• Title/Summary/Keyword: 가상현실 기술

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Intervention of Virtual Reality of Adult Nursing Practicum for Nursing Students: A Systematic Review (간호대학생의 성인간호실습 가상현실 교육 중재: 체계적 고찰)

  • Kim, Hyun Kyoung;Ko, Eun Jung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.373-380
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    • 2022
  • This study explored the effectiveness of virtual reality education interventions for nursing students in adult nursing practicum. This systematic review extracted intervention methods, research topics, outcome variables, and evidence synthesis of effectiveness. Seven studies were extracted from the databases of PubMed, Cochrane Library, EMBASE, and RISS. This study showed effects on knowledge, performance, attitude, critical thinking, self-efficacy, information assessment ability, problem-solving ability, self-confidence, and efficiency of nursing students. Therefore, virtual reality educational intervention contribute to enhance the competencies in adult nursing practicum.

Analysis of Edu-Tech Trends Using Virtual and Augmented Reality (가상·증강현실을 활용한 에듀테크 동향 분석)

  • Hwang, Eui-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.115-116
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    • 2021
  • 5세대(5G) 이동통신망의 보급과 코로나19 여파로 비대면 시대가 열리면서 가상 증강현실(VR·AR)을 기반으로 한 '실감(XR·Extended Reality)경제가 본격화 되었다. 가상증강현실의 적용분야로는 게임·영화 등 엔터테인먼트, 제조업, 쇼핑 및 전자상거래, 병원·의료기기, 고객서비스, 지식서비스교육 분야 등이 있다. 본 논문은 VR·AR&교육콘텐츠를 키워드로 최근 3년(2018.1.1.~2020.12.31.)간 중앙지, 경제지 등 54개 언론사 기사를 빅카인즈와 데이터랩을 이용하여 관계도 분석, 월간 키워드 트렌드, 연관어 분석을 하였다. 'VR, AR, 에듀테크'를 키워드로 뉴스 검색결과 63,959건 중 '에듀테크' 검색결과 2018년 632건, 2019년 1043건, 2020년 2389건으로 해마다 급 상승하였다. '(AR+VR)AND 교육콘텐츠'에 대한 검색 결과 연관성(키워드 빈도수)이 높은 키워드로는 증강현실(120), 가상현실(116), 인공지능(114), 에듀테크(100), 코로나19(66), 실감형(65), 아이들(61), VR·AR(56), ICT(35), 빅데이터(25) 순으로 가상·증강현실 기술 발전, 코로나19의 장기화, 교육의 효율성으로 에듀테크 분야의 활용도가 급격히 증가함을 확인할 수 있었다.

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A Study on the Development of Virtual Training System for Automated External Defibrillator (자동제세동기(AED) 가상훈련 시스템 개발에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1379-1385
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    • 2017
  • Virtual training is a kind of training that proceeds as if it were a real situation. In recent years, there has been a growing demand for experiencing a situation in which a virtual reality technology has not been experienced directly in the real world due to the rapid development of the technology. Especially, safety education is very necessary in Korea where safety accidents are caused by many disasters. Therefore, simulation of disaster response training using virtual reality is more urgent than ever. Although the automatic defibrillator is the medical device that is most needed to rescue patients with cardiac arrest, few people know how to use it. Therefore, there are very few cases where the use of automatic defibrillators has saved the patient's life in Korea. The proposed Automated External Defibrillator virtual training system enables immersive and experiential training in real situations and effective training at low cost.

라이트필드 및 홀로그램 기반 근안 디스플레이 기술 동향

  • Park, Jae-Hyeong
    • Broadcasting and Media Magazine
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    • v.24 no.2
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    • pp.39-52
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    • 2019
  • 본 고에서는 라이트필드 혹은 디지털 홀로그램에 기반한 근안 디스플레이 기술에 대하여 알아본다. 헤드 마운티드 디스플레이로 불리기도 하는 근안 디스플레이는 사용자가 착용하는 안경 형태의 디스플레이 기기를 말하며, 가상현실 및 증강현실 응용의 핵심 기기 중 하나이다. 본 고에서는 라이트필드 및 디지털 홀로그램 기술이 근안 디스플레이에 적용될 경우 갖는 장점들을 살펴보고 관련 연구 동향을 소개한다.

Case Analysis of the performance contents using virtual reality technology (가상현실 기술을 활용한 공연콘텐츠의 사례분석연구)

  • YOO, YOUNGJAE
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.145-153
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    • 2017
  • As success stories of using virtual reality (VR) have become more prevalent, interest in performance-related technology has rapidly increased around the world. Performances such as, Cirque du Soleil had much success in using video technology, these VR applications have enabled experiences using digital image technology. However, critics have claimed that the completeness and diversity of visual content is reduced, due to insufficient storylines, spatial composition, and partial use of the entire visual field. Therefore, the design of a performance using digital image technology should consider the characteristics of the production stage to be different from real world performances. In this study, the visual space of the stage, the method of creating space for the stage, and the movement of the performer and utilization of the performance was analyzed. Through this, It transferred the limitation of the traditional stage into the space and time of the image and opened the possibilities of the tran­-media.

A study on the three dimensional paper doll development with augmented reality technology (증강현실기술이 적용된 3D 인형놀이 개발에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.3
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    • pp.297-302
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    • 2014
  • The AR(Augmented Reality) is the technique that make the fusion between real world and virtual object. The augmented object on real world can provide the visualization of digital information to user. Also, the real-time AR system makes the interaction between user and computers. Therefore, the immersion of user be increasing and help the information transfer to user with AR system. In this paper, we implement the AR system with the modeled VRML as a three-dimensional object using programming language. The application technique is proposed that augment the various virtual clothes to three-dimensional avatar. Moreover, we propose the novel interface by using marker that can be increase the immersion of user.

A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

A Study on the Next Generation Game Education (차세대 게임 교육에 대한 연구)

  • Do-Kyung, KIM
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.123-126
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    • 2023
  • 최근 몇 년간 게임 산업은 급격한 성장을 보이며, 이에 따라 게임교육 역시 관심이 높아지고 있다. 이전까지는 게임이 악영향을 미치는 것으로 일반적인 인식이 있었으나, 현재는 게임을 학습에 활용하는 연구가 많이 이루어지고 있다. 이러한 게임이 교육 분야에도 활용될 수 있다는 아이디어는 이미 과거부터 제시되어 왔지만, 최근에는 이러한 아이디어가 혁신적인 게임교육 분야로 진화하고 있다. 이 논문에서는 차세대 게임교육의 발전 방향을 살펴보고, 인공지능, 가상현실 및 협력학습 기술이 어떻게 게임교육에 적용될 수 있는지 논의할 것이다.

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The Developement of Telemedicine System for Treatment of Acrophobia Using Virtual Reality (가상현실을 이용한 고소공포증 원격진료 시스템 개발)

  • Kim, Young-Chun;Cho, Moon-Taek;Lee, Chung-Sik;Joo, Hae-Jong;Yoo, Jong-Hyun;Song, Ho-Bin
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.366-369
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    • 2010
  • 본 논문에서는 가상현실 고소공포증 치료를 위한 원격진료 시스템을 제안하였다. 제작된 가상현실 시뮬레이터를 원격진료시스템에 연결시켜 원격지에서 PC를 통하여 작동시킴으로써 고소공포증 치료를 시도할 수 있도록 하였으며, 전문의가 환자 상태를 체크할 수 있도록 생체 신호를 전문의에게 전송하고 질문지를 온라인상으로 답변할 수 있는 시스템을 적용하였다.

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Implementation of Radiotherapy Educational Contents Using Virtual Reality (가상현실 기술을 활용한 방사선치료 교육 콘텐츠 제작 구현)

  • Kwon, Soon-Mu;Shim, Jae-Goo;Chon, Kwon-Su
    • Journal of the Korean Society of Radiology
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    • v.12 no.3
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    • pp.409-415
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    • 2018
  • The development of smart devices has brought about significant changes in daily life and one of the most significant changes is the virtual reality zone. Virtual reality is a technology that creates the illusion that a 3D high-resolution image has already been created using a display device just like it does in itself. Unrealized subjects are forced to rely on audiovisual materials, resulting in a decline in the concentration of practices and the quality of classes. It used virtual reality to develop effective teaching materials for radiology students. In order to produce a video clip bridge using virtual reality, a radiology clinic was selected to conduct two exposures from July to September 2017. The video was produced taking into account the radiology and work flow chart and filming was carried out in two separate locations : in the computerized tomography unit and in the LINAC room. Prior to filming the scenario and the filming route were checked in advance to facilitate editing of the video. Modeling and mapping was performed in a PC environment using the Window XP operating system. Using two leading virtual reality camera Gopro Hero, CC pixels were produced using a 4K UHD, Adobe, followed by an 8 megapixel resolution of $3,840{\times}2,160/4,096{\times}2,160$. Total regeneration time was performed in about 5 minutes during the production of using virtual reality to prevent vomiting and dizziness. Currently developed virtual reality radiation and educational contents are being used to secure the market and extend the promotion process to be used by various institutions. The researchers will investigate the satisfaction level of radiation and educational contents using virtual reality and carry out supplementary tasks depending on the results.