• Title/Summary/Keyword: virtual reality system

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The Development and Effects of WEB Instruction Programs for Drug Abuse Prevention in Korean Adolescents (청소년의 약물남용예방을 위한 웹 활용 학습 프로그램 개발 및 효과)

  • Min, Young-Sook
    • Journal of Korean Academy of Nursing
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    • v.30 no.4
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    • pp.1055-1065
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    • 2000
  • The purpose of this study was to develop, through the integration of instructional theory, a Courseware and to investigate the effectiveness of a web-based computer assisted instruction(WBI) program for preventing drug abuse, a serious problem for youth problem. During the first stage of this study done "Drug Abuse Prevention" Courseware was developed based on, Gagn & Brigg's instructional design theory, Keller's ARCS theory and the CAI model of Hannafin & Peck. For the second stage, the courseware was used to provide education for students adolescents in drug abuse prevention. This study used an quasi-experimental, one-group pretest-posttest design with a convenience sample of 36 male high school students who were at one high school located in Seoul. Data were collected using self-reported questionnaires which included a learning achievement tool, the Keller's IMMS (Instructional Material Motivation Survey), on attitudes to drug use, and on responses to the WBI instruction. Prior to the experiment, the "drug abuse prevention" learning method and the procedures of the study were explained to the students, and then the learning achievement of the subjects was measured as a pretest. The students were then given 2 weeks WBI utilizing the courseware. A post-test which included the pre-test learning achievement questionnaire and a survey of learning motivation and attitudes toward drug were given two weeks after the education was completed. The data analysis was done using SPSS/PC. Paired t-test was used to analyze the differences between the pre-test and post-test scores for learning achievement. The results of the analysis are as follows: There were significant differences in learning achievement between the pre-test and post-test(t=-18.62, p=0.000). The hypothesis, that learning achievement will be higher, after the class has used the courseware, than before was supported. The scores for learning motivation and attitudes toward drugs were also higher than the results of existing studies. In conclusion, this study suggests that WBI is an effective learning method in the prevention of drug abuse for adolescents as it can be used for self-learning and repeated learning as assisted instruction. Recommendation would be given that further research needs to be develped in the courseware by cognitive learning style and by multimedia courseware and virtual reality system.

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Comparison of 3D Space Perception for the Stereoscopic AR Holography (스테레오 증강현실 홀로그래피에서의 삼차원 공간감 비교)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.8 no.2
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    • pp.21-27
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    • 2013
  • Recently, the use of floating hologram has increased in many different aspects, such as exhibitions, education, advertisements, and so on. Especially, the floating hologram that makes use of half-mirror is widely used. Nevertheless, half-mirror, unfortunately, cannot lead users to the perfect three dimensional hologram experience. Even though it can make the vision look to be up on the air, it does not have the capacity to display itself up on the air, which is the ultimate goal of hologram. In addition, it looks inconsistent when a real object is located behind the half-mirror in order to show the convergence of the two (object and the half-mirror). In this paper, we did the study on comparison of 3D space perception for the stereoscopic AR holography. At first, we applied stereoscopic technology to the half-mirror hologram system for the accurate and realistic AR environment. Then, the users can feel as if the real 3D object behind half-mirror and the reflected virtual image are converged much better in the 3D space. Furthermore, by using depth camera, the location and direction of graphics can be controlled to change depending on the user's point of view. This is the effective way to produce augmented stereoscopic images simply and accurately through half-mirror film without any additional devices. What we saw from the user test were applying 3D images and user interaction leads the users to have 3D spatial awareness and realism more effectively and accurately.

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The Effect of the Visit to Dementia Home Experience Program on the Awareness of Dementia (치매 가정체험프로그램 관람이 치매 인식에 미치는 효과)

  • Park, So Yeon;Kim, Deok Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.263-271
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    • 2018
  • The purpose of this study is to find that people's visit to a dementia home exhibition hall is effective at improving their perception of dementia. The satisfaction of visitors to the dementia home exhibition hall and a change in their perception of dementia after the visit were analyzed. The study subjects were 52 residents in S city. This study had been conducted from April, 5 to May, 25, 2018. The dementia home exhibition hall has welfare kits installed in an entrance, a rest room, a living, and a kitchen. Virtual reality experience program and the program of wearing clothes to experience an elderly person were performed together. As a result, the visitors' satisfaction was high overall, and their visit was educationally effective at improving their perception of dementia. After their visit to the hall, the residents showed high increases in the scores of the questions about the perception of dementia causes, dynamism & system, symptoms & diagnosis, and treatment & prevention. The residents with middle years and higher of age were more satisfied than those in other age groups with the introduction of dementia, and prevention methods, introduction of safe and comfortable home environment, and appropriateness of experience program. In this study, it was positive that the differentiated experience program which was not existed actively led the participation of the target person and attracted high education satisfaction in a short time. In the future, it will be necessary to develop an extended experience program, provide an environment for direct experience of dementia, and perform a continuous program to draw more citizens' attention.

An Implementation of 3D Graphic Accelerator for Phong Shading (퐁 음영법을 위한 3차원 그래픽 가속기의 구현)

  • Lee, Hyung;Park, Youn-Ok;Park, Jong-Won
    • Journal of Korea Multimedia Society
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    • v.3 no.5
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    • pp.526-534
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    • 2000
  • There have been many researches on the 3D graphic accelerator for high speed by needs of CAD/CAM,3D modeling, virtual reality or medical image. In this paper, an SIMD processor architecture for 3D graphic accelerator is proposed in order to improve the processing time of the 3D graphics, and a parallel Phong shading algorithm is presented to estimate performance of the proposed architecture. The proposed SIMD processor architecture for 3D graphic accelerator consists of PCI local bus interface, 16 Processing Elements (PE's), and Park's multi-access memory system (NAMS) that has 17 memory modules. A serial algorithm for Phong shading is modified for the architecture and the main key is to divide a polygon into $4\times{4}$ squares. And, for processing a square, 4 PE's are regarded as a PE Grou logically. Since MAMS can support block access type with interval 1, it is possible that 4 PE Groups process a square at a time. In consequence, 16 pixels are processed simultaneously. The proposed SIMD processor architecture is simulated by CADENCE Verilog-XL that is a package for the hardware simulation. With the same simulated results as that of the serial algorithm, the speed enhancement by the parallel algorithm to the serial one is 5.68.

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An Evaluation of Human Sensibility on Perceived Texture for Real Haptic Representation (사실적인 햅틱 표현을 위한 질감지각 감성 평가)

  • Kim, Seung-Chan;Kyung, Ki-Uk;Sohn, Jin-Hun;Kwon, Dong-Soo
    • Journal of KIISE:Software and Applications
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    • v.34 no.10
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    • pp.900-909
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    • 2007
  • This paper describes an experiment on the evaluation of human sensibility by monitoring responses to changes In the frequency and amplitude of a tactile display system. Preliminary tasks were performed to obtain effective adjectives concerning texture perception. The number of collected adjectives was originally 33. This number of adjectives was reduced to 14 by a suitability survey that asked whether an adjective is suitable for expressing a texture feeling. Finally after performing a semantic similarity evaluation, the number of adjectives was further reduced to ten and these ten were used in the main experiment. In the main experiment, selected sandpaper types and 15 selected combinations of frequencies and amplitudes of a tactile display were utilized to quantitatively evaluate the ten adjectives using a bipolar seven-point scale. The data show that a relationship exists between the independent variables(frequency, amplitude, and grit site) and the dependent variable(perceived texture). That is, the change of frequency and amplitude is directly related to perceived roughness or essential elements of human tactile sensitivity found in the preliminary experiment.

Performance Evaluation of Balance Ability Equipment Using VR (VR을 이용한 균형능력 측정장비의 성능평가)

  • Yoon, Sangcheol;An, Howon;Ahn, Taekwon;Choi, Haesung;Lee, Byoungkwon;Seo, Dongkwon;Lee, Kyuhwan;Jung, Sangwoo;Yi, Jaehoon
    • Journal of The Korean Society of Integrative Medicine
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    • v.8 no.3
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    • pp.33-41
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    • 2020
  • Purpose : Conventional Balance Measurement can only measure the center of gravity and the shaking movement of the body. As a result, it has the disadvantages of not responding to visual changes and blocking functions of variables. This study was carried out to evaluate the performance of new equipment that measures the balance of the body using changes in body segment and pressure using the acceleration sensor to compensate for the disadvantages of the existing equipment. Methods : To this end, balance ability was measured in 43 healthy male/female adults without orthopedic injuries and nervous system damage in the last 6 months. in a situation where the visual information was restricted by Virtual Reality (VR) gear, all subjects measured and evaluated the balance ability utilizing the new equipment. Balance measurement (Prime Medilab, Korea) and Wii fit (Nintendo, Japan) were used to measure the balance ability of the subjects, and the balance ability test was performed in 4 postures using each device for data acquisition. The test duration for each posture was 30 seconds. For data acquisition, the average value of three experiments measured using each equipment was analyzed, and the statistical test was performed using the independent sample and the corresponding sample t-test, and the significance level was set to α=.05. Results : As a result of measuring the balance ability using individual equipment, blocking visual information using VR gear, the average speed, maximum speed, and moving area of the COP increased equally. It was found that the obtained absolute size of the result in Wii was somewhat larger than that of BM. Conclusion : It is considered that in the future research, it is necessary to measure changes in the body's center of gravity through image analysis, etc., to make clear comparison and evaluation of the usability.

A Study on the Necessity and Applicability of Interactive Electronic Technical Manual(IETM) for Construction Projects (건설분야 전자매뉴얼의 필요성 및 특성분석을 통한 실무적용성 연구)

  • Kang, Leen-Seok;Jung, Won-Myung;Kwak, Joong-Min
    • Korean Journal of Construction Engineering and Management
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    • v.6 no.1 s.23
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    • pp.99-108
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    • 2005
  • Interactive electronic technical manual(IETM) for construction projects means an electronic tool that regulations and specifications related to construction method or maintenance process ale described by electronic book type. It has a meaning of integrated information system that includes virtual reality(VR), 3D animation and image contents for representing real construction information so that user can easily understand the construction situation and maintenance process. The basic information and technical manuals of construction facilities are being written as paper documents in our construction industry. As the result, the information management in the maintenance phase of construction projects is inefficient, and maintenance cost is being increased. This study attempts to improve the lack of understanding about construction IETM through the analysis of necessity and unique function of construction IETM comparing with the IETMS in other industry, Finally, this study shows a scenario of construction IErM for mitigating natural disaster of construction facilities to verify applicability of IETM.

Investigating on the Necessity of Integrated Project Management System for Effective Facility Management Utilizing Digital Twin Technology (디지털트윈을 활용한 건축물 시설안전대응 통합관리체계 구축 필요성에 관한 연구)

  • Yum, Sang-Guk;Park, Young-Jun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.5
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    • pp.711-721
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    • 2022
  • Due to a long-term pandemic of COVID-19 since 2019, our society finally goes into 'un-tact (non-contact) era' in earnest by increasing an importance of non-contacted activities which are able to live without contacts among people. Un-tact era has influenced to generate a huge structural change with digitalization in our daily life as well as industrial society based on digital twin as an essential technology. As a technology representing real world in virtual digital world by integrating various technologies applied to 4th industrial revolution, digital twin leads an innovation in industrial society with diverse industrial processes. But this technique isn't actively used across all industries due to structural limitations and environmental restrictions of digital twin. Especially, the field of construction and facility is necessary to use digital twin because it requires periodic managements of buildings in daily life and is directly connected with casualties in cases of disaster. But issues faced in reality are acting as an obstacle for applying digital twin. Therefore, this study suggests the necessity applying digital twin in facility safety response based on these issues and emphasizes active applications of digital twin by describing the expected effects being created. Furthermore, it connects to create demands of digital twin by overcoming current issues and suggesting high sustainable development.

The Transformation of Norms and Social Problems: Focusing on the COVID-19 Pandemic (규범의 전환과 사회문제: 코로나를 중심으로)

  • Lee, Jangju
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.513-527
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    • 2022
  • This study was conducted to examining the socio-cultural impact of the COVID-19 pandemic that swept the world around 2020, and the transformation of norms and social problems due to COVID-19. For this, the characteristics of changes in the socio-cultural norms of the 14th century European Black Death, a representative example of the pandemic, were derived, and based on this, the COVID-19 pandemic was analyzed. The Black Death served as an opportunity to change social norms based on the existing religious authority and the power of the feudal system to the Enlightenment. The population declination and labor shortage also promoted commercialization and mechanization. Printing, which spread during this period, led to the popularization of knowledge, which raised the level of thinking and led to epochal scientific development. This became the foundation of the Industrial Revolution. Like the recent Black Death, COVID-19 has triggered changes in social norms. The technological environment of metaverse, a mixture of virtual and reality, has changed the norm of a consistent identity into free and open identities exerting various potentials through alternate characters. In addition, meme, which are about people being friendly to those with the same worldview as him on the metaverse, weakened the sense of isolation in non-face-to-face situations. Artificial intelligence (AI), which developed during the COVID-19 pandemic, has entered the stage of being used for creative activities beyond the function of assisting humans. Discussions were held on what new social problems would be created by the social norms changed due to the COVID-19 pandemic.

An Exploratory research on patent trends and technological value of Organic Light-Emitting Diodes display technology (Organic Light-Emitting Diodes 디스플레이 기술의 특허 동향과 기술적 가치에 관한 탐색적 연구)

  • Kim, Mingu;Kim, Yongwoo;Jung, Taehyun;Kim, Youngmin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.135-155
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    • 2022
  • This study analyzes patent trends by deriving sub-technical fields of Organic Light-Emitting Diodes (OLEDs) industry, and analyzing technology value, originality, and diversity for each sub-technical field. To collect patent data, a set of international patent classification(IPC) codes related to OLED technology was defined, and OLED-related patents applied from 2005 to 2017 were collected using a set of IPC codes. Then, a large number of collected patent documents were classified into 12 major technologies using the Latent Dirichlet Allocation(LDA) topic model and trends for each technology were investigated. Patents related to touch sensor, module, image processing, and circuit driving showed an increasing trend, but virtual reality and user interface recently decreased, and thin film transistor, fingerprint recognition, and optical film showed a continuous trend. To compare the technological value, the number of forward citations, originality, and diversity of patents included in each technology group were investigated. From the results, image processing, user interface(UI) and user experience(UX), module, and adhesive technology with high number of forward citations, originality and diversity showed relatively high technological value. The results provide useful information in the process of establishing a company's technology strategy.