 가상환경 3D AR 연구)

  • Park, Young-Suk;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.05a
    • /
    • pp.209-212
    • /
    • 2013
  • The Nuri process of emphasis by the Ministry of Education to promote is standardized curriculum at the national level for the education and care. It is to improve the quality of pre-school education and Ensure a fair starting line early in life and It emphasizes character education in all areas of the window. Nuri the process of development of a the insect robot for the Creativity education Increased the interesting and educational effects. Assembly and the effect on learning of educational content using a VR educational robot using the existing floor assembly using the online website to help assemble and learning raised. Order to take advantage of information technology in the information-based society requires the active interest and motivation in learning, creative learning toddlers learning robot are also needed. A three-dimensional model of the robot, and augmented by linking through the marker, the target marker and the camera relative to the coordinate system of augmented reality, seeking to convert the marker to be used in augmented reality marker patterns within a pre-defined patternto be able to make a decision on what of. The fusion of a smart education through training and reinforcement the educational assembly of the robot in the real world window that is represented by a virtual environment in this paper to present a new form of state-of-the-art smart training, you will want to lay the foundation of the nation through the early national talent nurturing talent.

  • PDF

Cases of IT Based Innovation in a Hospital (IT관점의 병원혁신 사례)

  • Hwang, Einjeong
    • Korea Journal of Hospital Management
    • /
    • no.spc
    • /
    • pp.74-84
    • /
    • 2016
  • This research is for an innovative health information service cases based on Information Communication Technology (ICT), conducted at a general hospital in Korea. This study introduces a personal use self-diagnosis & self management device for pulmonary chronic disease patients, a mobile communication application service for doctor rounds, a surgical education system providing natural-user-interface with virtual reality for surgeons, and an Internet of things(IOT) technology using personal electrocardiogram (ECG) measurement device cases. Due to every case is on developing, there are still many issues needed to be improved. For this reason, various opinions with constructive critiques from the readers of this paper will be welcomed for better practical implementation.

Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education (VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용)

  • Park, Taejung;Cha, Hyunjin
    • Journal of Information Technology Services
    • /
    • v.21 no.2
    • /
    • pp.127-143
    • /
    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.