• Title/Summary/Keyword: reality awareness

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Awareness of health science students' use of virtual reality devices for learning (일부 보건계열 학생들의 VR 학습매체 활용 인식에 대한 연구)

  • Yong-Keum, Choi;Da-Young, Ryu;Hyun-Sun, Jeon
    • Journal of Korean Dental Hygiene Science
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    • v.5 no.2
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    • pp.61-72
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    • 2022
  • Background: This study was aimed at surveying the health science students' interest, demand, and awareness of virtual reality (VR) devices for learning to accumulate data necessary to develop and implement a curriculum with VR devices. Methods: We investigated the perception of health science students regarding VR device application and utilization. Statistical analyses were performed using SPSS 25.0 (IBM SPSS Statistics). Frequency and descriptive analyses were performed for the perception level of VR device use for university education. An independent twosamples t-test was performed to statistically analyze the perception level according to the VR device experience. A p-value < 0.05 was set to indicate statistical significance. Results: To the question "Do you wish to use VR devices for educational purposes?," 73% of the participants answered "yes." To the question "Do you think VR is necessary for the course curriculum?," over 65% answered "yes." Conclusion: In this study, health science students reported a great need for VR devices for education. VR-based classroom curriculum is expected to improve students' concentration, interest, and motivation.

A Study on Awareness of Food Additives and Nutrition Education in High School Students (고등학생들의 식품첨가물에 대한 인식 및 영양교육의 실태 분석)

  • CHA, Min-Seon;PARK, Jong-Un;KANG, Beodeul
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.4
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    • pp.1075-1083
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    • 2015
  • The purpose of this study consists in analyzing the reality of processed food intake by students in different educational environments such as fisheries maritime high schools and general high schools and their awareness of food additives and investigating the reality of nutrition education. In order to achieve this purpose, we selected a total of 400 students as the subjects of this study from fisheries high schools located in Busan, Incheon, Gyeongbuk, Chungbuk and Jeonnam and general high schools located in Busan, Gyeonggi and Jeonnam. The findings of this study are summarized as follows. First, when analyzing the reality of fisheries Maritime and general high school students' processed food intake, in terms of the gender difference, the female students indicated a higher processed food intake frequency than the male students and in terms of the school types, the fisheries Maritime and general high school students showed an almost similar processed food intake frequency. Second, seeing that most female and male students were aware that the food additives were unsafe substances. Third, when analyzing the reality of nutrition education, there were more students who had not received a nutrition education than the students who had received a nutrition education.

Virtual Reality Safety Training on Multiple Platforms

  • Bao, Quy Lan;Tran, Si Van-Tien;Nguyen, Truong Linh;Park, Chansik
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1187-1193
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    • 2022
  • A construction site is a highly complex and constantly changing environment, where hazardous areas are difficult to detect if workers lack sufficient knowledge and awareness. Thus, frequent worker safety training is required. Numerous studies on using virtual reality (VR) for safety training were published. While they demonstrate the potential for improving the skills necessary to avoid accidents in the construction industry, they remain difficult to apply at actual construction sites. VR requires specialized hardware and software, limiting workers' access and restricting workers' participation in training sessions. As a result, this paper proposes multiple platforms for immersive virtual reality safety training (VRMP) based on Industry Foundation Classes (IFC) and web technologies such as immersive web (WebXR). The VRMP is compatible with mobile and desktop devices currently by workers and demonstrates scenario models familiar to workers. Also, it reduces development time by utilizing Building Information Models (BIM). Additionally, The VRMP collects data from workers in a virtual environment to assess each worker's safety level, assisting workers in effectively and comfortably gaining a better understanding and raising their awareness. This paper develops a case study based on the VRPM in order to assess its effectiveness.

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Restaurants settled and health management awareness of employees of the Health Education System (요식업 종사원의 보건교육 시스템의 정착 및 보건관리 인식제고)

  • Yun, Young-Hwa;Kang, Kyung-Sik
    • Journal of the Korea Safety Management & Science
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    • v.18 no.1
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    • pp.179-190
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    • 2016
  • Awareness about health is still in short supply, sufficient research and investment is falling mothayeo made, the development of image and health technology for health compared to productivity enhancement technology behind the relative reality. Through the analysis and study of special measures and health education in the country catering to propose measures and methods for this. Current analyzed and summarized to find a special health and safety training relevant provisions appear in the national legislation. By analyzing the characteristics and to leverage to workers unearthed an in-depth awareness and issues for the institutions and laws. Survey research methods to analyze the documents and government publications and research through an Internet search. Survey Research conducted a self - survey on new knowledge and attitude toward the concessionaires to sanitation target, the attitude of the sanitary administration, attitudes to hygiene education and hygiene practice Conditions received health education carried out by catering Federation regularly. Health education is a systematic settlement system for the external reality of professional education. Health and health administrators to establish an organizational structure strengthening phase. Employers and health care workers are raising awareness. Employers have a responsibility to prevent industrial accidents. Consequently, special health education targeted construction workers changed to fit the content-driven information on the species and the proper arrangement of time "based health education" currently being conducted.

Collaborative 3D Design Workspace for Geographically Distributed Designers - With the Emphasis on Augmented Reality Based Interaction Techniques Supporting Shared Manipulation and Telepresence - (지리적으로 분산된 디자이너들을 위한 3D 디자인 협업 환경 - 공유 조작과 원격 실재감을 지원하는 증강현실 기반 인터랙션 기법을 중심으로 -)

  • SaKong Kyung;Nam Tek-Jin
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.71-80
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    • 2006
  • Collaboration has become essential in the product design process due to internationalized and specialized business environments. This study presents a real-time collaborative 3D design workspace for distributed designers, focusing on the development and the evaluation of new interaction techniques supporting nonverbal communication such as awareness of participants, shared manipulation and tele-presence. Requirements were identified in terms of shared objects, shared workspaces and awareness through literature reviews and an observational study. An Augmented Reality based collaborative design workspace was developed, in which two main interaction techniques, Turn-table and Virtual Shadow, were incorporated to support shared manipulation and tele-presence. Turn-table provides intuitive shared manipulation of 3D models and physical cues for awareness of remote participants. Virtual shadow supports natural and continuous awareness of location, gestures and pointing of partners. A lab-based evaluation was conducted and the results showed that interaction techniques effectively supported awareness of general pointing and facilitated discussion in 3D model reviews. The workspace and the interaction techniques can facilitate more natural communication and increase the efficiency of collaboration on virtual 3D models between distributed participants (designer-designer, engineer, or modeler) in collaborative design environments.

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A Context-aware Mobile Augmented Reality Platform (상황인지 기반 모바일 증강현실 플랫폼)

  • Kim, Byung-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.1
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    • pp.205-211
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    • 2012
  • In this paper, we proposed a context-aware augmented reality platform for mobile augmented reality to support user-oriented virtual world information for smartphone user. We designed the platform architecture and 6 subsystems which are derived from the analysis of existing augmented reality applications and platforms. The proposed architecture includes a context reasoning service subsystem for the context-aware information filtering, and separates the inner platform from the outer virtual world network containing virtual information to resolve interoperability issue of POI(Points of Interest) data.

Exploring the Potential of Modifying Visual Stimuli in Virtual Reality to Reduce Hand Tremor in Micromanipulation Tasks

  • Prada, John;Park, Taiwoo;Jang, Sunjin;Im, Jintaek;Song, Cheol
    • Current Optics and Photonics
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    • v.1 no.6
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    • pp.642-648
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    • 2017
  • Involuntary hand tremor has been a serious challenge in micromanipulation tasks and thus draws a significant amount of attention from related fields. To minimize the effect of the hand tremor, a variety of mechanically assistive solutions have been proposed. However, approaches increasing human awareness of their own hand tremor have not been extensively studied. In this paper, a head mount display based virtual reality (VR) system to increase human self-awareness of hand tremor is proposed. It shows a user a virtual image of a handheld device with emphasized hand tremor information. Provided with this emphasized tremor information, we hypothesize that subjects will control their hand tremor more effectively. Two methods of emphasizing hand tremor information are demonstrated: (1) direct amplification of tremor and (2) magnification of virtual object, in comparison to the controlled condition without emphasized tremor information. A human-subject study with twelve trials was conducted, with four healthy participants who performed a task of holding a handheld gripper device in a specific direction. The results showed that the proposed methods achieved a reduced level of hand tremor compared with the control condition.

An Efficient Object Augmentation Scheme for Supporting Pervasiveness in a Mobile Augmented Reality

  • Jang, Sung-Bong;Ko, Young-Woong
    • Journal of Information Processing Systems
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    • v.16 no.5
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    • pp.1214-1222
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    • 2020
  • Pervasive augmented reality (AR) technology can be used to efficiently search for the required information regarding products in stores through text augmentation in an Internet of Things (IoT) environment. The evolution of context awareness and image processing technologies are the main driving forces that realize this type of AR service. One of the problems to be addressed in the service is that augmented objects are fixed and cannot be replaced efficiently in real time. To address this problem, a real-time mobile AR framework is proposed. In this framework, an optimal object to be augmented is selected based on object similarity comparison, and the augmented objects are efficiently managed using distributed metadata servers to adapt to the user requirements, in a given situation. To evaluate the feasibility of the proposed framework, a prototype system was implemented, and a qualitative evaluation based on questionnaires was conducted. The experimental results show that the proposed framework provides a better user experience than existing features in smartphones, and through fast AR service, the users are able to conveniently obtain additional information on products or objects.

유비쿼터스 컴퓨팅${\cdot }$네트워킹 환경에서 교육학습 시스템

  • No, Yeong-Uk
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.11a
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    • pp.205-210
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    • 2005
  • 유비쿼터스 컴퓨링과 네트워킹 환경이 준비됨에 따라 교육 분야에서도 새로운 환경에 적합한 교육학습 시스템에 대한 준비가 필요하다. 특히 유비쿼터스 컴퓨팅 환경에서는 단순히 새로운 기술을 교육학습 분야에 적용하는 것이 아니라 사고방식과 대상을 바꾸는 패러다임의 전환이 필요하다. 분야에서는 유비쿼터스 환경을 단계적으로 적용하여야 한다. 기존의 e-learning에서는 지능시스템이 교육학습 분야에 적용될 수 있는 부분이 한정되어 있었다. 그러나 유비쿼터스 맞춤형 학습 시스템을 구축할 수 있는 기본 환경이 제공하기 위하여 유비퀴터스 환경의 하부 단위에서 증강현실(augmented reality) 기술, 지능형 학습 기술들을 도출하고 적용 방법을 제안한다.

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Marker Awareness Mobile Application Using Augmented Reality (증강현실을 활용한 마커 인식 모바일 어플리케이션)

  • Choi, Jun-nyeong;Kim, Hye-ri;Yu, Dong-Hui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.168-169
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    • 2014
  • 본 논문에서는 모바일 기기에서 마커를 인식하고 증강현실로 메뉴를 화면에 출력시켜 선택을 할 수 있도록 하는 기법을 제안한다. 제안한 기법을 활용하여 문제집에 마커를 삽입하고 이를 인식하여 해당 문제에 대한 동영상 강의, 해설, 답 3가지 메뉴를 출력하도록 하여 사용자 편의에 맞게 이용할 수 있는 스마트폰 앱을 구현하고 성능을 평가한다.

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