• 제목/요약/키워드: Virtual Training

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Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data (역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기)

  • Han, KuHyun;Kim, YoungBeom;Park, Byung-Ha;Jung, Kwang-Mo;Han, JungHyun
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1587-1596
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    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

A Study on the Development of Information Protection Education Contents in the Maritime Using Metaverse (메타버스를 활용한 조선 해양 분야 정보보호 교육 콘텐츠 개발 방안)

  • Kim, Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1011-1020
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    • 2021
  • Throughout the years, cybersecurity incidents related to the shipbuilding and maritime industries are occurring more frequently as the IT industry develops. Accordingly, expertise in the information protection industry is necessary, and effective education contents on information protection are needed for this purpose. Recently, there have been more and more cases of increasing user experience by applying Metaverse technology to the educational field. Therefore, this study analyzes the existing information protection education and training and the information protection education contents in the maritime industries and proposes four directions for content development (i.e., online education and seminars, cybersecurity threat learning of virtual ships, accident reproduction, and maritime cybersecurity exhibition operation).

Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.

Measurement Method of Musculoskeletal Health Status by the Motion Analysis on VR Contents based Agricultural Work (가상현실 콘텐츠 기반의 농작업 동작 분석을 통한 근골격계 건강상태 측정방법)

  • Youn, Jae-Hong;Lee, Min-Tae;Kim, Eun-Seok
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1481-1492
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    • 2018
  • Musculoskeletal disorders show symptoms of pain and dysfunction caused by accumulation of minute damage on nerves and blood vessels which are related to specific body parts. This is more likely to occur in the elderly. In Korea, 40.3% of the agricultural population is over 65 years old. In these cases, the portion of musculoskeletal disorders is more than 80% in acute/chronic diseases related to agricultural work. Therefore, measures for physical health care and safety prevention of elderly farmers are needed. In this study, we intend to propose a method to measure musculoskeletal health condition through the motion recognition device and VR contents. For this, we analyze the agricultural work causing musculoskeletal disorders of farmers, and suggest a motion analysis algorithm that can measure the health condition of the musculoskeletal system. In addition, we are going to propose a training method customized for farmers on the basis of VR contents in order to prevent musculoskeletal disorders.

A Novel Framework for Resource Orchestration in OpenStack Cloud Platform

  • Muhammad, Afaq;Song, Wang-Cheol
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5404-5424
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    • 2018
  • This work is mainly focused on two major topics in cloud platforms by using OpenStack as a case study: management and provisioning of resources to meet the requirements of a service demanded by remote end-user and relocation of virtual machines (VMs) requests to offload the encumbered compute nodes. The general framework architecture contains two subsystems: 1) An orchestrator that allows to systematize provisioning and resource management in OpenStack, and 2) A resource utilization based subsystem for vibrant VM relocation in OpenStack. The suggested orchestrator provisions and manages resources by: 1) manipulating application program interfaces (APIs) delivered by the cloud supplier in order to allocate/control/manage storage and compute resources; 2) interrelating with software-defined networking (SDN) controller to acquire the details of the accessible resources, and training the variations/rules to manage the network based on the requirements of cloud service. For resource provisioning, an algorithm is suggested, which provisions resources on the basis of unused resources in a pool of VMs. A sub-system is suggested for VM relocation in a cloud computing platform. The framework decides the proposed overload recognition, VM allocation algorithms for VM relocation in clouds and VM selection.

A Study on the Service Provision Direction of the National Library for Children and Young Adults in the 5G Era

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.11 no.2
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    • pp.77-105
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    • 2021
  • In order to establish a digital-based use environment for the provision of new information services suitable for the 5G era, it is necessary to discuss the direction of service provision by the National Library of Children and Young Adults in the 5G era. Based on utilization services in other fields, library services in the 5G era, including the development and provision of employee education and training services, ultra-high-definition and 360-degree realistic contents and education on library use, provision of multi-dimensional realistic media streaming broadcasting services, provision of telepresence education programs, activation of virtual communities, implementation of hologram performance halls/exhibit centers, and provision of unmanned book delivery services, environment monitoring, safety monitoring, and customized services, were proposed. In addition, based on 5G service, 5G technology, and library application direction, advancing into a producing and supporting base for ultra-realistic and immersive contents in the 5G era, strengthening online and mobile services in the non-contact era, and establishing a smart library environment were proposed as the service provision direction for the National Library of Children and Young Adults in the 5G era.

A Study on the Military use of the New Future Battlefield Environment Metaverse (새로운 전장환경 메타버스의 군사적 활용방안 연구)

  • Jung, Min-Sub;Song, Jae Jung;Park, Sang-Hyuk;Moon, Jang-Kwon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.179-185
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    • 2022
  • Society is entering a new transition period due to the metaverse, where a new world is created by the fusion of the online virtual world and the real world with the development of information and communication technology. The realm of Metaverse, which was focused on entertainment, is gradually expanding into everyday areas such as fellowship activities, education, and commerce. Its application is also increasing in the field. Therefore, this study intends to discuss the concept, core type, development trend, and future application of the metaverse in the military field.

Effectiveness of the Infectious Disease (COVID-19) Simulation Module Program on Nursing Students: Disaster Nursing Scenarios

  • Hwang, Won Ju;Lee, Jungyeon
    • Journal of Korean Academy of Nursing
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    • v.51 no.6
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    • pp.648-660
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    • 2021
  • Purpose: This study aimed to develop an emerging infectious disease (COVID-19) simulation module for nursing students and verify its effectiveness. Methods: A one-group pretest-posttest quasi-experimental study was conducted with 78 under-graduate nursing students. A simulation module was developed based on the Jeffries simulation model. It consisted of pre-simulation lectures on disaster nursing including infectious disease pandemics, practice, and debriefings with serial tests. The scenarios contained pre-hospital settings, home visits, arrival to the emergency department, and follow-up home visits for rehabilitation. Results: Disaster preparedness showed a statistically significant improvement, as did competencies in disaster nursing. Confidence in disaster nursing increased, as did willingness to participate in disaster response. However, critical thinking did not show significant differences between time points, and neither did triage scores. Conclusion: The developed simulation program targeting an infectious disease disaster positively impacts disaster preparedness, disaster nursing competency, and confidence in disaster nursing, among nursing students. Further studies are required to develop a high-fidelity module for nursing students and medical personnel. Based on the current pandemic, we suggest developing more scenarios with virtual reality simulations, as disaster simulation nursing education is required now more than ever.

Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • Fourth Industrial Review
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    • v.1 no.1
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    • pp.31-40
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    • 2021
  • Purpose - According to the importance of business simulation learning as a new type of business learning tool, this study reviews the dimensions of business education and a brief history of business education simulation. At the end Capsim strategic management simulation program is introduce with its feature. Research design, data, and methodology - This study has been analyzed in a way that reviews at previous literature on simulation learning and looks at examples and features of Capsim simulation, online business simulation tools which has been used in the global market. Result - Capsim simulations are designed to offer focused opportunities for deep practice. That's why they are often more effective than passive tools such as textbooks, videos, or lectures. By the way, 'deep practice' is very different from 'ordinary practice'. After commuters who drive to school or work can accumulate thousands of hours of driving, but that doesn't make them expert drivers. The key to deep practice is self-awareness. That is, paying attention to what you are doing well and not so well. This is so important to learn that scientists use a specific term for it: 'metacognition', or thinking about the way you think and learn. Conclusion - The use of business simulation learning, such as Capsim, which is a given case, can create similar local systems by potentially engaging a large number of users in the virtual market. It could also be used as an individual to complete business training for students and those who are active in the business field of business.

OPERATION SKILL ANALYSIS USING PRIMITIVE STATIC STATES IN HUMAN-OPEATED WORK MACHINE

  • Mitsuhiro Kamezaki;Hiroyasu Iwata;Shigeki Sugano
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.230-236
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    • 2009
  • Double-front construction machinery, which was designed for complicated tasks, requires intelligent systems that can provide the quantitative work analysis needed to determine effective work procedures and that can provide operational and cognitive support for operators. Construction work environments are extremely complicated, however, and this makes state identification difficult. We therefore defined primitive static states (PSS) that are determined using on-off data for the lever inputs and manipulator loads for each part of the grapple and front and that are completely independent of the various environmental conditions and operator skill levels. To confirm the usefulness of PSS, we performed experiments with a demolition task by using our virtual reality simulator. We confirmed that PSS could robustly and accurately identify the work states and that untrained skills could be easily inferred from the PSS-based work analysis. We also confirmed in skill-training experiments that advice information using PSS-based skill analysis greatly improved work performance. We thus confirmed that PSS can adequately identify work states and are useful for work analysis and skill improvement.

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