• Title/Summary/Keyword: virtual age

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The Effects of 4 Weeks Training using Virtual Reality Game on Balance and Gait Ability, Depression of Elderly People (가상현실 게임을 이용한 4주간 훈련이 노인의 균형 및 보행 능력과 우울증에 미치는 효과)

  • Lee, Sang-Yeol;Lee, Su-Kyung;Kim, Young-Hoon;Chae, Jung-Byung
    • PNF and Movement
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    • v.10 no.2
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    • pp.41-46
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    • 2012
  • Purpose : This study investigated the effect of 4 weeks training of virtual reality game on balance and gait ability, depression of elderly people. Methods : The subjects of this study were 12 elderly people over 65 age. The subjects were treated by training using virtual reality gam (during 60 minutes, 3 times a week for 4 weeks). The results of the experiment were analyzed using paired T-test along with averages and standard deviations as the statistical methods for data analyses. Results : In comparison of depression, gait and balance ability between pre-test and post-test, there were statistically significant differences. Conclusion : Our study finding indicate that training using virtual reality game could improve balance and gait ability, depression in elderly people. According to our study, training using virtual reality game is judged to be used for elderly people with gait and balance problems, depression to prevent fall down.

The Design and Communication Strategy of Virtual Idols "Luo Tianyi(洛天依)"

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.45-54
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    • 2023
  • The digital age start in earnest with the widespread use of the Internet. As a digital product, virtual idols bring new value to the design and dissemination of commercial brand images. "Luo Tianyi" is the world's first avatar and VOCALOID voice bank of Chinese. It has a large number of fans in China and is widely used in brand promotion. Therefore, "Luo Tianyi" is taken as the research object. Initially, we investigated the virtual idols through books, literature on the internet and other materials. Then we discussed semiotics and theories related to culture code brand design methodology (CCBD). After that, putting the above theories into practice, combined with brand design cases, we analyzed the strategy of virtual idols in brand promotion and dissemination, at last, we have the conclusion as followed. The results show that the virtual idols, visual symbol of "Luo Tianyi" can express the Index and Symbol corresponding to the brand information according to the characteristics of the brand. As an image of cultural code, "Luo Tianyi" can present three visual images at the same time, which are contemporary, traditional and future. In addition, these three visual images are presented in a strong and weak combination, which has a positive impact on the visual communication of the brand.

Comparison on the Pants Fitting for Obese Women between 3D Virtual Garment and Real Garment (3차원 가상착의와 실제착의를 통한 비만여성의 바지 맞음새 비교)

  • Lee, Jinsuk;Lee, Jeongran
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.33-45
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    • 2013
  • A study using 3D virtual garment simulation is carried out for the evaluation and application on the pants fit for obese women in their age of 20s and 30s. The results are as follows; 5 obese women in their 20s and 30s were selected for the testing 3D body. They showed no significant differences in all items, comparing with the data of 5th Size Korea body dimensions. The average waist circumstance of the subjects' 3D body dimensions was 87.0cm, hip circumstance was 102.4cm, BMI was $27.1kg/m^2$, and their obese body types had similar mean values. Based on the detailed design of ready made pants and the study results of 20~30s obese women preference for pants design, pants of straight silhouette and semi-tight fit which have waist line lowered, no front dart and one back dart, were manufactured with 100% black cotton and cotton spandex mixed fabrics. When comparing the appearances between real garment and virtual garment, the average of the real garment with 100% cotton was 3.70 and the virtual garment was 4.05. The average of real garment with cotton spandex mixed fabrics was 3.75 and the virtual garment was 4.06. Therefore, the average of virtual garment was highly evaluated. When comparing the results of evaluating the appearance, there was no significant difference caused by materials between real garment and virtual garment. The expression for the ease of virtual garment and real garment was also similar for good evaluation. Thus, 3D virtual garment simulation did positively prove its reliability and effect.

A Study of Exhibition Method for Spatial Experience in the Cyber - Architecture with Virtual Reality (가상건축(假想建築)의 공간체험(空間體驗)을 위한 전시방안(展示方案) 연구 - 국민대학교 제11회 건축전의 사례를 중심으로 -)

  • Hwang, Sun-Hwie;Lee, Jong-Ruyl
    • Journal of The Korean Digital Architecture Interior Association
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    • v.4 no.2
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    • pp.1-6
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    • 2004
  • There are many spreading effects that never experienced before due to digital progress of the present age. Digital progress produce innovative changes now in cultural environment, architectural process, exhibition techniques, called the age of digital technology. The functional relation between 'Digital' and' Architecture' must not to be overlooked in field of cyber architecture, further more, space design, so that requests some necessary to build new paradigm for digital presentation and spatial experience.

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The effect of virtual exercise training program on the balance increase of women elderly (가상 운동 훈련 프로그램(Wii fit)이 여성노인들의 균형증진에 미치는 영향)

  • Choi, Jae-Won;Chung, Hyun-Ae;Kim, Eun-Bi;Ryu, Ae-Ri;Park, So-Young;Cho, Kyung-Mi;Oh, Mi-Hee
    • PNF and Movement
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    • v.8 no.3
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    • pp.1-8
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    • 2010
  • Purpose : The purpose of this study was to investigate the effects of virtual exercise training programs on the improvement of balance in the elderly women. Methods: The subjects were fifteen female citizens, 67 years of age or older living in G city, the subjects were randomly divided into groups; Virtual exercise training group(n=9), control group (n=6). After treatment measured balance by Berg Balance scale test and One-leg stand test during virtual exercise training program at pre-intervention and post-intervention. Results : The results of this study were as follows : Virtual Exercise Training Program (Wii fit) after applying the Berg balance test scores and One-Legged Stance Test, the evaluation results showed significant results(p<05). Conclusion : Virtual exercise training programs can be used to improve the balance of the elderly, as it has been shown to increase Berg balance test and one-leg stand results conducted after virtual training programs. Virtual Exercise Programs(Wii fit) were applied to demonstrate the effecting the balance of the elderly to promote more research on the impact of the ADL survey.

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CIVE: Context-based Interactive System for Heterogeneous Distributed Virtual Environments (이기종 분산 가상 환경을 위한 컨텍스트 기반 상호작용 시스템)

  • Jang, Sei-Ie;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.209-218
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    • 2005
  • In this paper, we propose CIVE, context-based interactive system for heterogeneous distributed virtual environments that delivers contexts irom real world to virtual environment and vice versa. The proposed system ronsists of obi-UCAM for generating user's contexts, NAVER for managing virtual environment, and Interface for linking obi-UCAM with NAVER. The connection between real and virtual worid through context is brneficial in following ways. Firstly. CIVE Provides a personalized user interface for virtual environment according to a user profile such as identity, age and vernacular. Secondly, translating all input signals into context, it guarantees adaptive access that enables a user to exploit unencumbered input devices controlling a shared object in virtual environment even if he moves with his own device from a virtual system to another. Finally, it provides a mechanism for synchronizing distributed virtual systems that share context representing changes at remote nodes. The context reduces the inconsistency of representing the same data among heterogeneous systems. Therefore, CIVE plays an important role in implementing VR applications such as teleconference, game and entertainment.

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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Postural Control During Virtual Moving Surround Stimulation in Patients with Brain Injury (뇌기능 장애 환자의 가상 환경 움직임(Virtual Moving Surround) 자극에 따른 자세 균형 제어)

  • 김연희;최종덕;이성범;김종윤;이석준;박찬희;김남균
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.67-75
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    • 2002
  • The purpose of this study is to assess the ability of balance control in virtual moving surround stimulation using head mount display (HMD) device and force platform in patients with brain injury. Fifteen patients with stroke (mean age 54.47 yrs) and fifteen healthy normal persons participated. COP parameters were obtained total path distance, frequency of anterior-posterior and medial-lateral component by FFT analysis, weight-spectrum analysis in the two different conditions; (1) during comfortable standing with opened or closed eyes, (2) during virtual moving surround stimulation delivered using HMD with four different moving pattern. Moving patterns consisted of close-far, superior-inferior lilting (pitch) , right-left tilting (roll) and horizontal rotation (yaw) movement. In all parameters, the test-retest reliability was high. Also, the construct validity of virtual moving surround stimulation was excellent (p<0.05). A posturographic balance assessment system equiped with virtual moving surround stimulation using HMD is considered clinically useful in evaluation of balance control in patients with brain injury.

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The Influence of Virtuality on Social Network: A Multi-level Approach

  • Suh, A-Young;Shin, Kyung-Shik;Kim, Min-Soo
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.52-63
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    • 2008
  • Virtuality is a product of the information age, and as it plays a larger role in the activities of individuals, groups and organizations, the issue of how human behavior varies between virtual and physical space has become one of the most important questions facing the management environment of today. The purpose of this article is to examine how virtuality shapes individuals' social relationships within and outside their work groups. We developed a conceptual framework that explores the links between virtuality and social network based on computer-mediated communication theory and social network theory. Using data from 172 individuals of 42 project teams in 5 global business consulting firms, we tested cross-level hypotheses. The results of hierarchical linear modeling (HLM) indicate that virtuality significantly influences individual's internal tie strength as well as external bridging ties. The results also show the effects of virtual process via CMC vary along with the virtual context.

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A Study on the Virtual Reality Sickness Measurement of HMD-based Contents Using SSQ (SSQ를 이용한 HMD기반 콘텐츠의 VR 멀미 측정 방법에 관한 연구)

  • Qiao, Rongrong;Han, Dongsoong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.15-32
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    • 2018
  • In this research, SSQ is used to validate and explore effective indices for VR sickness and to diagnose the severity of each symptom. Therefore, this research used first, third person game and $360^{\circ}$ actual content which are mainly used in existing VR contents, and measured various sickness symptoms using SSQ. Also, according to the result of statistical analysis, increased the power and contribute to identify virtual reality sickness measurement method. In addition, this research examined the difference of gender, age and the experience of virtual reality using statistical methodology, and improved diagnostic capability.