• 제목/요약/키워드: Simulation Experience

검색결과 781건 처리시간 0.023초

공유메모리 변수를 사용한 원자력발전소 시뮬레이터 개발 (Development of Nuclear Power Plant Simulator using Shared Memory Variables)

  • 박근옥;서용석
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 춘계 학술대회 논문집
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    • pp.153-156
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    • 2001
  • We have developed CNS(Compact Nuclear Simulator) which can be used for the fundamental training of the nuclear power plant operators. The application software for CNS consists of simulation engine(analyzer code), instructor station software, and man-machine interface software. Each application software is regarded as one black box and the communication of black boxes is performed by the predefined shared memory variables. In this paper, we discuss our experience for CNS development.

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Introduction of Medical Simulation and the Experience of Computerized Simulation Program Used by $MicroSim^{(R)}$

  • Lee, Sam-Beom;Bang, Jae-Beum;SaKong, Joon
    • Journal of Yeungnam Medical Science
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    • 제24권2호
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    • pp.148-153
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    • 2007
  • 배경 : 의학시뮬레이션 교육방법이 새로이 도입되면서 다양한 방법이 개발되었다. 특히 컴퓨터와 인터넷을 이용한 시뮬레이션 교육이 학생들에게 사전에 임상수기 교육 및 임상경험을 가능하게 하여 많은 도움을 주고 있다. 본 연구는 $Microsim^{(R)}$ 프로그램을 이용한 학생들의 첫 경험을 보고하고 컴퓨터와 인터넷을 이용한 시뮬레이션 교육에 대하여 소개하고자 한다. 대상 및 방법 : 의학과 3학년 학생을 대상으로 임상의학입문 과정의 일환으로 $Microsim^{(R)}$ 프로그램을 이용하여 2주간의 실습후 획득한 점수를 산정하여 통과여부를 알아보고자 하였다. 모듈 1은 기도 및 호흡, 모듈 2는 심정지, 모듈 3은 심장 부정맥, 모듈 4는 흉통으로 정하였으며, 4개의 모듈에서 미리 지정된 각각의 증례하나를 선택하여 반복하여 실습하고 최종적으로 각각 통과점수가 70% 이상이 되어야 인정되도록 하였다. 결과 : 전체 75명의 학생이 참가하여 이중 56명(74.7%)이 4개의 모듈을 모두 통과하였다. 각각의 모듈의 평균 통과율은 모듈 1이 86.7%, 모듈 2가 85.3%, 모듈 3과 4가 각각 84.0%였으며, 4개 모듈의 평균점수는 88.6이었다. 결론 : 의학시뮬레이션이 비록 완전하게 통과되지는 않았지만 학생들로 하여금 실제적인 임상경험을 가능하게 하였다. 하지만 이는 아직은 기존의 교육방식의 보조적인 역할을 담당한다고 할 수 있으며 향후 좀 더 다양한 방법으로 반복된 시뮬레이션 교육과 이에 대한 평가가 필요할 것으로 사료된다. 아울러 의학시뮬레이션의 다양한 교육방법에 대하여 소개를 하고자 하였다.

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Effects of auditory feedback and task difficulty on the cognitive load and virtual presence in a virtual reality dental simulation

  • Kim, Byunggee;Yang, Eunbyul;Choi, Namki;Kim, Seonmi;Ryu, Jeeheon
    • 대한치과의사협회지
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    • 제58권11호
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    • pp.670-682
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    • 2020
  • This research examined the difference in cognitive load and the virtual presence depending on auditory feedback and task difficulty in haptic-based dental simulation. In the field of dental education, practice-centered training using handpiece has been crucial because a practitioner's psychomotor experience has a significant impact on the mastery of treatment skills. For the novice, it is necessary to reduce errors in dental treatment to enhancing skill acquisition in the haptic practice. In the training process, the force-feedback is crucial to elaborate subtle movement to guide what to do and how it should be hard or soft. However, It is not easy to add force-feedback to generate kinetic experience training. As an alternative method, we examined that auditory feedback can help learners' skill training. In this study, we analyzed how the presence/absence of auditory feedback at the different levels of task difficulty impacts learners' psychological demand and virtual presence in the virtual reality simulation. For this study, 29 dental college students participated in a dental simulation. The participants were grouped into two conditions that are with and without auditory feedback. Additionally, two consecutive tooth preparation tasks with different levels of difficulty were used in the simulation. The auditory feedback condition gives alarms to a learner when he treats a non-targeted tooth with a virtual handpiece. The user's cognitive load and virtual presence were measured to examine the effects of auditory feedback. The results revealed that the main effect was found in cognitive loads. Also, a significant interaction effect was shown in the virtual presence. We discussed the effective design methods for the virtual reality-based dental simulation through the result of this study.

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What was the vSim for nursing practice experience?

  • Kim, Jungae
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.25-31
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    • 2020
  • The study is a phenomenological analysis of the video simulation clinical practice experience recently conducted on nursing students due to the outbreak of corona 19 worldwide. A total of eight students participated in the vSim class who understood the purpose of the study and wanted to participate voluntarily. The data collection conducted a total of three interviews until no new data was available, and the collection period was from June 22, 2020 to July 10, 2020. The collected data were analyzed with the Giorgi's Phenomenological Analysis Method. As a result of the study, three components and 13 semantic units were derived. vSim was difficult for students, but it was an interesting experience that made them feel like nurses, and it was an experience in which they were immersed in learning rather than face-to-face classes, and their skills improved.

Essential Computer Vision Methods for Maximal Visual Quality of Experience on Augmented Reality

  • Heo, Suwoong;Song, Hyewon;Kim, Jinwoo;Nguyen, Anh-Duc;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • 제3권2호
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    • pp.39-45
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    • 2016
  • The augmented reality is the environment which consists of real-world view and information drawn by computer. Since the image which user can see through augmented reality device is a synthetic image composed by real-view and virtual image, it is important to make the virtual image generated by computer well harmonized with real-view image. In this paper, we present reviews of several works about computer vision and graphics methods which give user realistic augmented reality experience. To generate visually harmonized synthetic image which consists of a real and a virtual image, 3D geometry and environmental information such as lighting or material surface reflectivity should be known by the computer. There are lots of computer vision methods which aim to estimate those. We introduce some of the approaches related to acquiring geometric information, lighting environment and material surface properties using monocular or multi-view images. We expect that this paper gives reader's intuition of the computer vision methods for providing a realistic augmented reality experience.

로지스틱 회귀분석을 이용한 핀테크 결제 서비스 수용 요인 분석 (An Analysis of Factors Affecting Fintech Payment Service Acceptance Using Logistic Regression)

  • 황신해;김정군
    • 한국시뮬레이션학회논문지
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    • 제27권1호
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    • pp.51-60
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    • 2018
  • 본 연구는 혁신확산이론과 관련 선행연구를 기반으로 사용자의 핀테크 결제 서비스 사용 영향요인을 서비스와 사용자 측면으로 분류하여 파악하고 인과관계를 실증 검증하였다. 사용자 수용에 영향을 미치는 서비스 특성으로 복잡성, 혜택, 서비스 제공자 신뢰와 인지된 위험을 서비스 특성으로, 개인 혁신성과 보안사고 경험을 사용자 특성으로 분류하여 연구모형을 구성하였다. 이항 로지스틱 회귀분석 결과 인지된 위험과 사용의 복잡성, 보안사고 경험은 사용자의 핀테크 수용에 부정적인 영향을 미치며 개인혁신성은 긍정적인 영향을 미치는 것으로 나타났다. 추가로 인지된 위험이 핀테크 서비스 수용에 미치는 부정적인 영향을 강화하는 보안사고 경험의 조절효과 역시 유의미하게 나타났다.

VR을 사용한 범죄예방 어플리케이션 (Crime prevention application using VR)

  • 최번성;백건호;황병철
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2021년도 제64차 하계학술대회논문집 29권2호
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    • pp.639-640
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    • 2021
  • In this paper, we present a simulation program to learn how to deal with crime situations by realizing a virtual environment using VR. Currently, education on various crimes is increasing year by year, but the crime prevention rate is not decreasing. It was developed to help prevent crime by using VR to experience these problems in an environment similar to reality, learn how to use various tools that have not been used directly, and experience virtual experiences through the metaverse.

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전자무역 시뮬레이션 교육의 학습전략 (Learning Strategies on International e-Trade Simulation Education)

  • 이호형;김학민
    • 통상정보연구
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    • 제12권2호
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    • pp.109-132
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    • 2010
  • The purpose of this study is to survey the learning strategies and learning styles of the undergraduates in international e-trade simulation education. The set of learning strategies are investigated and the analysis is made how learning styles could affect the learning strategies. The subjects of this study were 112 undergraduates majored in international trade and their classes were using e-trade simulation. It is found that the undergraduates' learning strategy level is not high because the simulation education is not common yet in e-trade classes. The levels of self-efficacy and positive attitudes have high level whereas the expression strategy has the lowest. Strong results were not found among undergraduates' learning styles by each of the 11 strategies except two cases. One is that the undergraduates who had experiences of e-learning have higher level of social strategy than those of non e-learning experience group. The other is that the more the students spend the time in the simulation class, the more they have positive attitudes. This study supports that the simulation can increase the effectiveness of e-trade learning.

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사용자 경험을 기반으로 big.LITTLE 멀티코어 구조의 스마트 모바일 단말의 에너지 소비를 최적화 하는 소프트웨어 구조 설계 (User Experience Assisted Energy-Efficient Software Design for Mobile Devices on the big.LITTLE Core Architecture)

  • 임성화
    • 반도체디스플레이기술학회지
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    • 제19권1호
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    • pp.23-28
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    • 2020
  • In Smart mobile devices embedding big.LITTLE architectures, the conventional multi-core assignment scheme for user applications may incur wasteful energy consumption and long response time. In this paper, we propose a user experience assisted energy-efficient multicore assignment scheme. Our simulation results show that the proposed scheme achieves at 40% less energy consumption and at 20% less response time comparing to the legacy scheme.

가상 이상 개념을 이용한 물리법칙의 2D 시각화 시뮬레이션 (Two Dimensional Visualization Simulation of Physical Law using Virtual Anomaly)

  • 박정용
    • 한국콘텐츠학회논문지
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    • 제10권11호
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    • pp.1-9
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    • 2010
  • 경험을 통한 지식의 습득이 단순한 기호나 수식을 통한 지식의 습득과 비교해서 보다 안정적이고 명료하게 학습자에게 정보를 전달한다. 컴퓨터 기반의 교육용 시스템은 가상현실기술, 지능형 교육 시스템, 개념의 시각화기술, 시뮬레이션 기반 시스템, 미세한 세계(MicroWorld)를 이용한 형태로 연구되어지고 있다. 본 논문에서는 교육용 시스템의 여러 형태 중에서 시뮬레이션 기반으로 물리법칙을 2D로 시각화하여 학습자에게 교육할 수 있는 방법을 제안한다. 특히 물리법칙 중 중력의 법칙을 시뮬레이션하여 확인함으로써 간접적 경험을 통하여 보다 명료하게 지식을 습득한다. 시뮬레이션을 통한 명확한 지식 전달을 위해서 본 논문에서는 실시간적인 물리법칙의 시각화, 가상 이상 현상(virtual anomaly), 물리법칙의 시각화를 시뮬레이션한다. 그리고 학습자는 이러한 방법들을 통해서 효율적이고 효과적인 지식습득이 가능함을 보인다.