• Title/Summary/Keyword: virtual program

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Design of Next-Generation Ship Simulator System Using Virtual Reality (가상현실을 이용한 차세대 선박 시뮬레이터의 시스템 설계)

  • 임정빈;박계각
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.1-9
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    • 2000
  • The paper describes system design of next-generation Ship Simulator using Virtual Reality (VRSS), well known as human-computer interaction. VRSS system is required to have special condition that comprises multiple user participants such as captain, officer, pilot, and quartermaster. To cope with that condition, core technologies were explored and proposed multi-networking system with broker server. The evaluation of the proposed system was done with PC-based immersion-type VR device, constituted with HMD (Head Mounted Display), Head Tracking Sensor, Puck, Headphone, and Microphone. Using the VR device, assessment test was carried out in a virtual bridge with 3D objects, which are created by VRML (Virtual Reality Model Language) program. As results of tests, it is shown that the cybernetic 3D objects were act as if real things in a real ship's bridge. Therefore, interesting interaction with participants can be obtained in the system, Thus, we found that the proposed system architecture can be applicable to VRSS system construction.

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Implementation of a Virtual Crowd Simulation System

  • Jeong, Il-Kwon;Baek, Seong-Min;Lee, Choon-Young;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2217-2220
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    • 2005
  • This paper introduces a practical implementation of virtual crowd simulation software. Usual commercial crowd simulation softwares are complex and have program-like script interfaces, which makes an animator hard to learn and use them. Based on the observations that most crowd scenes include walking, running and fighting movements, we have implemented a crowd simulation system that automatically generates movements of virtual characters given user's minimal direction of initial configuration. The system was implemented as a plug-in of Maya which is one of the most commonly used 3D software for movies. Because generated movements are based on optically captured motion clips, the results are sufficiently natural.

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Design and Control of Haptic Device using Voice Coil Type Motor (보이스 코일형 모터를 이용한 햅틱 장치의 설계 및 제어)

  • Sung, Ha-Gyeong;Borm, Jin-Hwan
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.51 no.10
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    • pp.439-445
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    • 2002
  • In this paper force feedback control system is investigated for improving the quality of the haptic feedback in virtual reality applications. We suggested the method of controlling the haptic device and modelling the virtual environment. Haptic device is composed of five bar link structure, voice coil motor, control board, and virtual environment modeling program. We applied voice coil motor in the actuating system for simple structure and easy control. Virtual environment modelling is constructed in PC, and the control signals of the actuators and the encoder data are transferred to the control system through USB. Experiment is performed to evaluate the characteristics of the haptic device.

Exploring Lecturers' Perceptions of Virtual University General English Courses

  • Lee, Eun-Jin
    • International Journal of Contents
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    • v.16 no.3
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    • pp.87-100
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    • 2020
  • This research explored the impact the thoughts and opinions of lecturers teaching university general English courses have on their virtual classes and discussed the differences and similarities in their perspectives. As a research methodology, the Q-method was used, which usually consists of five steps: Q-population, Q-statements, Q-participants, Q-sorting, and factor analysis using PQMethod, a computer software program. A total of 30 statements were finally selected and 26 people directly involved in teaching online university general English courses were selected as participants in this study. Based on the results of the factor analysis, this research discovered three different factors, which were interaction & content-oriented, online teaching favored, and content-oriented. The results of this study can contribute to developing the future directions of virtual university general English classes to help learners improve their English skills and prepare lecturers for the future.

Virtual Reality and Internet GIS for Highway Simulation Based on the ASE

  • Choi Hyun
    • Korean Journal of Remote Sensing
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    • v.21 no.5
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    • pp.433-443
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    • 2005
  • This paper show that, without installation of expensive VR (Virtual Reality) program, the sharing information is possible through posting three-dimensional road structures on the web, and avoiding the conventional top-down decision making method, fast bottom-up communication is possible base on the Virtual GIS (Geographic Information System). In this paper, using Viewpoint Scene Builder, internet-based software, the transformation was conducted to give pertinent type for web posting. In order to use the completed route at the scene builder, the output with ASCII Export is required, and ASE (ASCII Scene Export) contains the property information including the coordinate and frame of mesh vertex. Through in advance recognition of the problems regarding route design and petition due to environmental rights infringement, the time and cost due to design alteration can be reduced. It's difficult to provide VR based on the internet because file that embodied with internet GIS was complicated and its capacity comes to scores of mega-bites. But, this study provides VR with internet according to a basis by simplification of files.

Analysis of Visual Attention of Students with Developmental Disabilities in Virtual Reality Based Training Contents (가상현실기반 훈련 콘텐츠에서 발달장애인의 시각적 주의집중도 분석)

  • Jo, Junghee
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.328-335
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    • 2021
  • In the era of 'Untact', virtual reality-based job training platforms are actively being used as part of non-face-to-face education for students with developmental disabilities. Because the people with developmental disabilities may lack sufficient cognitive abilities, it is difficult to conduct untact training seamlessly without the help of a third party. Therefore, it is necessary for training programs to identify the right timing to provide help so that the training can be continued. This research analyzed the visual attention of students with developmental disabilities in virtual reality-based job training program in order to determine the point of time when an intervention is required by the trainee. Results showed that students who completed the mission tended to have intense visual attention on a small number of objects for a certain period of time; the visual attention of the students who failed tended to shift erratically among multiple objects.

Development of 360° virtual reality videos and common videos for cardiac arrest recognition : A sequential mixed methods study (심장정지 인지를 위한 360° 가상현실과 일반 동영상 개발 : 순차적 혼합 연구)

  • Jung, Eun-Kyung;Shin, Jun Ho
    • The Korean Journal of Emergency Medical Services
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    • v.25 no.2
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    • pp.55-69
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    • 2021
  • Purpose: This study aimed to develop 360° virtual reality videos and common videos for cardiac arrest recognition. Methods: A sequential mixed methods study was conducted, using qualitative interviews (with a total of seven experts) and a quantitative survey. Results: First, the cardiac arrest situation should be developed within 2-3 minutes after witnessing the patient collapse, for each of the four cardiac arrest videos about apnea, gasping, seizure, gasping, and seizure. Second, the education program should be designed so that the education on cardiac arrest recognition can proceed before CPR practice begins. Conclusion: 360° virtual reality videos and common videos for cardiac arrest recognition can play an important role in the education of the general public about cardiac arrest experience.

The Effects of Education for Body Changes through Food Intake in Immersive Virtual Environments (몰입형 가상 환경 기반 음식물 섭취에 따른 신체 변화 교육 효과 분석)

  • Shin, Kwang-Seong;Ryu, Ji Hyun;Cho, Chungyeon;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1964-1967
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    • 2021
  • Recently, to improve the effectiveness of education to learn from textbooks, immersive 3D environments such as virtual reality(VR) has been widely used for education. In this paper, in order to intuitively present education about content scenarios on changes in the human body according to food intake, we consist an immersive virtual reality environment to express the same life-size organs. The participants in our educational system showed higher results in all items compared to the existing textbook-based education such as immersion, understanding, and quality of education program. Also it was found the importance of interactivity to increase the effectiveness of immersive class.

The Effects of Virtual Reality Based Treadmill Training on the Muscle Architecture of Gastrocnemius in Chronic Stroke Patients : Randomized Controlled Trial

  • Cho, KiHun
    • Journal of Korean Physical Therapy Science
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    • v.24 no.3
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    • pp.1-11
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    • 2017
  • Purpose: The purpose of this study was to investigate the effects of virtual reality based treadmill training on muscle architecture of gastrocnemius in chronic stroke patients. Methods: Thirty chronic stroke patients were randomly assigned to either the virtual reality based treadmill training (VRTT) group (n=15) or treadmill training (TT) group (n=15). Both groups participated in a standard rehabilitation program; in addition, the VRTT group participated in virtual reality based treadmill training for 30 minutes per day, three times per week, for 6 weeks, and TT group participated in treadmill walking training for 30 minutes per day, three times per week, for 6 weeks. Ultrasound image was used for measurement of pennation angle and muscle thickness of the medial gastrocnemius muscle at rest and during maximum voluntary contraction. Results: In the paretic side medial gastrocnemius muscle, greater improvement on the pennation angle and muscle thickness while resting and maximal voluntary contraction were observed in the VRTT group compared with the TT group. Conclusion: Findings of this study demonstrated that the virtual reality based treadmill training has an effect on muscle architecture of medial gastrocnemius in chronic stroke patients.

TAH(Total Artificial Heart) Virtual Surgery Using Multi-Volume Visualizing Technique (다중 체적 가시 기법을 이용한 완전인공심장의 가상 수술)

  • Lee, D.H.;Kim, J.H.;Kim, N.K.;Min, B.G.
    • Proceedings of the KOSOMBE Conference
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    • v.1997 no.11
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    • pp.587-589
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    • 1997
  • The virtual surgical trial of TAH is very important in some points as follows. The chests of patients who is under heart-disease are various types of undefine form. It is hard to say that there exist the standard shape of TAH and the position to surgern. So, the virtual surgery system is very important in realizing TAH surgery of human. We have implemented virtual surgery system of TAH that supporting multi volume fitting trial. We have acquired CT images of patients with DICOM format. Each organ of patients was segmented in 2-dimensional CT images. 3-dimensional objects were made with marching cube algorithm and save as file in VRML format. Virtual fitting trial was performed on Cosmo-World; a VRML editor. The collision points of TAH with other organs were well observed. And the best position and angles were determined and saved or each case. We believed that this virtual surgery will be helpful in TAH surgery and TAH customizing.

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