• Title/Summary/Keyword: the reality

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Effect of Virtual Reality Distraction on Pain and Anxiety in Children during Local Anesthesia (소아환자의 국소마취 시 Virtual Reality 주의분산이 통증 및 두려움에 미치는 효과)

  • Kim, Doosoo;Lee, Sangho;Lee, Nanyoung;Jih, Myeongkwan;Ahn, Jihye
    • Journal of the korean academy of Pediatric Dentistry
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    • v.48 no.1
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    • pp.95-104
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    • 2021
  • The purpose of this study was to evaluate the effect of virtual reality distraction on pain and anxiety in children during local anesthesia. Local anesthesia was administered to 3 groups: a control group without distraction, a group watching TV, and a group using a virtual reality device. The pulse rate and oxygen saturation rate were measured before and at the time of local anesthesia to assess the patients' pain and anxiety, and the Wong-Baker Faces Pain Rating Scale was completed after local anesthesia. The group using the virtual reality device had a significantly lower heart rate change and lower Wong-Baker Faces Pain Rating Scale score than those in the control group and the group watching TV (p < 0.05). The greatest difference in heart rate change and Wong-Baker Faces Pain Rating Scale score, between the control and virtual reality distraction groups, was seen in 5 - 7-year-olds and a Frankl's behavior rating scale grade of 3. The virtual reality device alleviated pain and reduced anxiety in children during local anesthesia.

The Study of Stable Child English Education Content Using Augmented Reality Solving the Hide of Marker (마커의 가려짐을 해결하여 증강현실을 이용한 안정적 영어 학습 컨텐츠에 대한 연구)

  • Jeon, Soo-Jin;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
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    • v.9 no.4
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    • pp.99-102
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    • 2010
  • In this study, the 3- dimensional (3-D) learning contents are suggested using 'Augmented Reality' instead of existing 2-dimensional (2-D) learning methods. At the present, there are some 2-D learning methods using texts, image, pictures, and videos called e-learning. However, these one-way 2-D methods have some disadvantages such as declining learner's immersion and concentration. Thus, the 3-D learning contents using 'Augmented Reality' are suggested to compensate the disadvantages. According to the development of information technology (IT), the augmented reality has many applications to the era of ubiquitous. However, there are some disadvantages when learners use these contents as following; non-augmenting by partially hiding from makers and declining concentration by patterns of the makers. In this study, the beneficial marker which can solve this non-augmenting phenomenon is suggested.

Development of an evaluation tool model for the effective measurement of cyber motion sickness in immersive virtual reality

  • Kim Seung Uk
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.345-352
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    • 2024
  • We are designed to solve cyber motion sickness, an important task that must be addressed for the growth of the virtual reality content industry. Not only the industry but also academia are paying a lot of attention. However, despite long interest and research on the phenomenon of cyber motion sickness, a solution has not been drawn. This is deeply related to the lack of tools that can effectively measure cyber motion sickness. Therefore, in this paper, prior studies on cyber motion sickness were analyzed to develop a tool that can effectively measure cyber motion sickness when users experience immersive virtual reality. The measurement method of cyber motion sickness used in previous studies, each characteristic and limitation, and common factors related to cyber motion sickness were analyzed. Each of the related factors was derived as sub-factors. Based on the analyzed contents, an effective cyber motion sickness measurement evaluation tool model in immersive virtual reality was presented. It is expected that the evaluation tool model can be used for the study of cyber motion sickness.

VR User Interface using Multipurpose Visual Language System (다목적시각언어를 이용한 가상현실 사용자 인터페이스)

  • Kim, Youngjong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.2
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    • pp.31-39
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    • 2016
  • In this paper planed Virtual Reality user interface that recently hot issue using MVLS(Multipurpose Visual Language System). Proposed system is planed for more with ease approach new type environment system. The point of this system is for more few the number of time of act to get want to result. That is easy build for Virtual Reality environment system that user so far, who did not experience. Also too, application to the environment through Multipurpose Visual Language System based, can be required to increase the case of user of existing applications, not only a simple application infrastructure Virtual Reality. This has the advantage of being able to under Virtual Reality condition the environment for the use of a wide range of applications such as view TV, video and other contents. By using the proposed system, the experience in virtual realities that have not felt during the general public to be able to easily and quickly, virtual reality or 3D Expected to can one step closer to the needs of general and industry.

JPSearch based Metadata Schema for Augmented Reality (JPSearch 기반 증강현실 메타데이터 스키마)

  • Park, Je-Ho
    • Journal of the Semiconductor & Display Technology
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    • v.13 no.2
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    • pp.17-21
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    • 2014
  • As the applications and services based on the augmented reality are widely spread in various industry and public domain information dissemination areas, it is naturally necessary to provide the common information framework which can describe required detailed information for services. JPSearch which is released for unified access to image repositories can be utilized in this kind of infrastructure due to that the framework for augmented reality needs a constituent component which supports image repositories. In this paper, we propose a metadata schema which is designed for information architectural framework in the environment of augmented reality based on workflow. The proposed information schema can support the workflow of augmented reality related production system and service implementation.

Reality Effect Increased by Staging in Movies of CG Generated Characters - with shot-by-shot analysis of Transformers the Movie - (CG 위주 영화에서 스테이징 staging에 의한 사실성 증대 효과 -트랜스포머 분석을 중심으로-)

  • Kwon, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.107-117
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    • 2009
  • Depending heavily on CG technologies, the movies with CG generated characters and backgrounds focus on the reality effect in terms of the graphic itself. However, reality effect means a lot more in filmmaking than just pictorial representation. This study analyzes shot-by-shot a sample movie which has good staging as a part of film directing to increase reality effect in terms of diegesis and a film as a whole not just pictorial reality effect.

Development of Cultural Contents using Auger Reality Based Markerless Tracking

  • Kang, Hanbyeol;Park, DaeWon;Lee, SangHyun
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.57-65
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    • 2016
  • This paper aims to improve the quality of cultural experience by providing a three - dimensional guide service that enables users to experience themselves without additional guides and cultural commentators using the latest mobile IT technology to enhance understanding of cultural heritage. In this paper, we propose a method of constructing cultural contents based on location information such as user / cultural heritage using markerless tracking based augmented reality and GPS. We use marker detection technology and markerless tracking technology to recognize smart augmented reality object accurately and accurate recognition according to the state of cultural heritage, and also use Android's Google map to locate the user. The purpose of this paper is to produce content for introducing cultural heritage using GPS and augmented reality based on Android. It can be used in combination with various objects beyond the limitation of existing augmented reality contents.

Virtual Reality and Augmented Reality in Plastic Surgery: A Review

  • Kim, Youngjun;Kim, Hannah;Kim, Yong Oock
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.179-187
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    • 2017
  • Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

Multiple Depth and RGB Camera-based System to Acquire Point Cloud for MR Content Production (MR 콘텐츠 제작을 위한 다중 깊이 및 RGB 카메라 기반의 포인트 클라우드 획득 시스템)

  • Kim, Kyung-jin;Park, Byung-seo;Kim, Dong-wook;Seo, Young-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.445-446
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    • 2019
  • Recently, attention has been focused on mixed reality (MR) technology, which provides an experience that can not be realized in reality by fusing virtual information into the real world. Mixed reality has the advantage of having excellent interaction with reality and maximizing immersion feeling. In this paper, we propose a method to acquire a point cloud for the production of mixed reality contents using multiple Depth and RGB camera system.

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Virtual Reality and Augmented Reality - A New Approach for Construction Safety Education

  • Le, Quang Tuan;Pham, Hai Chien;Pedro, Akeem;Park, Chan Sik
    • International conference on construction engineering and project management
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    • 2015.10a
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    • pp.573-577
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    • 2015
  • Safety is paramount for construction industry throughout the world. Human errors which contribute to more than half of construction accidents, could be proactively prevented through effective education and training methods. Although Virtual Reality (VR) and Augmented Reality (AR) have gained much attention in various disciplines, few studies applied them for construction safety education. This research presents a new approach in construction safety education by utilizing VR and AR. The vision of aligning teaching & learning strategies is examined in order to ensure the potential benefits of the new method. This innovative approach shifts safety education from "Listen, and I will forget. See, and I may remember" towards "Practice, and I understand".

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