• Title/Summary/Keyword: VR 프로그램

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Study on Firefighting Education and Training Applying Virtual Reality (가상현실을 적용한 소방교육·훈련에 관한 연구)

  • Chae, Jin
    • Fire Science and Engineering
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    • v.32 no.1
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    • pp.108-115
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    • 2018
  • The purpose of this study was to classify VR programs according to their characteristics and associations by the disaster management phase and firefighting school curriculum, and set priorities among VR fire training and training programs using AHP analysis., The relative priority is given considering its importance and urgency. As a result of the study, firefighting education and training classes showed the highest level of response. The relative priority of the subcategories was highest in the prevention stage. The simulation implementation for the evacuation experience was highest in closed spaces, such as a subway, and the simulation for the special firefighting vehicle was highest in the contrast phase. In the response phase, real fire simulation training was the highest. In the recovery phase, virtual reality training was the most effective in determining the fire situation based on the fire database.

VR-based teleconferencing Application (VR 기반 원격 회의 어플리케이션)

  • You, Do-jin;Kim, Su-ji;Jeong, Min-hyuk;Yoon, Ji-soo;Kang, Ye-jin;Lee, Chae-hee;Kim, Sang-Kyun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.173-175
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    • 2021
  • 최근 코로나시대의 비대면적 사회환경에서 원격 회의 요구가 증가하고 있다. 기존의 비대면 환경에서의 회의나 강의 어플리케이션에서 회의 참가자의 참여도와 몰입도를 향상시키기 위해 본 논문에서는 VR 기술을 기반으로 한 원격 회의, 강의 어플리케이션을 제안하였다. 본 논문의 어플리케이션은 양방향통신방식으로 설계 및 구성되었으며, Unity 프로그램을 사용하여 어플리케이션을 제작하고 사용자는 Oculus2 기기를 통하여 VR 환경의 어플리케이션을 실행하였다.

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Development of promotional video for traditional markets through 360°VR video (360°VR 영상을 통한 재래시장 홍보영상 개발)

  • Nam, Do-Hyeon;Kim, Da-Hyeon;Baek, Song-Iee;Lim, Chul-Hoon;Kim, Young-Gum;Lee, Byung-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.189-191
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    • 2021
  • 인공지능 기술은 4차 산업혁명의 핵심적인 기술로써 현재 활발한 연구 개발이 진행되고 있으며, 다양한 산업에 목되고 있다. 4차 산업혁명의 핵심기술인 가상 및 증강현실 기술을 활용해 침체된 재래시장에 활력을 불어넣기 위한 프로젝트이다. 업계표준 3D 영상 프로그램인 마야와 실시간 렌더엔진 Unity를 활용하여 VR 가상환경을 구축한다. VR기기를 착용하여 청주의 명물 '육거리시장'을 체험하며, 비대면 코로나로 인한 현장 체험의 한계를 극복할 수 있는 대안을 마련한다.

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Development of VR Multi Simulation Game for Old People using Unity Engine. (Unity 엔진을 이용한 노년층을 위한 VR 멀티 시뮬레이션 게임 개발)

  • Cha, Jooyoung;Youn, Hyewon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.604-606
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    • 2020
  • 본 논문은 노인의 외로움 해소를 위해 Unity 를 이용한 VR 멀티 시뮬레이션 게임 프로그램의 설계 및 개발 내용을 다루고 있다. 본 시뮬레이션은 주 타겟층인 노년층을 고려하여 최소한의 간단한 조작법을 지향하고 있으며 따라서 3D 1 인칭 어드벤처 시점, 바라보는 방향으로 이동하는 연속 이동방식을 채택하였다. 서버를 이용하여 2 인 이상의 멀티 시뮬레이션 환경을 지원하며 텍스트 채팅이 아닌 음성 채팅을 통하여 시뮬레이션 유저들 간의 소통을 지원해준다. 다른 유저들과 함께 GameObject 의 상호작용을 보며 대화를 이어가거나, 낚시, 채집 활동을 할 수 있다. 이로 하여금 노년층의 외로움 해소를 도울 수 있도록 개발하였다.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

A Case Study of Fashion Illustration Using VR Technology -Focusing on iPad use case and comparative analysis (VR 기술을 활용한 패션일러스트레이션 사례 연구 - 아이패드 활용 사례와 비교분석을 중심으로)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.763-770
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    • 2023
  • In today's modern fashion industry, along with the Fourth Industrial Revolution, the digital fashion industry using new technologies such as AR (Augmented Reality), VR (Virtual Reality), and Metaverse is gradually expanding. Accordingly, in the field of fashion design education, a new form of fashion illustration using VR technology is attracting attention as a new expression method. Recently, the use of digital tools such as iPads is gradually increasing in the field of education at universities majoring in fashion design, and students' interest in new digital tools is continuously increasing in the process of fashion illustration work. Therefore, this study implements fashion illustration using VR technology, which has been commercialized and popularized in the fashion industry, analyzes the differentiated characteristics compared to fashion illustration completed with iPad, and explores the possibility of using VR technology for fashion illustration as a new expression tool. We looked at the limitations. Through this study, it was found that VR is a positive help to fashion illustration to express the conception and overall connectivity in the three-dimensional aspect of fashion design, and the iPad was found to be suitable for specific and delicate fashion illustration expression. The results of this study are intended to provide basic data for fashion illustration education that can increase students' interest and achievement.

Research on the Current Status of Public Libraries' Future Competency Programs and Social Awareness Survey (공공도서관의 미래역량 프로그램 현황 및 사회적 인식조사 연구)

  • Youngji Shin
    • Journal of Korean Library and Information Science Society
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    • v.54 no.4
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    • pp.151-178
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    • 2023
  • At a time when libraries are attracting attention as institutions and spaces that can foster future capabilities, this study conducts a general survey of the current status of public library programs related to the future capabilities and investigate the social awareness on libraries and future capabilities through big data analysis. As a result, first, programs are being planned and provided with the keyword of future capabilities, but most of them are limited to makerspace programs, edutech programs, and experience programs. Also, the detailed types of programs are limited to 3D print, coding, AR, VR, etc. In addition, current library programs related to future capabilities are not subdivided by each competency, these programs are provided in the comprehensive sense of future competency. Second, in the awareness survey through big data analysis, education, future capabilities, and libraries were found to be highly frequent, and it was seen that library reading, books, culture, and programs were related to strengthening future capabilities. Accordingly, in the future, libraries need to develop and provide systematic programs to cultivate future capabilities, and there is also a need to develop future capabilities improvement programs that take the life cycle into account.

A Case study for Multi-Perspective Relationship Experience(MPRE) to Improve Social Communication of Soldiers (군인들의 의사소통 향상을 위한 가상현실 활용 방안 -다시점 관계 경험 프로그램 사례 연구-)

  • Lee, Youn-Soo;Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.83-89
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    • 2022
  • Recentely, the military needs to apply various technologies for the improvement of teamwork. The government should take the non-face-to-face system due to the social interest of young military members. In this study we investigated collective cohesion by helping soldiers who have difficulty expressing their feelings and delivering messages while living in groups, or who are unable to adapt to group life due to psychological disorders such as relationship anxiety. We proposed the Multi-perspective Relationship Experience program as a new VR application. We showed feeling a sense of reality equivalent to the actual situation, interpersonal tension and social distance were significantly reduced, and communication, which was difficult to actually do, was naturally achieved. In addition, positive effects were confirmed on the sense of belonging and leadership among all participants. We will be effectively used in manpower management policies that improve the collective cohesion of soldiers and support the adaptability of the military environment in line with the rapidly changing social interaction method.

Virtual Stage: A Scenario-Based VR System (버츄얼 스테이지: 시나리오에 의거한 가상현실 시스템)

  • 이기창;설창환;원광연
    • Journal of Broadcast Engineering
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    • v.3 no.1
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    • pp.39-49
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    • 1998
  • 머지않아 가상현실 기법은 TV 프로그램 제작에 큰 영향을 미칠 것이다. 한 예로서, 이미 수년 전부터 가상 스튜디오는 제한적으로나마 프로그램 제작에 도입되기 시작하였다. 본 논문에서는 가상현실 기법을 이용한 또 다른 응용시스템을 소개한다. 가상 스테이지라고 이름 붙인 본 시스템은 가상 스튜디오와 개념적으로 흡사하나 가상세계 참여자의 상호작용을 더욱 강조하고 있다. 본 연구에서 가상 스테이지는 일종의 카라오케 형태로 구현되었으나 실제로는 TV쇼 프로그램 등, 다양한 프로그램 제작에 사용 가능하다.

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Development and Introduction of Virtual Reality Astronomy Education Program Development (가상현실 천문학 교육프로그램 개발 및 소개)

  • Ha, Sanghyun;Sohn, Jungjoo;Park, Soonchang
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.54.3-55
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    • 2021
  • 지난 연구에서는 국립과학관 천체투영관 등에서 사용하는 천체시뮬레이션 소프트웨어를 활용하여 스크립트 제작 및 360° VR 영상 제작기술을 개발하였고, 비대면 환경에서도 개인휴대기기 등을 통한 몰입도 높은 천문학 교육을 구현할 수 있도록 연구를 진행하였다. 계속되는 연구로 천체시뮬레이션을 활용한 교육프로그램의 장점을 잘 나타낼 수 있는 주제들 중 2015 교육과정 중학교 3학년에서 다루는 '우주 탐사 성과와 의의'를 주제로 파일럿 프로그램을 개발 중이며 그 과정을 소개하고자 한다. 개발하는 프로그램은 과학관 천체투영관에 적용하여 실무자의 활용을 지원할 계획이며 다양한 교육콘텐츠 개발에 활용되기를 기대한다.

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