• Title/Summary/Keyword: Virtual Training

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Study Curation Service Utilizing th Learner Pattern Information from the Smart Learning (스마트러닝에서의 학습자 패턴 정보를 활용한 큐레이션 서비스 제공 방안 연구)

  • Yun, Jun-soo;Hwang, Hyun-seo;Park, Jin-tae;Seo, Kyoung-teak;Moon, Il-young;Kwon, Oh-young;Kim, Byeong-jun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.903-906
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    • 2015
  • Over the recent industry -wide virtual world and the real world, broadcasting and telecommunications, IT technology and traditional industries, such as the fusion research has been conducted in a variety of fields. And training in the field of education is changing the paradigm of creativity to break the intrusive training center. In addition, the quality of interactive educational content technology to foster self-directed future talent is a situation that is required. The market has already surpassed the smartphone PC, smart devices and e-learning technologies are appearing new service called 'smart learning' as a new form of convergence of the educational system. In this paper, based on the direct development of a content authoring applications and Web sites, and cloud environments to the students collect and analyze patterns. Utilizing this information, we studied the curation service plans that recommend the appropriate content to fit the tastes of the learner.

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A Study on Administrator Module Design for Virtual learning System (가상 교육 시스템의 관리자 모듈 설계에 관한 연구)

  • Moon Myung-Ryong;Kim Jeong-Su
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.50-58
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    • 2002
  • The most important point in electronic learning(e-learning) is to gain the learning sympathy by improving interaction among the learners, instructors and operators around instruction contents. But it is necessary for the instructor to have active assistance of an administrator as a supporter and an operator because instructors do not accept all the learner's demands. So, operator's activity is very critical in success of e-learning. In this paper, wamine the theory of constructionism to effectively reflect the characteristic of WWW, and to build up a foundation of the web-based integrated e-learning circumstance. The circumstance is composed of 3 modules of the learner, instructor and the administrator. This aims to coordinate instruction functions in order to improve the effect of learning and to intensify the interaction. This paper presents the design and implementation of an e-learning system which is focused on the administrator's module to effectively support the operator's activity. As a result of this research, the system can be used in building up a variety of e-learning in university, that is, general training course and technical training course.

Automatic Arm Region Segmentation and Background Image Composition (자동 팔 영역 분할과 배경 이미지 합성)

  • Kim, Dong Hyun;Park, Se Hun;Seo, Yeong Geon
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1509-1516
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    • 2017
  • In first-person perspective training system, the users needs realistic experience. For providing this experience, the system should offer the users virtual and real images at the same time. We propose an automatic a persons's arm segmentation and image composition method. It consists of arm segmentation part and image composition part. Arm segmentation uses an arbitrary image as input and outputs arm segment or alpha matte. It enables end-to-end learning because we make use of FCN in this part. Image composition part conducts image combination between the result of arm segmentation and other image like road, building, etc. To train the network in arm segmentation, we used arm images through dividing the videos that we took ourselves for the training data.

Motion Effects of the Ship on Crew Performance

  • Kim, Hongtae;Ha, Wook Hyun;Jang, Jun-Hyuk;Fang, Tae Hyun;Oh, Seungbin
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.4
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    • pp.333-340
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    • 2013
  • Objective: The aim of this study is to provide a current knowledge of the multiple issues regarding motion effects on crew performance. Background: The motions of the ship may create motion sickness, nausea and vomit. Also, these motions also disturb the balance of crew members, increase the energy expenditure of crew for shipboard work, and result in increased levels of injury and fatigue. However, the motion effects of the ship on crew performance has not been thoroughly investigated. Method: Participants(N=10) were engaged in an experiment in 2 experimental environments(training ship and ship handling simulator) and 2 navigational conditions(day and night). The COP(Center of Pressure) data were recorded as an objective measure of postural balance control and the SSQ(Simulator Sickness Questionnaire) was used as a subjective measure of sickness. Results: The results showed that COP has a no significant difference based on experimental environments, but significant effect on SSQ. Conclusion: During the virtual simulator navigation, subjects showed significant SSQ level changes, which included decreased SSQ data. But, there is no significant difference of COP between training ship and ship handling simulator. Application: The results of this study could be applied to the next generation of ship design to decrease effect of motion at sea and to increase performance of ship crew.

Needle Insertion Force of Biological Soft Tissue for Haptic based Intravenous Injection Simulator (햅틱 기반 정맥주사 시뮬레이터를 위한 생체조직 바늘 삽입력)

  • Ahn, Bum-Mo;Jung, Eun-Young;Lee, Young-Ho;Lim, Yong-Soo;Park, Rae-Woong;Kim, Jung;Park, Dong-Kyun
    • Journal of the Korean Society for Precision Engineering
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    • v.29 no.2
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    • pp.222-228
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    • 2012
  • Haptics and virtual reality are rapidly growing technologies in medical fields. Physicians and nurses can benefit from medical simulation via training and acquire surgical and clinical techniques. In this paper, the research on needle insertion force of biological tissue for haptic based intravenous injection simulator was carried out. We built the setup for needle insertion (intravenous injection) experiments and performed the experiments on live pigs. The force responses against needle insertion were measured using the experimental setup. In addition, the modeling of needle insertion force was carried out with the experimental results and numerical models via nonlinear least-squares method. The results presented in this paper indicate that the developed models can be applied not only to estimate the force feedback during intravenous injection procedure but also to improve the overall training quality of the medical simulator.

Directions for the Development of Digital Twins Applying the Grounded Theory Methods (근거이론을 활용한 디지털 트윈 발전 방향성 제시)

  • Kang, Minshik
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.65-70
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    • 2021
  • This study aims to propose specific directions for developing digital twin contents. This aim is achieved by thorough literature review and applying the grounded theory. Based on customers' need analysis, this study suggests the priorities of contents development of digital twins. As a result, complex workflows and dangerous training contents are adequate to be developed. Moreover, large-scale projects such as nuclear powerplants that are hard to build the mock-ups were considered to be effective. This study provides significant information for not only software developers but also clients who desire to reduce training fees and improve the complex workflows. Since these client companies operate based upon multiple complex workflows, this study encourages stakeholders to make effective decisions. This research needs further analysis of current digital twin technology- possibilities and limitations.

Generation of Masked Face Image Using Deep Convolutional Autoencoder (컨볼루션 오토인코더를 이용한 마스크 착용 얼굴 이미지 생성)

  • Lee, Seung Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1136-1141
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    • 2022
  • Researches of face recognition on masked faces have been increasingly important due to the COVID-19 pandemic. To realize a stable and practical recognition performance, large amount of facial image data should be acquired for the purpose of training. However, it is difficult for the researchers to obtain masked face images for each human subject. This paper proposes a novel method to synthesize a face image and a virtual mask pattern. In this method, a pair of masked face image and unmasked face image, that are from a single human subject, is fed into a convolutional autoencoder as training data. This allows learning the geometric relationship between face and mask. In the inference step, for a unseen face image, the learned convolutional autoencoder generates a synthetic face image with a mask pattern. The proposed method is able to rapidly generate realistic masked face images. Also, it could be practical when compared to methods which rely on facial feature point detection.

Development of VR-based Simulation Software for Effective UAV Utilization of Disaster Rescuer Wearing See-through HMD (투시형 HMD를 착용한 재난 구조대원의 효과적인 UAV 활용을 위한 가상현실기반 시뮬레이션 소프트웨어 개발)

  • Chae, Mun Kyo;Kang, Mun Hye;Moon, Yong Ho
    • Journal of Aerospace System Engineering
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    • v.16 no.1
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    • pp.40-48
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    • 2022
  • Recent studies have reported about UAV-based disaster rescue system adopting AR technology. Performing a disaster rescue training in an environment similar to an actual disaster site results in high costs and risk of accidents. In this paper, we propose a simulation software using VR technology so that rescuer can safely and inexpensively train the operation of the disaster rescue system. Through the analysis of the existing system, we derived the requirements for virtualizing training, and developed the simulation software using Unreal Engine and Airsim API. Simulation results show that the proposed simulation software can effectively simulate the operation of the conventional disaster rescue system.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.