• Title/Summary/Keyword: 가상현실 기반교육

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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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Effect of Beauty Major's Recognition of VR-based Beauty Courses on Expertise and Practical Skills Recognition (미용전공자의 VR 기반 미용 교과목 인식이 전문지식과 실무능력 인식에 미치는 영향)

  • Lee, Jung-Hee;Moon, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1445-1454
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    • 2021
  • In this study, based on the expectation that beauty education based on VR experience of beauty majors will have on expertise and practical ability, it was attempted to develop VR-based beauty subjects and secure an educational environment. A total of 106 learners participated in the study, and the online questionnaire consisted of questions about the development of VR-based beauty subjects, recognition of expertisee and practical skills, and general characteristics. The collected data were verified at the significance level of .05 using the SPSS 21.0 statistical program. As a result of frequency analysis, factor analysis, correlation, and linear regression analysis, the higher the grade, the higher the perception of VR-based beauty subjects development (p<.01). The perception of VR-based beauty subject development was related to VR-based expertise and practical skills for each sub-factor of the recognition of expertise (r=.683, p<.001), practical skills (r=.676, p<.001), and industry-related awareness (r=.543, p<.001). It was found that there was a statistically significant positive (+) correlation with related perception. In addition, it was found that the higher the awareness of VR-based beauty subjects development, the higher the expectation that expertise, practical ability, and industry-related awareness would be improved. As a result, the necessity of developing VR-based beauty subjects and expectations for course operation of majors in the beauty subjects environment were confirmed. In follow-up studies, it is necessary to expand the scope of the sample.

OBTS(On-board Training System) Construction Plan for ROK Navy CVX (해군 항공모함(CVX)을 위한 함정 탑재형 훈련체계(OBTS) 구축 방안)

  • Kim, Seejeong;Jung, Kyung-Nam
    • Journal of the Korea Society for Simulation
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    • v.31 no.2
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    • pp.21-32
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    • 2022
  • The ROK Navy is seeking to secure an aircraft carrier(CVX) to take responsibility for the maritime security of the Republic of Korea. In order for the CVX to complete the mission given to it, the crew must be able to operate the CVX perfectly, and for this purpose, the operating skills of the CVX crew result from constant training. Therefore, this paper proposes an On-board Training System(OBTS) so that the best training can always be performed even on ship. CVX OBTS should be built in the form of a thorough simulator based on a Synthetic Training Environment(STE) so that it can be optimally applied to ship and provide the best training environment to the crew. In order to satisfy the various training requirements and implementation conditions of the CVX, this paper proposes a plan to consist of Embedded Training System(ETS), VR training system, AR maintenance system, MR training system, MR metaverse training system, and realistic simulator training system.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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A Deep Learning-based Hand Gesture Recognition Robust to External Environments (외부 환경에 강인한 딥러닝 기반 손 제스처 인식)

  • Oh, Dong-Han;Lee, Byeong-Hee;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.5
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    • pp.31-39
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    • 2018
  • Recently, there has been active studies to provide a user-friendly interface in a virtual reality environment by recognizing user hand gestures based on deep learning. However, most studies use separate sensors to obtain hand information or go through pre-process for efficient learning. It also fails to take into account changes in the external environment, such as changes in lighting or some of its hands being obscured. This paper proposes a hand gesture recognition method based on deep learning that is strong in external environments without the need for pre-process of RGB images obtained from general webcam. In this paper we improve the VGGNet and the GoogLeNet structures and compared the performance of each structure. The VGGNet and the GoogLeNet structures presented in this paper showed a recognition rate of 93.88% and 93.75%, respectively, based on data containing dim, partially obscured, or partially out-of-sight hand images. In terms of memory and speed, the GoogLeNet used about 3 times less memory than the VGGNet, and its processing speed was 10 times better. The results of this paper can be processed in real-time and used as a hand gesture interface in various areas such as games, education, and medical services in a virtual reality environment.

Dental Surgery Simulation Using Haptic Feedback Device (햅틱 피드백 장치를 이용한 치과 수술 시뮬레이션)

  • Yoon Sang Yeun;Sung Su Kyung;Shin Byeong Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.6
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    • pp.275-284
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    • 2023
  • Virtual reality simulations are used for education and training in various fields, and are especially widely used in the medical field recently. The education/training simulator consists of tactile/force feedback generation and image/sound output hardware that provides a sense similar to a doctor's treatment of a real patient using real surgical tools, and software that produces realistic images and tactile feedback. Existing simulators are complicated and expensive because they have to use various types of hardware to simulate various surgical instruments used during surgery. In this paper, we propose a dental surgical simulation system using a force feedback device and a morphable haptic controller. Haptic hardware determines whether the surgical tool collides with the surgical site and provides a sense of resistance and vibration. In particular, haptic controllers that can be deformed, such as length changes and bending, can express various senses felt depending on the shape of various surgical tools. When the user manipulates the haptic feedback device, events such as movement of the haptic feedback device or button clicks are delivered to the simulation system, resulting in interaction between dental surgical tools and oral internal models, and thus haptic feedback is delivered to the haptic feedback device. Using these basic techniques, we provide a realistic training experience of impacted wisdom tooth extraction surgery, a representative dental surgery technique, in a virtual environment represented by sophisticated three-dimensional models.

STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.

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
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    • v.18 no.4 s.62
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    • pp.119-128
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    • 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.

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Effective Foreign Language Learning with Situated Cognition in the MOO based Environments (상황인지(Situated Cognition)원리를 적용한 효과적인 외국어 학습 방안 연구: MOO 학습환경을 중심으로)

  • Lee, Seung-Hee;Seo, Yun-Kyoung
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.64-74
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    • 2002
  • The purpose of this paper is to review the importance of situated cognition and the features of MOO(Multi-user Object Oriented)environments for effective foreign language learning. Learning foreign languages is beyond simply recalling for the vocabularies or expression usages of targeted languages. As much the same as children naturally acquire their mother languages among active and social interactions with other surrounding people, foreign languages should be told in the circumstances and contexts for authentic applications of foreign languages. The MOO, one of the virtual realities with spatial metaphors on the text basis, has been gaining high attentions from educational fields, thanks to the strong functions of social contexts and learner interactions. This paper approaches the features of MOO as foreign language learning environments, in terms of activity, context and interaction.

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