• Title/Summary/Keyword: reality improvement

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A Study on Improvement Plans through Case Analysis of Domestic Disaster Safety Virtual Training Contents (국내 재난 안전 가상훈련 콘텐츠 사례분석을 통한 개선방안에 관한 연구)

  • Eun-Jee Song
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.467-474
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    • 2023
  • Disaster safety education that can respond when a disaster occurs is very important in Korea, where many human resources are generated due to safety insensitivity. Recently, with the development of virtual reality devices and manufacturing technology, the possibility of using a training system incorporating virtual reality technology in the field of safety education is attracting attention. The virtual training system is very effective for training and education because it has an excellent sense of immersion and allows you to experience various disaster situations without time and space limitations. In this study, cases of disaster safety virtual training contents in Korea are collected and investigated, and the current status of domestic disaster safety virtual training contents is identified and analyzed to identify problems and suggest improvement plans.

Development of Augmented Reality Based 3D Model Interaction User-Interface for Supporting Ship Design Drawing Information (선박 설계도면 정보 제공을 위한 증강현실 기반의 3D 모델 상호작용 사용자 인터페이스 개발)

  • Oh, Youn-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.12
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    • pp.1933-1940
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    • 2013
  • Recently, due to improvement of computer performance and development of information devices, technology of mobile augmented reality is proliferating rapidly. However, because most of contents are passive or limitary, user can not feel interest and immersion. This paper designs interaction user interface system of 2 dimensional drawing based on mobile augmented reality to make bi-directional communication between the real world and the virtual world possible by using the vision based augmented reality and the database system.

Conceptualizing Safety Systems Human Performance improvement using Augmented Reality

  • Murungi, Mwongeera;Jung, JaeCheon
    • Journal of the Korean Society of Systems Engineering
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    • v.12 no.2
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    • pp.81-90
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    • 2016
  • The system performance of Engineered Safety Features is of utmost importance in a nuclear power plant. The human performance is identified as most critical to assurance of the optimal operability of safety systems during an emergency. The aim of this study is to determine how the performance of safety system could be evaluated using Augmented Reality technology. The paper presents a description of how a systems engineered approach could be used to develop the necessary operating conditions needed to conduct this measurement. Augmented Virtual Reality (AVR) interface technology is achieving ease of availability and widespread use in many applications today as illustrated by the launch of several AR and VR devices aimed at media consumption. As such, environments that incorporate such AVR hardware have become invaluable tools in designing human interface systems because of the high fidelity and intuitive response to natural human interaction that can be achieved [2]. The outcome of the measurement undertaken is to determine whether 1.) Operator(s) performance can be enhanced by introducing an improved cognitive method of monitoring plant information during an Emergency Operating Procedures (EOP) and 2.) In correlation, inform the performance of the diverse safety systems on the basis of human factors.

Improvement Depth Perception of Volume Rendering using Virtual Reality (가상현실을 통한 볼륨렌더링 깊이 인식 향상)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.2
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    • pp.29-40
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    • 2018
  • Direct volume rendering (DVR) is a commonly used method to visualize inner structures in 3D volumetric datasets. However, conventional volume rendering on a 2D display lacks depth perception due to dimensionality reduction caused by ray casting. In this work, we investigate how emerging Virtual Reality (VR) can improve the usability of direct volume rendering. We developed real-time high-resolution DVR system in virtual reality, and measures the usefulness of volume rendering with improved depth perception via a user study conducted by 38 participants. The result indicates that virtual reality significantly improves the usability of DVR by allowing better depth perception.

Effects of sensory stimulation on upper limb strength, active joint range of motion and function in chronic stroke virtual reality training

  • Kim, Dong-Hoon;Lee, Suk-Min
    • Physical Therapy Rehabilitation Science
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    • v.9 no.3
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    • pp.171-177
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    • 2020
  • Objective: This study aimed to investigate the upper limb strength, active joint range of motion (AROM), and upper limb function in persons with chronic stroke using virtual reality training in combination with upper limb sensory stimulation. Design: Two-group pretest-posttest design. Methods: 20 subjects were divided into two groups of 10, the sensory motor stimulation and virtual reality training (SMVR) and virtual reality training (VR) groups. The training was conducted for 30 minutes per session, three times a week for 8 weeks.The participants' upper limb strength was measured via the hand-held dynamometer, joint angle AROM was measured via dual inclinometer, function was measured using the Jebson-Taylor hand function test and the manual function test. Results: Significant differences were observed in all groups before and after the training for upper extremity strength, AROM, and function (p<0.05). Between the two groups, the SMVR group showed significant improvement in muscle strength, AROM, and Jebsen-Taylor hand function test scores compared with the VR groups (p<0.05). Conclusions: In this study, we confirmed that sensory stimulation and VR had positive effects on upper extremity strength, AROM, and function of persons with chronic stroke. The results suggest that in the future, VR in combination with sensory stimulation of the upper limb is likely to become an effective method (a rehabilitation training program) to improve the upper limb function of persons with chronic stroke.

Effects of Virtual Reality Program on Standing Balance in Chronic Stroke Patients (가상현실 프로그램이 만성 뇌졸중 환자의 선자세 균형에 미치는 영향)

  • Kim, Joong-Hwi;Kim, Chung-Sun
    • The Journal of Korean Physical Therapy
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    • v.17 no.3
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    • pp.351-367
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    • 2005
  • The purpose of this study was to identity effects of virtual reality(VR) program related to standing postural control on balance, gait and brain activation patterns in chronic hemiplegic stroke patients. Subjects were assigned randomly to either VR group (n=12) or the control group (n=12) when the study began. Both groups received conventional physical therapy for 2 to 3 times per week. In addition to conventional physical therapies, VR group trained 3 types of virtual reality programs using IREX for standing postural control during 4 weeks (4 times/week, 30 minutes/time). Subjects were assessed for static and dynamic balance parameters using BPM, functional balance using Berg Balance Scale related to movement of paretic lower limb before and after 4 weeks of virtual reality training. The results of this study were as follows. 1. Following VR training, VR group demonstrated the marked improvement on dynamic mean balance, anteroposterior limits of stability (AP angle) and mediolateral limits of stability (ML angle). 2. Following VR training, both groups scored higher on Berg Balance Scale. However, a comparison of mean change revealed differences between groups. In conclusion, these data suggest that the postural control training using VR programs improve dynamic and functional balance performance in chronic hemiplegic stroke patients.

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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.

The Effects of Virtual Reality-Based Occupational Therapy Program on the Physical Function and Learning Capacity of School-Age Intellectual Disability Children (가상현실 기반 작업치료프로그램이 학령기 지적장애 아동의 신체기능 및 학습능력에 미치는 영향)

  • Kim, Ko-Un;Oh, Hye-Won
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.1
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    • pp.13-22
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    • 2021
  • Purpose : The purpose of this study was to investigate the effects of a virtual reality-based occupational therapy program on the physical function and learning ability of intellectually disabled school-aged children. Methods : In this study, 20 intellectually disabled children of school age were randomly and evenly divided into experimental and control groups with children in the experimental group receiving a virtual reality-based occupational therapy intervention. The study adopted a pretest-posttest design. The intervention was conducted for a total of 12 sessions for six weeks, twice a week, and 50 minutes per session. As measurement tools, BOT-2 and grooved pegboard tests were used to compare physical function before and after the intervention program, and K-ABC was used to check changes in learning ability. Results : The occupational therapy program produced a significant improvement in both physical function and learning ability of the experimental group. A significant difference was observed between the experimental and control groups. Conclusion : This study confirmed the value and usefulness of virtual reality-based occupational therapy as a tool for enhancing the physical function and learning ability of intellectually disabled school-aged children. Based on the results, a variety of future studies are encouraged that would further test the effects of the occupational therapy program used here.

Experience in Using Peer-to-Peer Platforms and Immersive Technologies in the Training of Future Masters of Pharmacy in Medical Lyceum

  • Volodymyrovych, Tsekhmister Yaroslav;Tetiana, Konovalova;Yaroslavovych, Tsekhmister Bogdan
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.23-28
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    • 2022
  • The present study has been conducted to evaluate the experience in using peer-to-peer platforms and immersive technologies in the training of future masters of pharmacy from the Pharmaceutical Faculty of Bogomolets National Medical University, Ukraine. The selected participants were given the pre- and post-test containing multiple choice questions to assess the effectiveness of immersive technologies. Further, a self-designed structured questionnaire contained 10 questions with 5 options was delivered to consented participants through email and WhatsApp. The results of test presented that students attained an average of 26% in their pre-test while the average attained score post-test was 74% that showed a significant improvement with peer-to-peer platforms and virtual reality technology. The results of survey questions also showed an overall 86.73% satisfaction for the use of peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy. These results demonstrated that 90.81% showed agreement that they gained a high level of confidence through peer-to-peer platforms and virtual reality to handle patients in clinical practice. It can be concluded that participants of this study showed a strong agreement with positive experience in using peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy in medical lyceum.

Augmented Reality Board Game Framework (증강현실 보드게임 프레임워크)

  • Kim, jin-guk;Lee, jong-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.639-643
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    • 2007
  • The paper presents a framework for developing real-time multi-user board games and applications in augmented reality. Recently, increase the environment to playing game in augmented reality with advancement of computing ability improvement and wireless networking technique of mobile device. While the trend of utilizing this kind of games is creasing, the facts that there is a shortage of games whose contents are attractive to users. In this paper we propose a framework that enables game content developers to develop new game contents base on augmented reality easily and quickly. This framework is an automatic service that can augment in various methods by using the supported marker recognition service. Therefore game contents developers do not need to know about either augmented reality technique or the inner process structure. The framework also supports special functions and various interaction interfaces for augmented reality board game and components of the board game we can implement. These enable developers to accomplish all the necessary components and structures of the board game more easily.

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