• Title/Summary/Keyword: VR 프로그램

Search Result 155, Processing Time 0.023 seconds

A Study of 'Hear Me Later' VR Content Production to Improve the Perception of the Visually-Impaired (시각 장애인에 대한 인식 개선을 위한 'Hear me later' VR 콘텐츠 제작 연구)

  • Kang, YeWon;Cho, WonA;Hong, SeungA;Lee, KiHan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.3
    • /
    • pp.99-109
    • /
    • 2020
  • This study was conducted to improve the education method for improving perception awareness of the visually-impaired. 'Hear me later' was designed and implemented based on VR content that allows the visually-impaired experience in the eyes and environment. The main target is from middle and high school students to adolescents in their twenties. It is consisted of a student, the user's daily life with waking up at home in the morning, going to school, taking classes at school, and disembarking home late in the dark. In addition, 10 quests are placed on each map to induce users' participation and activity. These quests are a daily activity for non-disabled people, but it is an activity to experience uncomfortable activity for visually impaired people. In order to verify the effect of 'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre and post evaluation of VR contents experience. In order to verify the effect of'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre-post evaluation of VR experiences. As a result, it was found that in the post-evaluation of VR contents experience, the perception of the visually impaired was increased by 30% compared to the pre-evaluation. In particular, misunderstandings and changes in prejudice toward the visually impaired were remarkable. Through this study, the possibility of a VR-based disability experience education program that can freely construct space-time and maximize the experience was verified. In addition, it laid the foundation to expand it to various fields of improvement of the disabled.

A study on the Development of 3D web-map using VRML and java (Web-Map 개발을 위한 VRML과 Java의 적용)

  • 양인태;김동문;박형근
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.21 no.1
    • /
    • pp.81-87
    • /
    • 2003
  • It is very difficult assignment that grasp three-dimensional real life in Web base network environment. But, the recent simulation tools embody third dimension elements within 2 dimensions screen that is limited through third dimension implementation technology. Many GIS tools are offering excellent functions for third dimension data creation. But, research about design of third dimension GIS that use virtual reality technique in Web environment is status that is unprepared. So, in this research embodied third dimension topography map using virtual reality modelling language to produce active third dimension VR map that can supply visual information for direction, visual point that want in World Wide Web without support of expensive Map exclusive use program. And these 3D Web-Map is thought that possibility is enough as next generation map medium.

A Study on the Influence of Perceived Over Qualification on Boundary Spanning Behavior and Job Performance

  • Lin, Xue-Jiao;Chung, Soo-Jin
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.10
    • /
    • pp.135-142
    • /
    • 2020
  • In this paper, we propose to analyze the impact of perceived over qualification on boundary spanning behavior and job performance. A total of 373 questionnaires were collected from corporate researchers developing VR technology in China to achieve the purpose of this study. The data collected through the survey were analyzed with frequency analysis, reliability analysis, positive factor analysis, structural equation model, etc. using statistical programs SPSS V.22 and AMOS V. 22. The empirical analysis of this study confirms the following findings. First, perceived over qualification is a positive influence on job performance. Second, perceived over qualification to have a positive influence on boundary spanning behavior. Third, boundary spanning behavior is to have a positive effect on job performance. Through the concluding and discussion sections, in-depth discussions on the theoretical implications, practical implications and limitations of the research and its future direction were presented.

Collaboration Strategies Between the Vocational Rehabilitation and Independent Living Services for People with Disabilities (장애인 직업재활과 자립생활 서비스 연계전략에 관한 연구)

  • Shin, Sook-Kyung
    • Journal of Convergence for Information Technology
    • /
    • v.8 no.5
    • /
    • pp.199-204
    • /
    • 2018
  • The concept of the Independent Living (IL) movement has been affected on recent disability public policy to enhance the right of consumers with disabilities, as well as to eliminate the barriers on employment. The IL movement emphasizes the empowerment and autonomy of consumer with disabilities to achieve their rights in educational, social, and employ environment. This paper presents three vocational rehabilitation(VR) services that affect consumers with disabilities based on the values of the Independent Living movement, and recommend some practical strategies. These VR services include the collaboration projects between the VR agencies and Independent Living Centers, the intervention programs to enhance the self determination or informed choice as a consumer, and the projects to strengthen the relationship between consumers with disabilities and their service providers.

English Conversation System Using Artificial Intelligent of based on Virtual Reality (가상현실 기반의 인공지능 영어회화 시스템)

  • Cheon, EunYoung
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.11
    • /
    • pp.55-61
    • /
    • 2019
  • In order to realize foreign language education, various existing educational media have been provided, but there are disadvantages in that the cost of the parish and the media program is high and the real-time responsiveness is poor. In this paper, we propose an artificial intelligence English conversation system based on VR and speech recognition. We used Google CardBoard VR and Google Speech API to build the system and developed artificial intelligence algorithms for providing virtual reality environment and talking. In the proposed speech recognition server system, the sentences spoken by the user can be divided into word units and compared with the data words stored in the database to provide the highest probability. Users can communicate with and respond to people in virtual reality. The function provided by the conversation is independent of the contextual conversations and themes, and the conversations with the AI assistant are implemented in real time so that the user system can be checked in real time. It is expected to contribute to the expansion of virtual education contents service related to the Fourth Industrial Revolution through the system combining the virtual reality and the voice recognition function proposed in this paper.

Study on Development of Remote Mental Health Care Program with VR for Seafarers

  • Lim, Sangseop;Tae, Hyo-Sik
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.12
    • /
    • pp.195-200
    • /
    • 2021
  • Seafarers play an important role in shipping and logistics. However, seafarers are relatively vulnerable to mental illness because they have to board ships for a considerable period of time and work in isolation. In particular, in the pandemic situation caused by COVID-19, the crew change is delayed due to the closure of many ports around the world, increasing the mental burden on seafarers. The mental health management of the crew is important because these mental problems can lead to major accidents of lives and ships. This paper identified the necessity of mental health management of seafarers through a survey and identified problems with the currently operated mental health management program and curriculum. Especially, this study proposed VR-based programs to help crews receive mentally counseling treatment in a timely manner and to reduce the mental burden on them by preventing sensitive personal information exposure. Through this, it is expected to contribute to the stable development of the logistics industry by establishing a safe seafarers working environment.

Study on Compositing Editing of 360˚ VR Actual Video and 3D Computer Graphic Video (360˚ VR 실사 영상과 3D Computer Graphic 영상 합성 편집에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.17 no.4
    • /
    • pp.255-260
    • /
    • 2019
  • This study is about an efficient synthesis of $360^{\circ}$ video and 3D graphics. First, the video image filmed by a binocular integral type $360^{\circ}$ camera was stitched, and location values of the camera and objects were extracted. And the data of extracted location values were moved to the 3D program to create 3D objects, and the methods for natural compositing was researched. As a result, as the method for natural compositing of $360^{\circ}$ video image and 3D graphics, rendering factors and rendering method were derived. First, as for rendering factors, there were 3D objects' location and quality of material, lighting and shadow. Second, as for rendering method, actual video based rendering method's necessity was found. Providing the method for natural compositing of $360^{\circ}$ video image and 3D graphics through this study process and results is expected to be helpful for research and production of $360^{\circ}$ video image and VR video contents.

A Study on the Effectiveness of Rehabilitation by Virtual Reality Program: Systematic Review (가상현실 프로그램을 사용한 재활치료의 효과성 연구: 체계적 고찰)

  • Park, Da-Sol;Shin, Ga-In;Woo, Ye-Shin;Park, Hae Yean
    • 재활복지
    • /
    • v.22 no.3
    • /
    • pp.209-224
    • /
    • 2018
  • The purpose of this study is to provide a basic data about the virtual reality rehabilitation therapy to the occupational therapist in the domestic clinical field by systematically analyzing the types and effects of the rehabilitation therapy using the virtual reality program. Research articles were retrieved from January 2007 to December 2017 using the Research Information Sharing Service (RISS), Google Scholar, and Pubmed database. The main search terms were 'Virtual Reality AND Rehabilitation' and 'Virtual reality AND Effect'. Finally, 10 foreign studies were selected as the subjects of this study. Selected studies were organized using PICO (Patient, Intervention, Comparison, Outcome) format. The results were as follows: The subjects were divided into 4 types, stroke, brain tumor, Parkinson 's disease, and kidney disease. The tools used for arbitration were three IREX (30 %), two X-box Kinect (20 %), two Nintendo Wii (20 %), one [Existing tool + VR] (10 %), one [Mobile application + VR] (10 %). As a result of the intervention, improvement of function was observed in all 10 studies from overseas, and physical function was 24 times (66 %), mental function 6 times (17 %), cognitive function 5 times (14 %), Activity of daily living 1 time (10 %). this study could be used as a basic resource to enhance the professionalism and quality of rehabilitation services and expand the scope by organizing virtual reality-based rehabilitation and its effects.

A Study on the Usage of Digital Device Based on Digital Literacy (디지털 리터러시에 기반한 디지털 기기 활용방안 연구)

  • Go, HakNeung;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.219-222
    • /
    • 2019
  • 4차 산업혁명이 언급되면서 3D 프린터, 로봇, 인공지능, 빅데이터 등 신기술이 발전하고 이는 사회 구조를 변화시킬 것으로 예상된다. 이에 새로운 디지털 기기, 기술들을 이해하는 디지털 리터러시가 중요해지고 있다. 2015 OECD PISA에서 ICT 배경조사 중 한국은 접근성, 활용성 부분과 2018 국가수준 디지털 리터러시 수준 측정연구, 학생들의 디지털 기기의 인식 여부 및 활용 여부 실태조사를 바탕으로 디지털 기기 활용 공간 구성 및 디지털 기기 활용 콘텐츠를 다음과 같이 제안하였다. 먼저 구체적 조작기인 초등학생임을 고려하여 디지털 기기 위주 프로그램으로 선정하였다. 디지털 기기 활용 공간은 기반 기기로 컴퓨터(노트북), 유 무선 인터넷, 디지털 기기로 3D 프린터 및 3D 프린팅 펜, 스마트폰 기반 VR기기, AR마커, 블록코딩 기반 피지컬 컴퓨팅 교구 등을 이용해서 구성하였다. 활용하는 콘텐츠는 학생들의 인식 여부 및 수준에 맞춰 체험 위주의 프로그램과 학습, 콘텐츠 제작, 문제해결 프로그램으로 제시하였다.

  • PDF

Development of an X3D Python Language Binding Viewer Providing a 3D Data Interface (3D 데이터 인터페이스를 제공하는 X3D Python 언어 바인딩 뷰어 개발)

  • Kim, Ha Seong;Lee, Myeong Won
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.10 no.6
    • /
    • pp.243-250
    • /
    • 2021
  • With the increased development of 3D VR applications augmented by recent VR/AR/MR technologies and by the advance of 3D devices, interchangeability and portability of 3D data have become essential. 3D files should be processed in a standard data format for common usage between applications. Providing standardized libraries and data structures along with the standard file format means that a more efficient system organization is possible and unnecessary processing due to the usage of different file formats and data structures depending on the applications can be omitted. In order to provide the function of using a common data file and data structure, this research is intended to provide a programming binding tool for generating and storing standardized data so that various services can be developed by accessing the common 3D files. To achieve this, this paper defines a common data structure including classes and functions to access X3D files with a standardized scheme using the Python programming language. It describes the implementation of a Python language binding viewer, which is an X3D VR viewer for rendering standard X3D data files based on the language binding interface. The VR viewer includes Python based 3D scene libraries and a data structure for creation, modification, exchange, and transfer of X3D objects. In addition, the viewer displays X3D objects and processes events using the libraries and data structure.