• Title/Summary/Keyword: Virtual Training System

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Implementation of the Aural Cueing System(ACS) for Applying the Reconfigurable Tactical Flight Training System(RTT) (가변형 전술 시뮬레이터 적용을 위한 음향 재생 시스템 구현)

  • Hong, Seung-Beom;Ahn, Dong-Man;Jie, Min-Seok
    • Journal of Advanced Navigation Technology
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    • v.16 no.6
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    • pp.1092-1100
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    • 2012
  • In this paper, it has designed and developed the integrated aural cueing system(ACS) system of the reconfigurable tactical Flight Training System(RTT) for the 6 rotorcraft such as UH-1H, UH-60, AH-1H, 500MD, BO-100, and CH-47. RTT is an evolving alternative instructional training system to provide the ability to rehearsal and collectively train, through networked simulators in a unit-collective and combined arms simulated battlefield environment. ACS handles the volume, pitch and repetition of the digitally stored sounds based on commands it receives from the Host server. This paper explained and implemented the conceptual and detail design the ACS system. In order to evaluating the performance of the ACS system, we made the monitoring system for interworking the virtual Host and the ACS system. As the result, it was confirmed the good performance.

The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

The Long Term Memory Effects of Virtual Reality Edutainment with HMD (가상현실교육게임의 장기기억효과)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.69-76
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    • 2018
  • HMD makes big issues about virtual reality in these days. Experience of virtual reality may cause different effects with experience of real world, so this is the reason why comparison studies are needed. There are many works about usefulness of virtual reality education but most of studies were considered as special training. This study was started for the long term memory effect of virtual reality education game. Difference study of memory between real world education game and virtual reality education game shows virtual reality system has smaller diminution of memory than real world. And environment existence was defined as a main effect of long term memory through the test.

The Integrated Design and Analysis of Manufacturing Lines (I) - an Automated Modeling & Simulation System for Digital Virtual Manufacturing (제조라인 통합 설계 및 분석(I) - 디지털 가상생산 기술 적용을 위한 모델링 & 시뮬레이션 자동화 시스템)

  • Choi, SangSu;Hyeon, Jeongho;Jang, Yong;Lee, Bumgee;Park, Yangho;Kang, HyoungSeok;Jun, Chanmo;Jung, Jinwoo;Noh, Sang Do
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.2
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    • pp.138-147
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    • 2014
  • In manufacturing companies, different types of production have been developed based on diverse production strategies and differentiated technologies. The production systems have become smart, factories are filled with unmanned manufacturing lines, and sustainable manufacturing technologies are under development. Nowadays, the digital manufacturing technology is being adopted and used in manufacturing industries. When this technology is applied, a lot of efforts, time and cost are required and training professionals in-house is limited. In this paper, we introduce e-FEED system (electronic based Front End Engineering and Design) that is the integrated design and analysis system for optimized manufacturing line development on virtual environment. This system provides the functions that can be designed easily using library and template based on standardized modules and analyzed automatically the logistic and capacity simulation by one-click and verified the result using visual reports. Also, we can review the factory layout using automatically created 3D virtual factory and increase the knowledge reuse by e-FEED system.

Interoperable Middleware Gateway Based on HLA and DDS for L-V-C Simulation Training Systems (L-V-C 훈련체계 연동을 위한 HLA, DDS 기반의 연동 미들웨어 게이트웨이)

  • Jun, Hyung Kook;Eom, Young Ik
    • IEMEK Journal of Embedded Systems and Applications
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    • v.10 no.6
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    • pp.345-352
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    • 2015
  • Recently, by developing many training systems in battle field, the demand for interconnecting and internetworking between Live, Virtual, Constructive training systems has been increased to support efficient data distribution and system control. But, there are lots of problems for them to interwork, because the existing researches only support L-L, V-V, C-C Interoperability. Therefore, we propose L-V-C gateway to provide interoperable simulation environment based on HLA and DDS between them. First, we illustrate FOM Management that parses RPR-FOM XML file to acquire Data information to be shared between them, and generates common data structure and source code used for L-V-C Gateway. L-V-C Gateway created from FOM Management supports Data Conversion and Quality of Service between HLA and DDS. HLA Federate and DDS Domainparticipant in L-V-C Gateway play a role of logical communication channel and relay data from HLA Federation to DDS Domain and vice versa.

The Use of Innovative Distance Learning Technologies in the Training of Biology Students

  • Biletska, Halyna;Mironova, Nataliia;Kazanishena, Natalia;Skrypnyk, Serhii;Mashtakova, Nataliia;Mordovtseva, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.115-120
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    • 2022
  • The main purpose of the study is to identify the key aspects of the use of innovative distance learning technologies in the training of biology students. Currently, there is a modernization, the evolution of the education system from a classical university to a virtual one, from lecture material teaching to computer educational programs, from a book library to a computer one, from multi-volume paper encyclopedias to modern search databases. During studies in higher education, distance learning ensures the delivery of information in an interactive mode through the use of information and communication technologies. The main disadvantage of distance learning is the emotional interaction of the teacher with students. It is necessary to increase the level of methodological developments for independent studies of students. The methodology includes a number of theoretical methods. Based on the results of the study, the main elements of the use of innovative distance learning technologies in the training of biology students were identified.

SIA-LVC : Scalable Interworking Architecture for Military L-V-C Training Systems Based on Data Centric Middleware (SIA-LVC: 데이터 중심 미들웨어 기반 확장성 있는 국방 L-V-C 훈련체계 연동 아키텍쳐)

  • Kim, Won-Tae;Park, Seung-Min
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.11
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    • pp.393-402
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    • 2016
  • A Military L-V-C system consists of distributed complex systems integrating Live systems working on physical wall-clock time, Virtual systems ruled by virtually pseudo realtime events on a computer, and Constructive systems only depending on the causal relationship between the continuous events. Recently many needs for L-V-C training systems are increasing in order to achieve the maximum training effects with low costs. While theoretical/logical researches or only partially interworking technologies have been proposed, there are few perfect interworking architectures for totally interoperating L-V-C systems in world-wide. In this paper, we design and develop a novel interworking architecture based on data centric middleware for the consistent global time with the same states on the entire L-V-C data and events by means of integrating the heterogeneous distributed middleware standards of each L-V-C system. In addition, simulated L-V-C systems based on real systems will be used for the efficiency and performance of the developed interworking architecture.

Deep Reinforcement Learning-Based Cooperative Robot Using Facial Feedback (표정 피드백을 이용한 딥강화학습 기반 협력로봇 개발)

  • Jeon, Haein;Kang, Jeonghun;Kang, Bo-Yeong
    • The Journal of Korea Robotics Society
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    • v.17 no.3
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    • pp.264-272
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    • 2022
  • Human-robot cooperative tasks are increasingly required in our daily life with the development of robotics and artificial intelligence technology. Interactive reinforcement learning strategies suggest that robots learn task by receiving feedback from an experienced human trainer during a training process. However, most of the previous studies on Interactive reinforcement learning have required an extra feedback input device such as a mouse or keyboard in addition to robot itself, and the scenario where a robot can interactively learn a task with human have been also limited to virtual environment. To solve these limitations, this paper studies training strategies of robot that learn table balancing tasks interactively using deep reinforcement learning with human's facial expression feedback. In the proposed system, the robot learns a cooperative table balancing task using Deep Q-Network (DQN), which is a deep reinforcement learning technique, with human facial emotion expression feedback. As a result of the experiment, the proposed system achieved a high optimal policy convergence rate of up to 83.3% in training and successful assumption rate of up to 91.6% in testing, showing improved performance compared to the model without human facial expression feedback.

Development of Simulator for CBRN Reconnaissance Vehicle-II(Armored Type) (화생방정찰차-II(장갑형)용 모의훈련장비(시뮬레이터) 개발)

  • Lee, Sang Haeng;Seo, Seong Man;Lee, Yun Hee
    • Journal of the Korea Society for Simulation
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    • v.31 no.3
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    • pp.45-54
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    • 2022
  • This paper is about designing and implementing the simulation training equipment (simulator) for the CBRN Reconnaissance Vehicle-II (armor type). The simulation training equipment (simulator) is a military training equipment in a virtual environment that analyzes the training using various CBRN equipment according to the CBRN situation and make a professional report. The controller or training instructor can construct a scenario using the instructor control system for a possible CBRN situation, spread the situation, and observe the process of the trainee performing the propagated situation appropriately. All process can be monitored and analyzed by the system, and it can be recorded, so it is also used for AAR (After Action Review). To implement CBRN situation training in a virtual environment, instructor control (IOS), host (HOS), video (IGS), input/output device (IOC), and sound (ACS) were implemented, a long-range chemical automatic detector (LCA), a combined chemical detector (CAD), a control (MCC) and an operation (OCC) computer were developed as simulators. In this paper, the design and development of simulation training equipment for CBRN Reconnaissance Vehicle-II (armor type) was conducted, and the performance was verified through integrated tests and acceptance tests.

Automotive Engineering Educational System Development Using Augmented Reality (증강 현실을 이용한 자동차 공학 교육 시스템 개발)

  • Farkhatdinov, Ildar;Kim, Dae-Won;Ryu, Jee-Hwan
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.51-54
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    • 2009
  • In or automotive engineering education is introduced. Main objective of the system is teaching disassemble/assemble procedure of automatic transmission of a vehicle to students, who study automotive engineering. System includes vehicle transmission, set of tools and mechanical facilities, two video cameras, computer with developed software, HMD glasses and two LCD screens. Developed software gives instructions on assembling and disassembling processes of real vehicle transmission with the help of augmenting virtual reality objects on the video stream. Overlaying of 3D instructions on the technological workspace can be used as an interactive educational material. In disassembling process, mechanical parts which should be disassembled are augmented on video stream from video cameras. Same is done for assembling process. Animation and other visual effects are applied for better indication of the current assembling/disassembling instruction. During learning and training, student can see what parts of vehicle transmission and in which order should be assembled or disassembled. Required tools and technological operations are displayed to a student with the help of augmented reality, as well. As a result, the system guides a student step-by-step through an assembly/disassembly sequence. During educational process a student has an opportunity to return back to any previous instruction if it is necessary. Developed augmented reality system makes educational process more interesting and intuitive. Using of augmented reality system for engineering education in automotive technology makes learning process easier and financially more effective.

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