• Title/Summary/Keyword: Medical Reality

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Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.73-83
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    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

Design and Implementation of VR-ADHD Digital Therapy Using VR Games

  • Dae-Won Park;Han-Byul Kang;Sang-Hyun Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.332-336
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    • 2023
  • In this paper, we design and implement an ADHD diagnostic rating scale algorithm and virtual reality- based digital treatment by combining virtual reality technology that enables multiple access based on specialized medical data. The VR ADHD digital treatment to be implemented is intended to be applied directly to diagnosis and treatment of child/adolescent ADHD by applying various psychiatric treatment technologies. In order to evaluate the usability of the digital therapeutic agent developed in this paper, an expert group consisting of 2 males and 12 females "targeted counseling psychology majors at the Asian Dementia Center once a day for 3 weeks, ADHD VR-based digital therapeutics for children Experienced and usability evaluation conducted. As a final result of this thesis, it was possible to develop attentional concentration ability, working memory improvement ability, and impulsive control ability in four games of digital therapy, and it was possible to confirm significant results that can be expected to have ADHD therapeutic effects.

The Study of Promoting Method for VR Contents to Reduce Pain of Child Patient - Focusing on The Case Studies of VR Contents at Home and Abroad (아동의 통증 감소를 위한 VR 콘텐츠 활성화 방안 연구 - 국내·외 VR 콘텐츠의 사례 연구를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.167-176
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    • 2020
  • Meanwhile the service of public health are being improved and the patient-friendly medical environment is constructed due to the development of the medical industry, we need to take more concern for child patient's pain undergoing this change of the medical environment. Currently, pain of child patient is treated by both pharmacologic and non-pharmacologic method. The application of virtual reality(VR) is emerging as a kind of attention-conversion therapy among non-pharmacologic method both at home and abroad. This study has examined and analyzed the development cases and related studies of VR among the world. And derived 'Presence', 'Interactivity', 'Social Interaction', 'Customization', 'Embodiment' as characteristics to be considered in the clinical application of VR for children. Based on this, six measures are proposed to promote VR contents to reduce pain of child patient.

Virtual Reality and 3D Printing for Craniopagus Surgery

  • Kim, Gayoung;Shim, Eungjune;Mohammed, Hussein;Kim, Youngjun;Kim, Yong Oock
    • Journal of International Society for Simulation Surgery
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    • v.4 no.1
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    • pp.9-12
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    • 2017
  • Purpose Surgery for separating craniopagus twins involves many critical issues owing to complex anatomical features. We demonstrate a 3D printed model and virtual reality (VR) technologies that could provide valuable benefits for surgical planning and simulation, which would improve the visualization and perception during craniopagus surgery. Material & Methods We printed a 3D model extracted from CT images of craniopagus patients using segmentation software developed in-house. Then, we imported the 3D model to create the VR environment using 3D simulation software (Unity, Unity Technologies, CA). We utilized the HTC Vive (HTC & Valve Corp) head-mount-display for the VR simulation. Results We obtained the 3D printed model of craniopagus patients and imported the model to a VR environment. Manipulating the model in VR was possible, and the 3D model in the VR environment enhanced the application of user-friendly 3D modeling in surgery for craniopagus twins. Conclusion The use of the 3D printed model and VR has helped understand complicated anatomical structures of craniopagus patients and has made communicating with other medical surgeons in the field much easier. Further, interacting with the 3D model is possible in VR, which enhances the understanding of the craniopagus surgery as well as the success rate of separation surgery while providing useful information on diagnosing and surgery planning.

Needs and expectations for an AR program for asthma education for school-age children in South Korea: The perspectives of children, parents, and teachers

  • Kim, Yunsoo;Ju, Hyojin
    • Child Health Nursing Research
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    • v.27 no.4
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    • pp.365-376
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    • 2021
  • Purpose: This study examined the needs for asthma education programs as perceived by school-age children, parents, and teachers and investigated parents' and teachers' expectations for incorporating augmented reality (AR) in asthma education. Methods: This descriptive, cross-sectional study included 339 participants: 125 school-age children, 132 parents, and 82 teachers. Data were collected from children, parents, and teachers on the need for asthma education, the requirements for asthma education, and the expectations of parents and teachers for incorporating AR in asthma education. Data were analyzed using descriptive statistics, the t-test, analysis of variance, and the Scheffé test. Results: Asthmatic children and their peers, parents, and teachers all felt there was a significant need for education about asthma, with education on how to deal with an asthma attack being needed the most. The incorporation of AR programs in asthma education was viewed positively by both parents and teachers. Conclusion: An AR children's asthma education program should be developed in which children with asthma and their peers, parents, and teachers can participate together. Furthermore, it is expected that children with asthma will independently undertake more effective disease management after attending an AR asthma education program.

A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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Implementation and Feasibility Test of the Mixed Reality Service Platform for Application of Architectural Field (건축분야 활용을 위한 MR콘텐츠 서비스플랫폼 구현)

  • Ahn, Kil-Jae;Ko, Dae-Sik
    • The Journal of Korean Institute of Information Technology
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    • v.17 no.1
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    • pp.149-156
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    • 2019
  • Mixed reality technology (MR) has become one of the fourth industrial revolution element technologies. MR technology has been widely applied not only as a digital contents industry but also in the fields of architecture, tourism, medical field, and education. In this paper, we propose a collaborative service platform for architectural applications that inter-operate with heterogeneous devices such as MR device, PC and mobile, and develop prototype system and verify it. As a result, the 3D model using the skp extension, which is mainly used in architecture design office, was created by using developed prototype system and generate the MR contents for the hololens, which is the MR device, and the conversion time and normal operation were confirmed.

A New Instrument for Measuring the Optical Properties of Wide-field-of-view Virtual-reality Devices

  • Ahn, Hee Kyung;Lim, Hyun Kyoon;Kang, Pilseong
    • Current Optics and Photonics
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    • v.6 no.4
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    • pp.392-399
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    • 2022
  • Light-measuring devices (LMDs) are frequently used to measure luminance and color coordinates of displays. However, it is very difficult to use a conventional LMD for measuring the optical properties of virtual-reality (VR) devices with a wide field of view (FOV), because of their confined spaces where the entrance pupil of a LMD is located. In this paper, a new LMD that can measure the optical properties of wide-FOV VR devices, without physical conflict with the goggles of the VR device, is proposed. The LMD is designed to fully satisfy the requirements of IEC 63145-20-10, and a pivot-point correction method for the LMD is applied to improve its accuracy. To show the feasibility of the developed LMD and the correction method, seven VR devices with wide FOV are measured with it. From the results, all of them are successfully measured without any physical conflict, and a comparison to their nominal values shows that the FOVs have been properly measured.

Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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