• Title/Summary/Keyword: Vritual Reality

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Study on the Improvement of Equilibrium Sense of the Elderly Using Virtual Bicycle System (가상 자전거 시스템을 이용한 고령자의 평형감각 증진에 관한 연구)

  • Jeong, S.H.;Piao, Y.J.;Lee, S.M.;Kwon, T.K.;Hong, C.U.;Kim, N.G.
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.388-390
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    • 2005
  • In this paper, a new rehabilitation training system was developed to improve equilibrium sense by combining virtual reality technology with a fixed exercise bicycle. The subjects consisted of two groups. A group of young people, was compared against a group of elderly. We measured three different running modes of virtual bicycle system with two successive sets. The parameters measured were running time, velocity, the weight movement, the degree of the deviation from the road, and the variables about the center of pressure. The repeated training, our results showed that the running capability of the elderly improve compared, In addition, it was found out that the ability of postural control and the equilibrium sense was improved with the presentation of the visual feedback information of the distribution of weight. From the results of this experiment, we showed that our newly developed system might be useful in the diagnosis of equilibrium sense or in the improvement of the sense of sight and, somatic, and vestibular sense of the elderly in the field of rehabilitation training.

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Study on Media Adaptation from a Webtoon to Virtual Reality Content (웹툰의 가상현실 콘텐츠로의 매체 전환에 관한 연구)

  • Park, Hyung-Woong;Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.308-315
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    • 2017
  • This study aims to review the differences and distinctive characteristics between storytelling method of virtual reality contents and storytelling method of conventional contents instead of focusing on economic and industrial effects of virtual reality contents. As a specific target, this study discusses how existing storytelling method of webtoons as a single contents genre can be applied to virtual reality contents when webtoons are adapted into virtual reality contents. The purpose of this study is to find limitations and possibilities for the storytelling technique of virtual reality contents. The results of this study showed that the essence of storytelling in virtual reality contents is in three roles of the users of virtual reality. The users of virtual reality must play the roles of service user, audience of contents, and director of story. This is because the most important storytelling techniques in media contents like editing and change of camera viewpoint can no longer be forced in virtual reality contents. Storytelling techniques in virtual reality contents are much limited compared to the conventional contents in terms of user interaction, expansion of senses, and guarantee of freedom.

Effects of Dementia Experience using Virtual Reality on Public Awareness and Attitude toward Dementia Patients (3D 가상치매체험 프로그램이 치매에 대한 태도와 인식변화에 미치는 효과)

  • Jeong, Ji Woon;Kim, Hyun Taek;Park, June Hyuk
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.5-14
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    • 2018
  • The Empathy for Dementia using Virtual Reality (EDuVR) system, developed by the Jeju Provincial Dementia Center, is a 3D video system capturing the experience of dementia in a first-person perspective using 360 degree vritual reality (VR) technology. It was developed to create a greater understanding of dementia and to help people empathize with individuals with dementia through an immersive VR experience. The EDuVR shows how a dementia patient has impairments in memory, orientation, language, judgment and problem solving, as well as problems with activities of daily living. The present study reported the effectiveness of the EDuVR experience in changing public awareness of, and attitude toward, dementia. Sixty-six participants were assigned to the EDuVR (n = 34) or the conventional education (n = 32) groups, and two types of questionnaires - attitude and awareness questionnaires - were administered to the subjects before and after the EDuVR experience or education. The simulator sickness and presence questionnaires were administered to the EDuVR group to assess cybersickness and presence of the VR experience. As a results, the attitude and awareness toward dementia patients changed positively in both the EDuVR and the conventional education groups, and these changes did not differ between two groups. Only one person reported a significant level of cybersicness after experiencing the EDuVR system. These results suggest that the EDuVR enhances the level of understanding and empathy for dementia and would be a useful tool for improving awareness in the general public.

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A Study on a Method to Implement Exhibition Contents Using 3D VR in Online Environment: Focused on the Presidential Archives in Korea (3D VR 기법을 활용한 온라인 전시 콘텐츠 구현방안 - 대통령 기록관을 중심으로 -)

  • Yoo, Ho-Suon;Kim, Eun-Sil;Lee, Su-Jin;Kim, Yong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.1
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    • pp.271-292
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    • 2017
  • This study aims to propose the exhibition contents by utilizing the technique for 3D VR using the presidential archives that are provided on the web-site. Especially, this study proposed requirements and a method to develop exhibition contents based on 3D VR technique. To accomplish it, this study analyzed literature review and cases of the online exhibition in presidential archives and then classified contents to find out how to apply 3D VR for exhibition contents effectively. With the results of the analysis, this study selected the type of records and proposed the effective 3D VR model as displaying contents. Then, this study developed an implementation case.

Vritual Hand Animation Using Virtual Glove and VRML (Virtual Glove와 VRML을 이용한 Virtual Hand 애니메이션)

  • Ahn, J.Y.;Kim, D.O.;Lee, D.H.;Kim, N.K.;Kim, J.H.;Min, B.G.
    • Proceedings of the KOSOMBE Conference
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    • v.1998 no.11
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    • pp.283-284
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    • 1998
  • The Virtual Reality Technology makes you feel like you are in the situation which has been made up by using the information inputted through the device which is connected with the body part. If the image which is taken from CT, MRI is reorganized in 3D, it can present the shape of the human organ more clearly. So It is more likely to be used in the operation which needs the diversified examination about mutual relation with each part in a place of 3D or confirmation of the planed information. We developed the Technology which can reorganize the image from the CT into the 3D data and represent the 3D movement of the finger according to the hand.

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A Atudy on NCS-based Virtual Training Content Analysis (NCS기반 가상훈련 콘텐츠 분석에 관한 연구)

  • Song, Eun-Jee;Lee, Seok-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.651-656
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    • 2017
  • Virtual Training generates virtual situation or environment with specific goals in order to instruct trainees as if they are in the real-world. Recently, the demand of experiencing certain incident, which we are not able to experience in real life, has been increased along with the fast developing Virtual Reality (VR) technology. Particularly, Virtual Training(VT) enables us to learn various fields those require high risk and high cost. The system of VT provides interaction and allows us absorb these learning materials better which augments learning effect. Based on the demand of Virtual Training system, this research analyzes current education paradigm National Competency Standards (NCS) in Korea and suggests possible education that utilizes Virtual Training system. At the end of the day, our future goal is to apply suggested Virtual Training contents to universities that reflect NCS curriculum like polytechnic university.

Review on the Articles of the Effect of Image Training Program with 3D Virtual Reality and Use for Physical Activity of Older Adults: Based on the Embodied Cognition (3D 가상현실 심상운동 프로그램 효과 및 노인체육 적용가능성에 대한 문헌고찰연구: 체화된 인지접근)

  • Moon, Kyung-Ji;Han, Kyung-Hun
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.886-904
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    • 2018
  • The 3D(dimension) vritual reality(VR) has already been used in various sports fields, especially in the training of elite athletes. It is mainly used to maximize the effectiveness of image training, and the use of VR-based image training has received special attention as evidence-based pratices for its feasibility, practicality, and appropriateness. However, in recent years, the use of VR is no longer used only for the training of elite athletes, but is widely used in social sports. This is because, the advantage of exercise in VR is that it is highly stable and has fewer restrictions from the external environment. Considering these advantages, it can be used for the elderly physical activity. This study identifies and reviews studies applying VR-based image training. Several recommendations for the future study on VR-based image training for the older such as interdisciplinary approach to VR-based image training, support needs regarding characteristics of the older, and generalization and maintenance of acquired technology were discussed.

Study on the Improvement of Equilibrium Sense of the Elderly Using Virtual Bicycle System (가상 자전거 시스템을 이용한 고령자의 평형감각 증진에 관한 연구)

  • Jeong Sung-Hwan;Piao Yong-Jun;Chong Woo-Suk;Kwon Tae-Kyu;Hong Chul-Un;Kim Nam-Gyun
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.6
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    • pp.57-66
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    • 2005
  • In this paper, a new rehabilitation training system was developed to improve equilibrium sense by combining virtual reality technology with a fixed exercise bicycle. The subjects consisted of two groups. A group of young people, was compared against a group of elderly. We measured three different running modes of virtual bicycle system with two successive sets. The parameters measured were running time, velocity, the weight movement, the degree of the deviation from the road, and the variables about the center of pressure. The repeated training, our results showed that the running capability of the elderly improve compared. In addition, it was found out that the ability of postural control and the equilibrium sense was improved with the presentation of the visual feedback information of the distribution of weight. From the results of this experiment, we showed that our newly developed system might be useful in the diagnosis of equilibrium sense or in the improvement of the sense of sight and, somatic, and vestibular sense of the elderly in the field of rehabilitation training.