• Title/Summary/Keyword: virtual reality(VR)

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A Survey Analysis of Internet of Things Security Issues and Combined Service

  • Kim, HyunHo;Lee, HoonJae;Lee, YoungSil
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.73-79
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    • 2020
  • Since the start of the 4th industrial revolution, technologies have been developed in the Internet of Things (IoT), artificial intelligence (AI), virtual reality (VR), and 5G. Compared to other technologies IoT is currently being commercialized more than other technologies where the numbers of connected things are increases every year. The IoT has a huge advantage to provide convenience and lots of information to users, but security cannot keep up with the speed of development. IoT services continue to provide services for related devices, but at present, more and more types of new services are being combined with other technologies by utilizing the services of devices. This paper reviews and analyzes research on security issues and services related to the Internet of Things to explore how security trends and service delivery will develop in the future.

Research on ultra-precision fine-pattern machining through single crystal diamond tool fabrication technology (단결정 다이아몬드공구 제작 기술을 통한 초정밀 미세패턴 가공 연구)

  • Jung, Sung-Taek;Song, Ki-Hyeong;Choi, Young-Jae;Baek, Seung-Yub
    • Design & Manufacturing
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    • v.14 no.3
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    • pp.63-70
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    • 2020
  • As the consumer market in the VR(virtual reality) and the head-up display industry grows, the demand for 5-axis machines and grooving machines using on a ultra-precision machining increasing. In this paper, ultra-precision diamond tools satisfying the cutting edge width of 500 nm were developed through the process research of a focused ion beam. The material used in the experiment was a single-crystal diamond tool (SCD), and the equipment for machining the SCD used a focused ion beam. In order to reduce the influence of the Gaussian beam emitted from the focused ion beam, the lift-off process technology used in the semiconductor process was used. 2.9 ㎛ of Pt was coated on the surface of the diamond tool. The sub-micron tool with a cutting edge of 492.19 nm was manufactured through focused ion beam machining technology. Toshiba ULG-100C(H3) equipment was used to process fine-pattern using the manufactured ultra-precision diamond tool. The ultra-precision machining experiment was conducted according to the machining direction, and fine burrs were generated in the pattern in the forward direction. However, no burr occurred during reverse machining. The width of the processed pattern was 480 nm and the price of the pitch was confirmed to be 1 ㎛ As a result of machining.

The Development of 3-D System for Visualizing Information on Geotechnical Site Investigation (지반조사 정보의 3차원 가시화 시스템 개발)

  • 홍성완;배규진;서용석;김창용;김광염
    • The Journal of Engineering Geology
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    • v.12 no.2
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    • pp.179-188
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    • 2002
  • With improving computer penormance and advancing simulation techniques, a growing number of softwares are being developed for visualization of investigation results in geotechnical problems. It is a very important subject for geological site investigation to understand or predict if there would be any hazardous geological conclition that might cause any increase of construction costs or an extension of construction period. A 3-D (three-climensional) visualization technique may be one of the powerful tools to overcome an uncertainty problem of geologica] site investigatior. The paper describes an overview of a newly developed geotechnical 3-D interpretation system for the purpose of applying the 3-D visualization technique, GIS (geographic information system) and D/B (database) to tunnel design and construction. VR (virtual reality) and 3-D visualization techniques are applied in order to develope the 3-D model of characteristics and structures of rock mass. D/B system for all the materials related to site investigation and tunnel construction is developed using GIS technique. This system is very useful for civil engineers to make a plan of tunnel construction at the design stage and also during construction with the advantage of improving the economy and safety of tunnels.

A Plan for Activating Elderly Sports to Promote Health in the COVID-19 Era (코로나19 시대 건강증진을 위한 노인체육 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.141-160
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    • 2020
  • The purpose of this study was to devise a specific plan for activating sports to promote health in old age against the prolonged COVID-19 pandemic. Through literature review, it also analyzed the association between health status and COVID-19 in old age, suggested health promotion policies and projects for elderly people, and presented a plan for activating sport to promote health in old age against COVID-19 era. First, it is necessary to revise the relevant laws, including the Sport Promotion Act and the Elderly Welfare Act, partially or entirely, make developmental and convergent legislations for elderly health and sports, and establish an institutional device as needed. Second, it is necessary to build an integrated digital platform for the elderly and make a supporting system that links facilities, programs, information, and job creation as part of a New Deal program in the field of sports on the basis of the Korean New Deal. Third, it is necessary to train elderly welfare professionals. Efforts should be made to establish more departments related to elderly sports in universities and make it compulsory to place elderly sports instructors at elderly leisure and welfare facilities. Fourth, it is necessary to develop contents related to health in old age. This means performing diverse movements by manipulating them through a virtual reality (VR) simulation. Fifth, it is necessary to make a greater investment in research and development related to elderly sports and relevant fields. This means the need to conduct constant research on healthy and active aging in a systematic and practical way through multidisciplinary cooperation. Sixth, it is necessary to establish and operate an elderly management agency (elderly health agency) under the influence of the Office of the Prime Minister. This means the need to secure independence in implementing the functions related to health promotion in old age and make comprehensive operation, which involves all the issues of health promotion in old age, daily function maintenance and rehabilitation, social adjustment, and long-term care, by establishing an elderly management agency in an effort to give lifelong health management to the elderly and cope with the untact, New Normal age.

Development of Emotional Expression Assessment System and a Clinical Pilot Test (감정표현 평가 시스템 개발 및 실험적 적용)

  • Han, Ki-Wan;Kim, Kwang-Uk;Ku, Jeong-Hun;Jang, Hee-Jeong;Park, Jun-Young;Kim, In-Young;Kim, Jae-Jin;Kim, Chan-Hyung;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1099-1106
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    • 2006
  • 정신질환자들은 자기감정을 표현하는 능력의 결손을 보인다. 이러한 자기 감정표현기술은 정신질환자들을 위한 사회기술훈련 (Social Skill Training) 과정 중 하나로서 정상적인 사회생활로의 복귀를 위해 반드시 필요하다. 지금까지의 자기감정표현 훈련 및 평가 방법은 치료자 능력의 차이에 따른 주관적 판단이 개입될 수 있다는 문제점을 가지고 있다. 가상현실 (Virtual Reality)은 컴퓨터를 이용한 최신의 방법으로, 최근 자폐증이나 공포증 등의 정신질환 분야에도 적용되고 있다. VR 을 사용하면 상호작용을 할 수 있고, 다양한 환경과 자극을 제시할 수 있으며, 3 차원 랜더링을 통해 몰입감을 제공할 수 있다. 또한 저장된 파라미터들을 바탕으로 객관적 판단을 할 수 있는 기준을 제시할 수 있으며, 안전하고 시간과 공간적 제약이 적은 환경 내에서 과제를 수행할 수 있다. 이에 본 연구에서는 자기감정표현기술의 객관적 평가를 위한 가상현실 시스템을 개발하고 정신분열증 환자와 정상인을 대상으로 실험을 진행하였다. 가상현실은 크게 긍정적 상황과 부정적 상황으로 이루어 지는데 집, 카페, 빵집, 길거리 등 다양한 환경에서 가족, 친구, 직장동료 등의 아바타가 실험 참가자에게 말을 건네고 참가자는 적절한 시기에 자신의 감정표현을 하도록 구성하였다. 실험을 하면서 정서 (긍정적 상황 Vs. 부정적 상황)에 따른 자기감정표현에 대한 파라미터로서 아바타가 말하는 동안 참가자가 아바타의 말에 주목을 하는 정도 (아바타가 말하는 동안 참가자가 아바타의 얼굴을 쳐다보는 시간)와 자기감정을 표현을 하는 시간 (아바타의 말이 끝난 후 감정표현을 시작하는 시간과 감정표현시간)과 상대방 아바타를 주목하는 정도 (참가자가 자기감정을 표현하는 중 아바타를 쳐다보는 시간) 등을 측정하였다. 측정결과 정상인이 정신분열병 환자에 비해 아바타를 주목하는 시간이나 자기감정표현을 하는 시간이 더 긴 경향이 있었다. 또한 부정적 상황에서 정신분열병 환자와 정상인 모두가 긍정적 상황에 비해 말하는 아바타에 더 잘 주목하였고, 자기감정을 표현하는 시간도 더 긴 것을 확인 하였다. 따라서 본 연구에서 도출된 파라미터는 실험 참가자의 자기감정표현의 정도를 객관적으로 나타낼 수 있을 것으로 생각된다. 또한 정신분열병 환자의 자기 감정표현능력을 측정하는 도구로 사용될 수 있을 것으로 생각된다.

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Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

A Study on the Basic Mathematical Competency Levels of Freshmen Students in Radiology Department (방사선과 신입생의 기초 수리능력 수준에 대한 연구)

  • Jang, Hyon Chol;Cho, Pyong Kon
    • Journal of the Korean Society of Radiology
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    • v.14 no.2
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    • pp.121-127
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    • 2020
  • The era of the Fourth Industrial Revolution is increasingly demanding mathematical competencies for virtual reality (VR), artificial intelligence (AI) and the like. In this context, this study intended to identify the basic mathematical competency levels of university freshman students in radiology department and to provide basic data thereon. For this, the diagnostic assessment of basic learning competencies for the domain of mathematics was conducted from June 17, 2019 to June 28, 2019 among 78 freshman students of radiology department at S university and D university. As a result, the university students' overall basic mathematical competency levels were diagnosed to be excellent. However, their levels in the sectors of the geometry and vector and the probability and statistics were diagnosed to be moderate, with the mean scores of 2.61 points and 2.64 points, respectively, which were found to be lower than those of the other sections. As for basic mathematical competency levels according to genders, the levels of male students and female students were diagnosed to be excellent, with the mean scores of 17.48 points and 16.29 points, respectively, showing no statistically significant difference (p>0.05). Given the small number of subjects and regional restriction, there might be some limitations in the generalization of the findings of the present study to all university freshman students and all departments. The above results suggest that it is necessary to implement various programs such as student level-based special lectures for enhancing basic mathematical competencies relating to major in order to improve the basic mathematical competencies of freshman students in radiology department, and that it is necessary to increase the students' mathematical competencies by offering major math courses in the curriculum and applying teaching-learning methods matching students' levels.

Analyses on the Performance of the CNN Reflecting the Cerebral Structure for Prediction of Cybersickness Occurrence (사이버멀미 발생 예측을 위한 대뇌 구조를 반영한 CNN 성능 분석)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.4
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    • pp.238-244
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    • 2019
  • In this study, we compared and analyzed the performance of each Convolution Neural Network (CNN) by implementing the CNN that reflected the characteristics of the cerebral structure, in order to analyze the CNN that was used for the prediction of cybersickness, and provided the performance varying depending on characteristics of the brain. Dizziness has many causes, but the most severe symptoms are considered attributable to vestibular dysfunction associated with the brain. Brain waves serve as indicators showing the state of brain activities, and tend to exhibit differences depending on external stimulation and cerebral activities. Changes in brain waves being caused by external stimuli and cerebral activities have been proved by many studies and experiments, including the thesis of Martijn E. Wokke, Tony Ro, published in 2019. Based on such correlation, we analyzed brain wave data collected from dizziness-inducing environments and implemented the dizziness predictive artificial neural network reflecting characteristics of the cerebral structure. The results of this study are expected to provide a basis for achieving optimal performance of the CNN used in the prediction of dizziness, and for predicting and preventing the occurrence of dizziness under various virtual reality (VR) environments.

Effect of Robot Assisted Rehabilitation Based on Visual Feedback in Post Stroke Pusher Syndrome (푸셔 증후군이 있는 뇌졸중 환자에서 시각적 피드백기반 로봇보조 재활치료의 효과)

  • Kim, Min-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.562-568
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    • 2016
  • This study to investigated the therapeutic effect of robot-assisted rehabilitation (Lokomat) with virtual reality (VR) on Pusher syndrome (PS) after stroke. A total of 10 patients presented with PS after stroke were recruited. The participants were divided into two groups: Lokomat (n=5) and control groups (n=5). Lokomat and conventional physical therapy (CPT) were performed together in the experimental group, and the patients in the control group were treated with CPT only twice a day. One session of intervention was carried out for 30 minutes five times per week for 4 weeks. Scale for contraversive pushing (SCP), Berg balance scale (BBS), falling index (FI), and Timed up and go test (TUG) were measured before and after the intervention. The Lokomat group produced significantly better outcomes in SCP (p=0.046), BBS (p=0.046), FI (p=0.038), and TUG (p=0.038) compared with the control group after 4 weeks of intervention. In addition, there were significant correlations between SCP and BBS (p=0.024), FI (p=0.039), and TUG (p=0.030). In conclusion, Lokomat with VR more effectively aided recovery from PS after stroke, and restoration of PS symptoms was related with improvement of balance and gait function.

News Article Analysis of the 4th Industrial Revolution and Advertising before and after COVID-19: Focusing on LDA and Word2vec (코로나 이전과 이후의 4차 산업혁명과 광고의 뉴스기사 분석 : LDA와 Word2vec을 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.149-163
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    • 2021
  • The 4th industrial revolution refers to the next-generation industrial revolution led by information and communication technologies such as artificial intelligence (AI), Internet of Things (IoT), robot technology, drones, autonomous driving and virtual reality (VR) and it also has made a significant impact on the development of the advertising industry. However, the world is rapidly changing to a non-contact, non-face-to-face living environment to prevent the spread of COVID 19. Accordingly, the role of the 4th industrial revolution and advertising is changing. Therefore, in this study, text analysis was performed using Big Kinds to examine the 4th industrial revolution and changes in advertising before and after COVID 19. Comparisons were made between 2019 before COVID 19 and 2020 after COVID 19. Main topics and documents were classified through LDA topic model analysis and Word2vec, a deep learning technique. As the result of the study showed that before COVID 19, policies, contents, AI, etc. appeared, but after COVID 19, the field gradually expanded to finance, advertising, and delivery services utilizing data. Further, education appeared as an important issue. In addition, if the use of advertising related to the 4th industrial revolution technology was mainstream before COVID 19, keywords such as participation, cooperation, and daily necessities, were more actively used for education on advanced technology, while talent cultivation appeared prominently. Thus, these research results are meaningful in suggesting a multifaceted strategy that can be applied theoretically and practically, while suggesting the future direction of advertising in the 4th industrial revolution after COVID 19.