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

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Design of a Markup Language for Augmented Reality Systems (증강현실 시스템을 위한 시나리오 마크업 언어 설계)

  • Choi, Jongmyung;Lee, Youngho;Kim, Sun Kyung;Moon, Ji Hyun
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.21-25
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    • 2021
  • Augmented reality systems are widely used in the fields of entertainment, shopping, education, and training, and the augmented reality technology is gradually increasing in importance. When augmented reality technology is used for education or training, it must be possible to represent different virtual objects depending on the work stage even for the same marker. Also, since the training content varies depending on the situation, it is necessary to describe it using a training scenario. In order to solve this problem, we propose a scenario markup language for an augmented reality system that can create training content based on a scenario and connect it with an augmented reality system. The scenario markup language for augmented reality provides functions such as a method for connecting a scene, a marker and a virtual object, a method for grasping the state of equipment or sensor value, and a method for moving a scene according to conditions. The augmented reality scenario markup language can flexibly increase the usefulness and expandability of the augmented reality system usage method and content usage.

Aerial Working Platform Training Simulator (고소작업대 조종훈련용 시뮬레이터)

  • Ki, Jae-Sug
    • Journal of the Korea Safety Management & Science
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    • v.9 no.4
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    • pp.57-62
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    • 2007
  • Aerial working platform is recently used broadly in heavy industry and construction field and also the utilization of it is growing. However, the raise of critical incident caused by unskilled operator is increased gradually. To reduce and prevent such incident, the training for operating is essential. It's not easy to cover the requirements for the training with real platform because of the high price of it, safety and weather condition. This paper proposes a simulator for the training based on virtual reality to give the training safely regardless to the weather condition and the simulator is deliverable in lower price than real one. The simulator proposed in this paper is available to be set according to the level of trainee's skill managing and be also applied for the design of general heavy equipment training simulator.

A VR-Trainer for Forklift Operation Safety Skills

  • Ahn, Seungjun;Wyllie, Mitchell J.;Lee, Gun;Billinghurst, Mark
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.122-128
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    • 2020
  • This research investigates how a Virtual Reality (VR)-based simulation could be used to train safe operation skills for forklift operators. Forklift operation is categorized as high-risk work by many occupational health and safety regulators and authorities due to high injury and fatality rates involved with forklifts. Therefore, many safety guidelines have been developed for forklift operators. Typically, forklift operation safety training is delivered based on instructional texts or videos, which have limitations in influencing people's safety behavior. Against this background, we propose a VR-based forklift simulator that can enable safe operation skills training through a feedback system. The training program consists of several modules to teach how to perform the basic tasks of forklift operation, such as driving, loading and unloading, following the safety guidelines. The system provides instantaneous instructions and feedback regarding safe operation. This training system is based on the model of "learning-by-doing". The user can repeat the training modules as many times as necessary before being able to perform the given task without violating any safety guidelines. The last training module tests the user's acquisition of all safety skills required. The user feedback from several demonstration sessions showed the potential usefulness of the proposed training system.

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Virtual Reality in Cognitive Rehabilitation (인지재활 영역에서 가상현실)

  • Park, Inn-Jee;Park, Heung-Seok;Kim, Tae-Hoon
    • Therapeutic Science for Rehabilitation
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    • v.1 no.1
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    • pp.29-38
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    • 2012
  • Introduction : This study reviews the main areas of cognitive rehabilitation including executive dysfunction, memory dysfunction, perceptual dysfunction, attention deficit, and dysfunctions in activities of daily living in order to apply to the adaptation of occupational therapy. Body : Cognition programs based on the virtual reality are being used not only to evaluate but to train the overall components of human's cognition. Because the cognitive program is concentrating on the real environment, it is known to bring a remarkable transitional effect to the actual environment, compared to the basic computer-based evaluation and training. Applying virtual reality to the rehabilitation program can develop and advance the high technology and can result in a major effect on the innovative treatment technology. Conclusions : In this process, virtual reality is expected to be researched more in the near future. Particularly in the cognitive realm, it is imperative for researchers to pay attention to the improved transitional effect of the virtual reality toward the actual environment, rather than the already existing method of evaluations. Therefore, application of the virtual reality for the cognitive training should be researched for various types of subjects in the diverse aspects of congnitive function. Application of the virtual reality in the cognitive function has its unlimited potential, thus the rehabilitation program integrated with not only evaluation but training and education is expected extensively in the future.

A Study on Mobile Virtual Training System using Augmented Reality (증강현실 기술을 활용한 모바일 가상훈련 시스템의 연구)

  • Kim, Yu-Doo;Lee, Seon-Ung;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1047-1052
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    • 2011
  • Various services are created using mobile networks after mobile devices such as smart phones and tablet PCs are propagated rapidly. However, the contents of smart devices are not enough diversity because they depend on games and messaging services primarily. In this paper, we described the study have progressed based on mobile devices and networks using augmented reality technologies about virtual education system.

Implementation of Diesel Engine Training Simulation based on Virtual Reality (e-Training 사례 : 가상현실 기반의 디젤엔진훈련 시뮬레이션 개발)

  • Song, Eun-Jee;Seo, Dong-Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.567-568
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    • 2015
  • 인터넷이 활성화 되면서 웹기반 교육으로 e-Training이 발전되었다. e-Training은 업무에 필요한 수행능력을 습득 향상 시키기 위하여 정보통신 기술, 장비, 환경을 활용하여 실시하는 교육훈련이다. e-Training에 포함되는 기술에는 시뮬레이션, 3D 가상현실, 증강현실 등이 있다. 본 연구에서는 가상현실 기반의 디젤엔진훈련 시뮬레이션을 개발하였다. 제안한 시스템은 3차원 디스플레이 시스템을 통해 몰입감과 상호작용 교육훈련방식을 도입하여 3D입체형 화면안의 시야가 실제 현실과 같은 몰입의 효과가 있으며 엔진부품의 이름과 기능 등을 게임화를 통해 교육 훈련하는 시스템으로써 시뮬레이션을 통해 필요한 문제풀이를 재미있게 할 수 있어 학습능률에 효과가 있다.

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A Study on Trainer and Cover Recognition Algorithm for Posture Recognition of Virtual Shooting Trainer (가상 사격 훈련자 자세인식을 위한 훈련자와 엄폐물 인식 알고리즘 연구)

  • Kim, Hyung-O;Hong, ChangHo;Cho, Sung Ho;Park, Youster
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.298-300
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    • 2021
  • The Ministry of National Defense decided to build a realistic combat simulation training system based on virtual reality and augmented reality in accordance with the expansion of the scientific training system of "Defense Reform 2.0". The realistic combat simulation training system should be able to maximize the tension and training effect as in actual combat through engagement between trainers. In addition, it should be possible to increase the effectiveness of survival training at the same time as shooting training similar to actual combat through cover training. Previous studies are suitable techniques to improve the shooting precision of the trainee, but it is difficult to practice bilateral engagement like in actual combat, and it is particularly insufficient for combat shooting training using cover. Therefore, in this paper, we propose a S/W algorithm for generating a virtual avatar by recognizing the shooting posture of the opponent on the screen of the virtual shooting trainer. This S/W algorithm can recognize the trainer and the cover based on the depth information acquired through the depth sensor and estimate the trainer's posture.

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Immersive Education System based on Virtual Reality (가상현실 기반 몰입형 기술교육 시스템)

  • Im, Sung-Min;Kim, Do-Yoon;Lee, Jae-Hyup;Kim, Sang-Youn
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.44-50
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    • 2009
  • Virtual reality is a technology for enabling users to interact with a computer generated environment which can be similar to the real world. A multi-channel display is one of the virtual reality platform for creating a high resolution image. In this paper, we develop a multi-channel display system which allows users to immersively understand the 3D educating contents and furthermore, we construct 3D educating contents for describing a semiconductor concept and process.

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How to create mixed reality educational contents using Hololens (홀로렌즈를 활용한 혼합현실 교육 콘텐츠 제작 방법)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.3
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    • pp.391-397
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    • 2020
  • Realistic content such as virtual reality, augmented reality, and mixed reality is emerging as an innovative technology in the education field in that it allows people to safely and efficiently experience dangerous, expensive or impossible situations, such as disaster training or space travel. Recently, as government agencies have supported a lot for producing virtual augmented reality contents about education, various educational contents using virtual augmented reality technology have been developed through the Edutech industry. Many virtual augmented reality-based educational contents are being developed, but mixed reality-based educational contents are very limited which could be more effective for education. This study examines the basic method of producing mixed reality educational contents using Hololens and, on the basis of this, it proposes the method for producing scientific experiment contents. Hololens made it possible to share information in real time without a regular desktop PC, and it is effective for teachers to manage and evaluate students in real time.

A Study on Development of Virtual MCR Collaboration Training System (가상 MCR 협동 훈련 시스템(Virtual MCR Collaboration training System)에 관한 연구)

  • Yoo Hyeon Ju;Lee Yong-Gwan;Lee Myeong-Su;Hong Jin-Hyeok;Choe Jin-Ho
    • Proceedings of the KIPE Conference
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    • 2001.07a
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    • pp.124-127
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    • 2001
  • 가상현실 기술을 이용한 컴퓨터 지원 교육훈련 시스템 (VR-CATS: Virtual Reality based Computer Assisted Training System) 개발에 대한 연구를 전력연구원에서는 계속 수행해 왔다. 본 논문에서는 New VR-CATS (울진 3호기 참조)중 가상현실에서의 공동 협동 훈련 시스템(Virtual Reality Collaboration Training System)의 설계에 관하여 서술한다. 공동작업은 발전소 MCR(Main Control Room)을 3D 데이터 모델링 후 가상현실화하고 MCR 내부를 Navigation 할 수 있도록 가상패널(Virtual Panel)을 개발 및 에에 대한 엔지니어링 데이터베이스환경을 작성하여 추후 정확하고 신속한 계기 정보를 얻을 수 있도록 하며 훈련생들이 시뮬레이터실로 가지 않고 MCR에서 발전소를 운전하는 것과 같은 효과를 강의실에서 얻을 수 있다. 또한 설계기준사고 중의 하나인 LOCA 사고 복구 훈련 시나리오를 통하여 실제와 동일한 복구 훈련을 하므로서 효율적이며 현장감있는 교육훈련 수행을 가능케 한다.

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