• Title/Summary/Keyword: Virtual Training Data

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Colonoscopy Training Simulator

  • Yi, S.Y.;Woo, H.S.;Kwon, J.Y.;Joo, J.K.;Lee, D.Y.
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.57-61
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    • 2005
  • This paper presents a new colonoscopy training simulator that includes a specialized haptic device and graphics algorithms to transfer haptic sensation through a long and flexible tube, and manage large number of polygons. The developed haptic device makes the colonoscope tube move along the two guiding rods in the translational direction. The torque of the roll motion is transferred by a timing belt and pulleys. A special guide is developed, which allows the force and torque from the motors to be transmitted to the user without loss. The haptic device is evaluated by physicians. One of the important skills of the colonoscopy, jiggling is incorporated for the first time by the developed sensor mechanism using photo-sensors. A colonoscope handle that shares the look, feel, and functions with the actual colonoscope, is developed with the necessary electronics inside. The number of polygons is reduced by an edge-collapse algorithm for real-time simulation. The algorithms to import CT data, to segment the colon image, to extract centerline of the colon, and to construct the colon surface, are integrated into a Colon Modeling Kit system that performs all these processes in real-time.

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An Analysis of the Educational Needs of Female University Students on the Informal Programs of Core Technology in the Fourth Industry (4차 산업 핵심기술 비교과 프로그램에 대한 여대생의 교육요구 분석)

  • Jang, Jiyoung;Kyun, Suna
    • Journal of Engineering Education Research
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    • v.23 no.4
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    • pp.14-21
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    • 2020
  • The aim of this study was to establish an university informal program roadmap, and also to draw up operational plans for human resources with core technologies of the fourth industry. To do this, first we derived university informal education program draft through experts workshop, then conducted a survey regarding the female university students' perception of educational programs and their educational needs on the 4th core technology matching programs. The following main results were obtained : First, students preferred 'hands-on training' by professionals and they wanted to be trained during summer or winter holidays or the night time during semesters. Also, they thought two hours of training per session was appropriate. Regarding these results, there was no difference depending on the majors. Second, while students had highly preferred for the courses related to data analysis, Arduino programing and VR(virtual reality), those related to 3D printing modeling were less preferred. Depending on the majors, preferred courses had different priorities, but non-preferred courses were similar regardless of majors. Based on these results, the university informal curriculum model and the operation plans for the core technologies of the fourth industry were proposed.

Design and Verification of Spacecraft Pose Estimation Algorithm using Deep Learning

  • Shinhye Moon;Sang-Young Park;Seunggwon Jeon;Dae-Eun Kang
    • Journal of Astronomy and Space Sciences
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    • v.41 no.2
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    • pp.61-78
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    • 2024
  • This study developed a real-time spacecraft pose estimation algorithm that combined a deep learning model and the least-squares method. Pose estimation in space is crucial for automatic rendezvous docking and inter-spacecraft communication. Owing to the difficulty in training deep learning models in space, we showed that actual experimental results could be predicted through software simulations on the ground. We integrated deep learning with nonlinear least squares (NLS) to predict the pose from a single spacecraft image in real time. We constructed a virtual environment capable of mass-producing synthetic images to train a deep learning model. This study proposed a method for training a deep learning model using pure synthetic images. Further, a visual-based real-time estimation system suitable for use in a flight testbed was constructed. Consequently, it was verified that the hardware experimental results could be predicted from software simulations with the same environment and relative distance. This study showed that a deep learning model trained using only synthetic images can be sufficiently applied to real images. Thus, this study proposed a real-time pose estimation software for automatic docking and demonstrated that the method constructed with only synthetic data was applicable in space.

A study on the meaning of Death Observed by Nursing College Students (간호 대학생의 시뮬레이션 실습을 통한 간호 의미고찰)

  • Mi–Hwa Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.49-56
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    • 2023
  • This study is a qualitative study that explores the essential meaning of nursing through a simulation curriculum targeting nursing students. In this study, 18 students, who were 4th grade nursing students at a university in M city, Gyeongsangbuk-do, completed a simulation during the curriculum. Data collection was done through free-form reports and interviews to help students understand the part of nursing they thought through simulation classes. The collected data was analyzed using Krippendorff's phenomenological method. As a result of analyzing the meaning of nursing through simulation class, 3 categories, 10 topics, and 28 meaningful statements were derived. The three categories were derived as 'virtual nursing', 'thinking nursing', and 'together nursing'. As a result of this study, nursing students were seeking their own solution to solve nursing in unpredictable situations based on the philosophy of nursing through virtual simulation. It is expected that this will be used as basic data to develop various and in-depth simulation education programs in the future.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

A Semi-Automated Labeling-Based Data Collection Platform for Golf Swing Analysis

  • Hyojun Lee;Soyeong Park;Yebon Kim;Daehoon Son;Yohan Ko;Yun-hwan Lee;Yeong-hun Kwon;Jong-bae Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.11-21
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    • 2024
  • This study explores the use of virtual reality (VR) technology to identify and label key segments of the golf swing. To address the limitations of existing VR devices, we developed a platform to collect kinematic data from various VR devices using the OpenVR SDK (Software Development Kit) and SteamVR, and developed a semi-automated labeling technique to identify and label temporal changes in kinematic behavior through LSTM (Long Short-Term Memory)-based time series data analysis. The experiment consisted of 80 participants, 20 from each of the following age groups: teenage, young-adult, middle-aged, and elderly, collecting data from five swings each to build a total of 400 kinematic datasets. The proposed technique achieved consistently high accuracy (≥0.94) and F1 Score (≥0.95) across all age groups for the seven main phases of the golf swing. This work aims to lay the groundwork for segmenting exercise data and precisely assessing athletic performance on a segment-by-segment basis, thereby providing personalized feedback to individual users during future education and training.

A study on the emotional changes of learners according to the emotions provided by virtual characters (가상 캐릭터가 제공하는 감정에 따른 학습자의 감정적 반응에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.155-164
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    • 2022
  • Considerable interest has been directed toward utilizing virtual environment-based simulations for teacher education which provide authentic experience of classroom environment and repetitive training. Emotional Interaction should be considered for more advanced simulation learning performance. Since emotion is important factors in creative thinking, inspiration, concentration, and learning motivation, identifying learners' emotional interactions and applying these results to teaching simulation is essential activities. In this context, this study aims to identify the objective data for the empathetic response through the movement of the learner's EEG (Electroencephalogram) and eye-tracking, and to provide clues for designing emotional teaching simulation. The results of this study indicated that intended empathetic response was provided and in terms of valence (positive and negative) states and situational interest played an important role in determining areas of interest. The results of this study are expected to provide guidelines for the design of emotional interactions in simulations for teacher education as follow; (a) the development of avatars capable of expressing sophisticated emotions and (b) the development of scenarios suitable for situations that cause emotional reactions.

A Plan to Promote Intangible Cultural Heritage Transmission Education Through the Analysis of Immersive Content Cases (실감 콘텐츠 사례 분석을 통한 무형문화유산 전수 교육 활성화 방안)

  • Hwa-Su Jin
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.519-528
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    • 2023
  • Recently, for the preservation and transmission of cultural heritage, various researches and content development based on technologies such as virtual reality, augmented reality, and extended reality, which are the core technologies of the 4th industrial revolution era, are being conducted. Intangible cultural heritage is variable, unlike tangible cultural heritage, so it changes greatly depending on time and space, and as a result, it is in danger of being discontinued due to the aging and death of the inheritors. In this study, the current status and cases of related realistic content production were collected and analyzed, focusing on statistical data, intangible cultural heritage training centers through search portals, and platform cases. As a result of the analysis, it was found that overall, there were very few cases of use in content and transfer education using intangible cultural heritage. Through this study, we will consider ways to revitalize the effective transfer education of intangible cultural heritage that is on the verge of being cut off from transmission.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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A Research on Authoring Tool Employing Multimedia (멀티미디어를 이용한 Authoring Tool 개발에 관한 연구)

  • 김행구;이춘근
    • KSCI Review
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    • v.2 no.2
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    • pp.27-40
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    • 1996
  • During the 21st century of informational society, in the learning of various field will utilize the education using multi-media more extensively than ever before. The biggest question is how effective the education using multi-media will be. For effective education, wide-spread supply of not only the hardware and various kinds of CBT or CAI that are being developed in the learning of various fields. It is also felt that the skill for application of more convenient multi-media authoring tool is needed. If the producter of such multi-media authoring tool can store various types of information in a form of data bank, accessing the right information at right time and its application would be possible. It can also provide a lot of information to many out-of town learmers. As seen above, the scope of usage for multi-media authoring tool will be broadened. However, no matter how excellent the Authoring Tool is, the results can be very different depending on the method employed. In order to develop CBT or CAI that can be better used in the learning of various fields, examination and on-site training, more reseach should be done in Authoring Tool using virtual reality and artifical intelligence technology.

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