• Title/Summary/Keyword: reality enhancement

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The Development of Marital Enhancement Program Based on Reality Therapy (RT를 적용한 부부관계향상 프로그램 개발)

  • Jeon, Young-Ja
    • Korean Journal of Human Ecology
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    • v.14 no.2
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    • pp.241-250
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    • 2005
  • The purpose of this study is to develop a marital enhancement program based on reality therapy. The program consists of 8 session contents: program orientation, need strength profile between husband and wife, quality world and marital life, perception about marital life, comparison between quality world and perceived world, total behavior in marital life, communication between husband and wife, integration and application. This study mainly focuses on applying counseling theory (choice theory and reality therapy) to family life education for enhancing a conjugal relationship. In this way, participants of Marital Enhancement Program can experience a therapeutic effect as well as an educational effect.

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Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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Brain Stimulation of Elderly with Dementia Using Virtual Reality Home

  • Park, Sung-jun
    • Journal of Information Technology Applications and Management
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    • v.26 no.4
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    • pp.1-18
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    • 2019
  • The virtual reality (VR) is an immerging technology used in the serious games industry to treat psychological disorders like dementia. We created a system named as Virtual Reality Home (VRH) for the elderly who lived with Alzheimer's disease (or other form of dementia) and cognitive impairment using virtual reality technology. The purpose of our study is to measure the long-time immersion and retention of VRH on the moods and apathy, enhancement in physical and brain stimulation as well as a decision making with peoples of dementia and explore the experience of aged care home staff's member. The VRH shows a positive impact on the elderly participants and staff members. During the VRH experience, excitement and a great level of alertness were observed among the participants but few of them were feeling anxiety. Furthermore, we observed the improvement in physical, memory and brain stimulation, but the participants have a low focus on decision making because they wanted to explore all interactable objects in the VRH. This study suggests that the VR may have the potential to improve the quality of life, and these results can assist to expand the future development in the enhancement of efficiency of people with dementia.

Comparison of Balance Ability according to the Immersion Level of Virtual Reality-based Training for the Balance Enhancement of the Elderly (노인의 균형증진을 위한 가상현실 기반 훈련의 몰입도에 따른 균형능력 비교)

  • Kim, Yeoung-Sung;Park, Min-Chull
    • PNF and Movement
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    • v.16 no.2
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    • pp.259-266
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    • 2018
  • Purpose: This study aimed to compare balance ability according to the immersion level of virtual reality-based training for the balance enhancement of the elderly. Methods: This study included 48 elderly people aged 65 years and older (male 16, female 32). According to the immersion level of applied virtual reality training, 16, 17, and 15 persons were randomly assigned to full immersion, semi-immersion, and control groups. The subjects who were assigned to the full immersion group and semi-immersion group received virtual reality training for 6 weeks at 20 min at a time, 3 times per week. The control group received no intervention. Balance ability was evaluated by measuring the stability limit and the tandem walking test before and after the intervention. Results: Results showed significant differences among the three groups in the limit of stability of all directions and the tandem walking test after the intervention. The results of the limit of stability showed a significantly higher value in the full-immersion group than in the control group, and the results of the tandem walking test showed a significantly lower value in the full-immersion and semi-immersion groups than in the control group. Conclusion: The results indicate that the head-mounted display equipment for applying full-immersion virtual training is the most effective in enhancing the balance ability of the elderly.

Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • v.8 no.2
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

Extended Reality and Media Service Standardization Trends for 5G Mobile Networks (5G 네트워크의 XR 및 미디어 서비스 표준 기술 동향)

  • J.L. Ha;C.K. Kim
    • Electronics and Telecommunications Trends
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    • v.38 no.2
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    • pp.46-55
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    • 2023
  • Extended reality (XR) provides an immersive virtual experience by using various media. The XR virtual environment enables interactions between the real and virtual worlds in virtual, augmented, and mixed reality scenarios. XR is being used in various areas such as industry, medical care, road transportation, gaming, education, and culture. XR and multimedia enhancement are important business scenarios for fifth-generation (5G) mobile networks. As users' demand for emerging media services gradually increases, enhancements in networks should be implemented for delivering multimedia services such as XR. We describe related standardization trends and requirements of the XR service in 5G mobile networks. We also discuss technological enhancements for 5G mobile networks as specified by the 3GPP SA2 working group.

A Framework for Context-Aware Mobile Augmented Reality System Development (맥락인식 모바일 증강 현실 시스템 개발을 위한 프레임워크)

  • Hong, Dong-Pyo;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.109-114
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    • 2008
  • In this paper, we propose CAMAR Core Platform as a framework for context-aware mobile augmented reality system development after brief introduction of limitations in the previous mobile augmented reality (AR). There have been many research activities on mobile AR due to recent enhancement of functionalities of mobile devices and development of relevant technologies to mobile augmented reality. In order to be used in ubiquitous computing environment, however, mobile AR systems should be able to utilize available contextual information, augment personalized contents, and share the augmented contents with other users. Thus, the proposed CAMAR Core Platform can provide such functionalities to those who want to develop CAMAR systems. To show the feasibility of the proposed framework, we show several applications based on the framework.

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Reality Enhancement Method of Virtual Reality Based Simulator by Mutual Synergy Effect between Stereoscopic Image and Three-Dimensional Sound (입체영상과 3차원음향의 상호 상승효과에 의한 가상현실기반 시뮬레이터 현실감 증대방법)

  • Yim, Jeong-Bin;Kim, Hyeon-Ra
    • Journal of Navigation and Port Research
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    • v.27 no.2
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    • pp.145-153
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    • 2003
  • The presence-feeling enhancement method of a Virtual Reality (VR) simulator is proposed in this paper. The method is to increase realistic human feeling by mutual synergy effect between stereoscopic image and three-dimensional (3D) sound. In order to test the influence of mutual synergy effect, subject assessment with five university students is carried out using VR ship simulator having PC monitor and LCD shutter glasses. It I found that the averaged scale value of image naturalness is increased by 0.5 from $I_{nat}$=3.1 to 3.6 when blending stereoscopic images with 3D sound, and the averaged score value of sound localization is increased by 10% from $A_{SL}$ = 70~75% to $A_{SL}$ = 80~85% when blending 3D sound with stereoscopic image. In conclusion, the results show that the proposed method is able to increase the presence feeling in the VR simulator.

Feasibility of Applying Mixed-Reality to Enhancing Safety Risk Communication in Construction Workplaces

  • Olorunfemi, Abiodun;Dai, Fei;Peng, Weibing
    • International conference on construction engineering and project management
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    • 2017.10a
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    • pp.225-234
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    • 2017
  • Mixed-reality technologies have proven to be valuable in many architecture, engineering and construction / facilities management (AEC/FM) applications. However, its potential of being adapted to facilitate hazard identification and risk communication in construction workplaces has yet to be fully explored. This paper makes an attempt to evaluate the feasibility of applying mixed-reality to enhancing safety risk communication in construction workplaces. Experiments have been designed in which Microsoft HoloLens® together with a developed application will be used to intervene in the practice of jobsite risk communication. A cross-sectional survey will then be followed to examine the effectiveness and acceptability of this technology through analysis on data collected from participants in the construction industry. The preliminary results show that this emerging HoloLens® technology, compared to the traditional communication methods (i.e., phone calls, walking up people and talk, and video conferencing), facilitates accurate, prompt safety communication on construction sites. Such findings signify the potential of applying mixed-reality to safety performance enhancement in the construction industry.

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EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.