• Title/Summary/Keyword: Reality Analysis

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Priority Analysis for Development of Virtual Reality Contents to Improve Building Construction Education (건축시공 교육 개선을 위한 가상현실 컨텐츠 개발 우선순위 도출)

  • Kang, Seo-Kyoung;Kang, Goune;Cho, Hunhee;Kang, Kyung-In;Kang, Minshik
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2015.11a
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    • pp.93-94
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    • 2015
  • Building construction education requires training and experience. While there have been many means of education, virtual reality (VR) can be applied as a complement for building construction education. Considering the characteristics of building construction education, interactive content based on VR technology is expected to raise the effectiveness of traditional education. This research conducted a survey to examine the applicability of VR technology to building construction education and provided basic information by prioritizing work types for educational content.

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A Short Survey and Requirement Analysis for Augmented Reality Visualization Techniques (증강정보의 효과적인 가시화 기법 동향 및 요구사항)

  • Kim, Youngwon Ryan;Ahn, Euijai;Kim, Gerard Jounghyun
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.27-33
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    • 2015
  • Augmented reality (AR) adds on and displays synthetic information spatially registered to real world objects. As a particular and important type of information visualization technique, AR possesses unique advantages and limitations. In this paper, we put forth three requirements for an effective augmentation, namely, "naturalness," "visibility," and "persistence," and review notable augmentation techniques around these three perspectives. Based on the review and analysis, future directions for AR based information visualization techniques are proposed.

Identifying Barriers to Big Data Analytics: Design-Reality Gap Analysis in Saudi Higher Education

  • AlMobark, Bandar Abdullah
    • International Journal of Computer Science & Network Security
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    • v.21 no.9
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    • pp.261-266
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    • 2021
  • The spread of cloud computing, digital computing, and the popular social media platforms have led to increased growth of data. That growth of data results in what is known as big data (BD), which seen as one of the most strategic resources. The analysis of these BD has allowed generating value from massive raw data that helps in making effective decisions and providing quality of service. With Vision 2030, Saudi Arabia seeks to invest in BD technologies, but many challenges and barriers have led to delays in adopting BD. This research paper aims to search in the state of Big Data Analytics (BDA) in Saudi higher education sector, identify the barriers by reviewing the literature, and then to apply the design-reality gap model to assess these barriers that prevent effective use of big data and highlights priority areas for action to accelerate the application of BD to comply with Vision 2030.

An Analysis on the Range of Singular Fusion of Augmented Reality Devices

  • Lee, Hanul;Park, Minyoung;Lee, Hyeontaek;Choi, Hee-Jin
    • Current Optics and Photonics
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    • v.4 no.6
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    • pp.540-544
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    • 2020
  • Current two-dimensional (2D) augmented reality (AR) devices present virtual image and information to a fixed focal plane, regardless of the various locations of ambient objects of interest around the observer. This limitation can lead to a visual discomfort caused by misalignments between the view of the ambient object of interest and the visual representation on the AR device due to a failing of the singular fusion. Since the misalignment becomes more severe as the depth difference gets greater, it can hamper visual understanding of the scene, interfering with task performance of the viewer. Thus, we analyzed the range of singular fusion (RSF) of AR images within which viewers can perceive the shape of an object presented on two different depth planes without difficulty due to the failure of singular fusion. It is expected that our analysis can inspire the development of advanced AR systems with low visual discomfort.

A Real-Time Graphic Driving Simulator Using Virtual Reality Technique (가상현실을 이용한 실시간 차량 그래픽 주행 시뮬레이터)

  • Jang, Jae-Won;Son, Kwon;Choi, Kyung-Hyun;Song, Nam-Yong
    • Journal of the Korean Society for Precision Engineering
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    • v.17 no.7
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    • pp.80-89
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    • 2000
  • Driving simulators provide engineers with a power tool in the development and modification stages of vehicle models. One of the most important factors to realistic simulations is the fidelity obtained by a motion bed and a real-time visual image generation algorithm. Virtual reality technology has been widely used to enhance the fidelity of vehicle simulators. This paper develops the virtual environment for such visual system as head-mounted display for a vehicle driving simulator. Virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Based on the object model, a three-dimensional graphic model is completed with CAD tools such as Rhino and Pro/ENGINEER. For real-time image generation, the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. The developed software for a virtual driving simulator offers an effective interface to virtual reality devices.

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The Virtual Reality in Fossil Power Plant Operator Training Simulator

  • Ma, Sam-Sun;Park, Jin-Ho;Oh, Seog-Chan
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.10a
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    • pp.197-200
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    • 1999
  • In these days many large scale plants are attempting to use the Virtual Reality technology in the process analysis. Their goal is to reduce the development time by more effective information management as Simultaneous Engineering point of view, and by connecting the CAD datum and all kinds of products information. Generally, it is taken for granted that when a plant is equipped with a Virtual Reality technology, they are able to review the design and analyze the engineering performance of the product before actually building it, so that their goal to reduce costs and enhance the initial quality can be achieved. [1][2] In this paper we will look into the application the virtual reality technology Hadong fossil power plant. And we will also define the concepts of virtual plant by summarizing requirements and thoughts from the people who are in working in the actual site.

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Analysis of Visual Attention of Students with Developmental Disabilities in Virtual Reality Based Training Contents (가상현실기반 훈련 콘텐츠에서 발달장애인의 시각적 주의집중도 분석)

  • Jo, Junghee
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.328-335
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    • 2021
  • In the era of 'Untact', virtual reality-based job training platforms are actively being used as part of non-face-to-face education for students with developmental disabilities. Because the people with developmental disabilities may lack sufficient cognitive abilities, it is difficult to conduct untact training seamlessly without the help of a third party. Therefore, it is necessary for training programs to identify the right timing to provide help so that the training can be continued. This research analyzed the visual attention of students with developmental disabilities in virtual reality-based job training program in order to determine the point of time when an intervention is required by the trainee. Results showed that students who completed the mission tended to have intense visual attention on a small number of objects for a certain period of time; the visual attention of the students who failed tended to shift erratically among multiple objects.

Innovation resistance and adoption regarding a virtual reality motion-sensing input device (가상현실 모션센싱 입력장치에 대한 혁신 저항과 수용)

  • Park, Hyun-jung;Choi, Jaewon;Shin, Kyung-shik
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.191-213
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    • 2015
  • With the advancement of virtual reality technology, virtual reality contents and devices are being competitively released. This research deals with an early stage adoption model of a motion-sensing input device which enhances the user experience of these virtual reality contents and devices. In contrast to the previous research on the adoption or resistance of innovative products, this work compares and analyzes the antecedents in MIR(Model of Innovation Resistance) of resistance-perspective as well as those in UTAUT2(Extended Unified Theory of Acceptance and Use of Technology) and IDT(Innovation Diffusion Theory) of adoption-perspective, and suggests a resistance-incorporated adoption model from a new viewpoint. The analysis of questionnaire data indicates the following results: Performance expectancy, effort expectancy, price value, hedonic motivation in UTAUT2 and visibility in IDT have a significant negative influence on innovation resistance. Compatibility in IDT and MIR exerts a positive influence on perceived value. Social influence and hedonic motivation in UTAUT2 positively relates to perceived value. Higher innovation resistance results in lower perceived value, with innovation resistance and perceived value negatively and positively affecting intention to use, respectively.

Muscular Activity Analysis in Lower Limbs from Motion and Visual Information of Luge Simulator based Virtual Reality (가상현실 루지 시뮬레이터의 동작과 영상정보별 인체 근육활성도 분석)

  • Kang, Seung Rok;Kim, Ui Ryung;Kim, Kyung;Bong, Hyuk;Kwon, Tae Kyu
    • Journal of the Korean Society for Precision Engineering
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    • v.32 no.9
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    • pp.825-831
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    • 2015
  • In this paper, capture motion and visual information from a virtual reality luge simulator to analyze muscular activity in the lower limbs. The Luge Simulator consists of a motion platform with a pneumatic module for weight distribution. We recruited luge athletes and healthy subjects and made real-time surface EMG measurements to estimate the muscular activity in the lower limbs according to the motion protocol of a simulator, and a test was conducted for each subject. The results indicated that the rectus femoris had the highest muscular activity according to the level of the slope and velocity of the luge. The soleus muscle showed a high level of activity during a turn in the luge according to the direction. We found that the development of a virtual reality sports simulator based on physical reaction results could bring positive effects to optimize reality and human cenesthesia.

Effects of a Happiness Choice Program Based on Reality Therapy on Subjective Well-being and Interpersonal Relations in Nursing Students (현실치료를 적용한 행복선택 프로그램이 간호대학생의 주관적 안녕감과 대인관계능력에 미치는 효과)

  • Lee, Eun Sook
    • Journal of Korean Public Health Nursing
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    • v.29 no.3
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    • pp.503-514
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    • 2015
  • Purpose: The purpose of this study was to determine the effects of a happiness choice program based on reality therapy on subjective well-being and interpersonal relations in nursing students. Methods: A nonequivalent control group pre-posttest design was used. The participants were 45 nursing students, 22 in the experimental group, and 23 in the control group. They were from 2 different colleges of nursing located in 2 regions. The happiness choice program based on reality therapy was held 6 times over 6 weeks, taking 120 minutes per session. Nursing students' subjective well-being and interpersonal relations were measured. SPSS 18.0 using the ${\chi}^2$-test, t-test, and paired t-test were used in data analysis. Results: Nursing students in the experimental group showed significantly higher life satisfaction (t=3.81, p<.001), positive emotion (t=2.09, p=.042), and interpersonal relations (t=4.11, p<.001), while significantly lower negative emotion (t=-2.59, p=.013). Conclusion: The findings of this study suggest that a happiness choice program based on reality therapy could be a useful intervention for improving subjective well-being and interpersonal relations of nursing students.