• Title/Summary/Keyword: virtual tools

Search Result 362, Processing Time 0.036 seconds

A Study on the Characteristics of Space Production for Art Museums Reflex Media Art (영상미디어 아트 공간연출 표현특성에 관한 연구 - 미술 전시장을 중심으로 -)

  • Yoo, Jae-Yeup
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2004.05a
    • /
    • pp.156-160
    • /
    • 2004
  • Our time is called as the era of information-oriented society and up-to-date scientific technology, but it can be also called as the era of image. It is because the image has much influence upon our everyday life. In the deluge of images, the delivery of image Is a better and faster synergic tool than the delivery of language, and this trend is consistent with the phases of the times in which the analog modality of synergy is converted into the digital one. The image is a picture that is formed by a physical process, and is all the figures reflected by electronic equipments that reproduce the image. After the discovery of photograph in 1893, the image has been appeared first with the form of movie, and then with the form of TV. However, the appearance of such unidirectional synergic tools as movies and TV. has provided artists with some creative motives with which they intercommunicate their messages via some experimental bidirectional synergic tools. Among image-media arts, the performance of installation and participation is an important example that causes many changes through conceptional conversion, such as the conception of the time in space and formative characteristics. What satisfy this trend have been videos, lasers, holographic, and etc. Furthermore, the appearance of computer has provided a synesthesia, that is, a virtual reality, and mixed a real image with a visional one. The image-media art will realize better synergy through combining brand new machines, informational technology, and art, and have much influence upon our everyday life formatively and artistically in the future. with this study, through analyzing the meaning of relationship between image equipments and space.

  • PDF

A Study on Levels of Awareness of Nosocomial Infection and Management Practices by Operating Room Nurses (수술실 간호사의 병원감염관리에 대한 인지도와 실천정도에 관한 연구)

  • Kim Kyoung-Hee;Choi Mi-Hye;Kang Mi-Kyoung
    • Journal of Korean Academy of Fundamentals of Nursing
    • /
    • v.11 no.3
    • /
    • pp.327-334
    • /
    • 2004
  • Purpose: This study was done to examine the awareness and management practice of operating room nurses, to prevent nosocomial infection, to identify problems and to propose solutions. Method: The research tools used were the hospital infection control guideline and a modified version of the measurment tools used in the study of Cho (1998). The questionnaire consisted of questions on hand washing, personal hygiene and clothes control, cleaning and environment control, sterilizing supplies and disposal of contaminated materials. The collected data were analysed with the SPSS program. Results: The mean score for domain-specific awareness of nosocomial infection control was 4.81 out of a possible 5 points. The highest score was for sterilizing supplies and disposal of contaminated materials. The mean score for domain-specific practices of nosocomial infection control was 4.40, out of a possible 5 points. Sterilizing supplies and disposal of contaminated materials had the highest scores. The mean score for awareness in all domains was higher than mean score for practice. Among the general characteristics of the nurses, high awareness was found only in the provision of infection control guidelines and it had shown statistically significant difference. Examination of relation of general characteristics to practice showed that for age, career, the provision of infection control guidelines, and experience in infection control education there were statistically significant differences in the scores. For the relation between awareness of nosocomial infection control and practice, positive correlation was found in all domains, thus high awareness leads to high practice. Conclusion: Considering the result of this research, plans are needed that promote virtual practice of hospital infection control.

  • PDF

Standard Model for Mobile Forensic Image Development

  • Sojung, Oh;Eunjin, Kim;Eunji, Lee;Yeongseong, Kim;Gibum, Kim
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.17 no.2
    • /
    • pp.626-643
    • /
    • 2023
  • As mobile forensics has emerged as an essential technique, the demand for technology development, education and training is increasing, wherein images are used. Academic societies in South Korea and national institutions in the US and the UK are leading the Mobile Forensic Image development. However, compared with disks, images developed in a mobile environment are few cases and have less active research, causing a waste of time, money, and manpower. Mobile Forensic Images are also difficult to trust owing to insufficient verification processes. Additionally, in South Korea, there are legal issues involving the Telecommunications Business Act and the Act on the Protection and Use of Location Information. Therefore, in this study, we requested a review of a standard model for the development of Mobile Forensic Image from experts and designed an 11-step development model. The steps of the model are as follows: a. setting of design directions, b. scenario design, c. selection of analysis techniques, d. review of legal issues, e. creation of virtual information, f. configuring system settings, g. performing imaging as per scenarios, h. Developing a checklist, i. internal verification, j. external verification, and k. confirmation of validity. Finally, we identified the differences between the mobile and disk environments and discussed the institutional efforts of South Korea. This study will also provide a guideline for the development of professional quality verification and proficiency tests as well as technology and talent-nurturing tools. We propose a method that can be used as a guide to secure pan-national trust in forensic examiners and tools. We expect this study to strengthen the mobile forensics capabilities of forensic examiners and researchers. This research will be used for the verification and evaluation of individuals and institutions, contributing to national security, eventually.

Case Study on the Development of STEAM Instruction Material for Mathematics Subject-Based Advanced Technology and ICT Teaching Tools (초등수학 교과 기반 첨단 기술 및 ICT 교구 활용형 융합교육 자료 개발에 대한 사례 연구)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
    • /
    • v.25 no.4
    • /
    • pp.333-352
    • /
    • 2022
  • This study is aimed at developing the STEAM instruction materials for mathematics subject-based advanced technology and ICT teaching tools. In order to develop the STEAM materials, a PDI model in which the implementation and evaluation steps were simplified to Improvement was used. The developed STEAM materials were revised and supplemented by a group of experts. The subject of the STEAM class material developed in this study is 『Graph! The bridge that connects the past, present and future』 , 『You are the same but different!』 , 『Creating a virtual reality three-dimensional space together』 , 『And making interesting figures』 and 『Cover the roof of the turtle ship!』 . As a suggestion based on the results of this development study, various STEAM education materials should be developed and shared so that STEAM education can be performed in the elementary education field. And for the spread and settlement of STEAM education, the cultivation and expansion of STEAM education capabilities of on-site elementary school teachers or pre-service teachers will be an absolute prerequisite. And this suggests the need for a continuous and long-term approach to follow-up research on STEAM education.

A Study on the Design of Digital Twin-Based Communication Tools for Smart Port and Autonomous Ship (스마트항만-자율운항선박 연계를 위한 디지털 트윈 기반 커뮤니케이션 도구 설계 연구)

  • Cho Yuseong;Cho Yongdeok;Koo Hanmo;Koopo Kwon
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2022.11a
    • /
    • pp.362-365
    • /
    • 2022
  • With the development of the 4th industrial revolution technology, smartization in various fields is accelerating. The shipping and logistics industry is also promoting smartization by combining advanced new technologies such as digital twin, Internet of Things, and artificial intelligence. In Korea, the Ministry of Maritime Affairs and Fisheries is promoting a strategy to spread the smart shipping logistics system in line with the changing global shipping logistics trend, and through this, it is creating a foundation for smart shipping logistics. This study aims to present the concept of a communication tool that recognizes the importance of communication between each logistics entity and exchanges opinions between logistics entities in a virtual digital twin environment to cope with the changing shipping logistics process. In addition, for the development of these communication tools, this study derive a software design model, including architecture.

  • PDF

Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.119-128
    • /
    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

  • PDF

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
    • /
    • v.11 no.4
    • /
    • pp.15-26
    • /
    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

Development of a Method of Cybersickness Evaluation with the Use of 128-Channel Electroencephalography (128 채널 뇌파를 이용한 사이버멀미 평가법 개발)

  • Han, Dong-Uk;Lee, Dong-Hyun;Ji, Kyoung-Ha;Ahn, Bong-Yeong;Lim, Hyun-Kyoon
    • Science of Emotion and Sensibility
    • /
    • v.22 no.3
    • /
    • pp.3-20
    • /
    • 2019
  • With advancements in technology of virtual reality, it is used for various purposes in many fields such as medical care and healthcare, but as the same time there are also increasing reports of nausea, eye fatigue, dizziness, and headache from users. These symptoms of motion sickness are referred to as cybersickness, and various researches are under way to solve the cybersickness problem because it can cause inconvenience to the user and cause adverse effects such as discomfort or stress. However, there is no official standard for the causes and solutions of cybersickness at present. This is also related to the absence of tools to quantitatively measure the cybersickness. In order to overcome these limitations, this study proposed quantitative and objective cybersickness evaluation method. We measured 128-channel EEG waves from ten participants experiencing visually stimulated virtual reality. We calculated the relative power of delta and alpha in 11 regions (left, middle, right frontal, parietal, occipital and left, right temporal lobe). Multiple regression models were obtained in a stepwise manner with the motion sickness susceptibility questionnaire (MSSQ) scores indicating the susceptibility of the subject to the motion sickness. A multiple regression model with the highest under the area ROC curve (AUC) was derived. In the multiple regression model derived from this study, it was possible to distinguish cybersickness by accuracy of 95.1% with 11 explanatory variables (PD.MF, PD.LP, PD.MP, PD.RP, PD.MO, PA.LF, PA.MF, PA.RF, PA.LP, PA.RP, PA.MO). In summary, in this study, objective response to cybersickness was confirmed through 128 channels of EEG. The analysis results showed that there was a clearly distinguished reaction at a specific part of the brain. Using the results and analytical methods of this study, it is expected that it will be useful for the future studies related to the cybersickness.

A Narrative Review of Home Modification Using Virtual Reality (가상현실 기반 가정환경 수정에 관한 내러티브 문헌 고찰)

  • Hwang, Na-Kyoung;Shim, Sun-Hwa
    • Journal of Digital Convergence
    • /
    • v.19 no.12
    • /
    • pp.495-504
    • /
    • 2021
  • This review aims to identify the virtual reality (VR)-based home modification programs and provide basic data for the future development and application of domestic VR-based home modification programs. We collected the studies of academic publication or conference, symposium addressed VR-based home modification from January 2011 to June 2021 using hand searching and databases such as Medline, Embase, and Scopus. A total of 7 studies were selected through selection criteria, and the studies were quantitative and qualitative studies on the development of VR prototype for home modification and the acceptability and usability of the programs. VR-based home modification have been developed and applied for various purposes for stakeholders involved in home modification. It can be used as the tools for fostering experts in home modification, evaluating the home environment remotely, and facilitating communication and collaboration with the stakeholders in the modification process. In the future, studies on development and feasibility of VR-based home modification program reflecting the characteristics of domestic housing should be conducted, and it is expected to be utilized as a tool to support the home modification process.

A Technology on the Framework Design of Virtual based on the Synthetic Environment Test for Analyzing Effectiveness of the Weapon Systems of Underwater Engagement Model (수중대잠전 교전모델의 무기체계 효과도 분석을 위한 합성환경기반 가상시험 프레임워크 설계 기술)

  • Hong, Jung-Wan;Park, Yong-Min;Park, Sang-C.;Kwon, Yong-Jin(James)
    • Journal of the Korea Society for Simulation
    • /
    • v.19 no.4
    • /
    • pp.291-299
    • /
    • 2010
  • As recent advances in science, technology and performance requirements of the weapons system are getting highly diversified and complex, the performance requirements also get stringent and strict. Moreover, the weapons system should be intimately connected with other systems such as watchdog system, command and control system, C4I system, etc. However, a tremendous amount of time, cost and risk being spent to acquire new weapons system, and not being diminished compared to the rapid pace of its development speed. Defense Modeling and Simulation(M&S) comes into the spotlight as an alternative to overcoming these difficulties as well as constraints. In this paper, we propose the development process of virtual test framework based on the synthetic environment as a tool to analyze the effectiveness of the weapons system of underwater engagement model. To prove the proposed concept, we develop the test-bed of virtual test using Delta3D simulation engine, which is open source S/W. We also design the High Level Architecture and Real-time Infrastructure(HLA/RTI) based Federation for the interoperation with heterogeneous simulators. The significance of the study entails (1)the rapid and easy development of simulation tools that are customized for the Korean Theater of War; (2)the federation of environmental entities and the moving equations of the combat entities to manifest a realistic simulation.