• Title/Summary/Keyword: VR-based training

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Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

An Analysis of the Educational Needs of Female University Students on the Informal Programs of Core Technology in the Fourth Industry (4차 산업 핵심기술 비교과 프로그램에 대한 여대생의 교육요구 분석)

  • Jang, Jiyoung;Kyun, Suna
    • Journal of Engineering Education Research
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    • v.23 no.4
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    • pp.14-21
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    • 2020
  • The aim of this study was to establish an university informal program roadmap, and also to draw up operational plans for human resources with core technologies of the fourth industry. To do this, first we derived university informal education program draft through experts workshop, then conducted a survey regarding the female university students' perception of educational programs and their educational needs on the 4th core technology matching programs. The following main results were obtained : First, students preferred 'hands-on training' by professionals and they wanted to be trained during summer or winter holidays or the night time during semesters. Also, they thought two hours of training per session was appropriate. Regarding these results, there was no difference depending on the majors. Second, while students had highly preferred for the courses related to data analysis, Arduino programing and VR(virtual reality), those related to 3D printing modeling were less preferred. Depending on the majors, preferred courses had different priorities, but non-preferred courses were similar regardless of majors. Based on these results, the university informal curriculum model and the operation plans for the core technologies of the fourth industry were proposed.

A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

Non-face-to-face online home training application study using deep learning-based image processing technique and standard exercise program (딥러닝 기반 영상처리 기법 및 표준 운동 프로그램을 활용한 비대면 온라인 홈트레이닝 어플리케이션 연구)

  • Shin, Youn-ji;Lee, Hyun-ju;Kim, Jun-hee;Kwon, Da-young;Lee, Seon-ae;Choo, Yun-jin;Park, Ji-hye;Jung, Ja-hyun;Lee, Hyoung-suk;Kim, Joon-ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.577-582
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    • 2021
  • Recently, with the development of AR, VR, and smart device technologies, the demand for services based on non-face-to-face environments is also increasing in the fitness industry. The non-face-to-face online home training service has the advantage of not being limited by time and place compared to the existing offline service. However, there are disadvantages including the absence of exercise equipment, difficulty in measuring the amount of exercise and chekcing whether the user maintains an accurate exercise posture or not. In this study, we develop a standard exercise program that can compensate for these shortcomings and propose a new non-face-to-face home training application by using a deep learning-based body posture estimation image processing algorithm. This application allows the user to directly watch and follow the trainer of the standard exercise program video, correct the user's own posture, and perform an accurate exercise. Furthermore, if the results of this study are customized according to their purpose, it will be possible to apply them to performances, films, club activities, and conferences

A Study on the Design of Immersed Augmented Reality Education Models (몰입형 증강현실 교육 모델 설계에 관한 연구)

  • Tae, Hyo-Sik
    • Journal of Internet of Things and Convergence
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    • v.7 no.4
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    • pp.23-28
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    • 2021
  • Through the 4th industrial revolution, it is rapidly developing in various fields such as artificial intelligence, AR/VR, and big data, and software is at the center. In the field of education as well, the importance of integrated education to support the development of technology is being emphasized, and in order to compete in software technology, securing human resources for software development should be prioritize in domestic. However, unlike the hardware-centric society of the past, the role of software technology human resources is very important, and the reality is that they are discharging human resources that are far from the human resources image that companies need. In this paper, present an immersed education model for training AR software professionals, and based on this, propose an evaluation index that can grasp the quality of the program of the immersed AR education model. Through the AR education model, it is expected that the weaknesses and strengths of the model can be identified, and it can contribute to setting the direction for improvement of the education program.

Development of a VR based epidural anesthesia trainer using a robotic device (로봇을 이용한 경막외마취 훈련기의 개발)

  • Kim J.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.10a
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    • pp.135-138
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    • 2005
  • Robotic devices have been widely used in many medical applications due to their accuracy and programming ability. One of the applications is a virtual reality medical simulator, which trains medical personnel in a computer generated environment. In this paper, we are going to present an application, an epidural anesthesia trainer. Because performing epidural injections is a delicate task, it demands a high level of skill and precision from the physician. This trainer uses a robotic device and computer controlled solenoid valve to recreate interaction forces between the needle and the various layers of tissues around the spinal cord. The robotic device is responsible for generation of interaction forces in real time and can be used to be haptic guidance that allows the user to follow a previous recorded expert procedure and feel the encountered forces.

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Production of Virtual Electrical Circuit Practice Education Contents based on Mixed Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실 기반 가상 전기회로 실습교육 콘텐츠 제작)

  • Sumin Kong;Jongseon Kim;Goohyun Jeong;Gyeongbin Roh;Esther Park;Yunsik Cho;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.61-69
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    • 2024
  • Mixed reality(MR) technology combines the advantages of virtual reality(VR) and augmented reality(AR) technology, allowing MR users to interact with virtual objects against the background of the real world. In addition, since virtual objects interact with the real world, users can experience a higher immersion. This study proposes electric circuit practical training content using Meta Quest Pro to produce immersive MR content based on reality. To this end, first, the development process for producing MR content by linking Meta Quest Pro equipment with the Unity 3D engine is organized. Then, based on the traditional electric circuit practical training method used in elementary school science classes, virtual electric circuit practical training content with the same training method and operation process is produced based on MR. Finally, survey experiments are conducted to analyze the presence and experience of the MR-based educational environment provided using the produced content. Through this, the usability of the proposed practical training content is evaluated and future research directions are suggested.

Study on 3D AR of Education Robot for NURI Process (누리과정에 적용할 교육로봇의 가상환경 3D AR 연구)

  • Park, Young-Suk;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.209-212
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    • 2013
  • The Nuri process of emphasis by the Ministry of Education to promote is standardized curriculum at the national level for the education and care. It is to improve the quality of pre-school education and Ensure a fair starting line early in life and It emphasizes character education in all areas of the window. Nuri the process of development of a the insect robot for the Creativity education Increased the interesting and educational effects. Assembly and the effect on learning of educational content using a VR educational robot using the existing floor assembly using the online website to help assemble and learning raised. Order to take advantage of information technology in the information-based society requires the active interest and motivation in learning, creative learning toddlers learning robot are also needed. A three-dimensional model of the robot, and augmented by linking through the marker, the target marker and the camera relative to the coordinate system of augmented reality, seeking to convert the marker to be used in augmented reality marker patterns within a pre-defined patternto be able to make a decision on what of. The fusion of a smart education through training and reinforcement the educational assembly of the robot in the real world window that is represented by a virtual environment in this paper to present a new form of state-of-the-art smart training, you will want to lay the foundation of the nation through the early national talent nurturing talent.

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ENHANCEMENT OF BOBSLEIGH SIMULATION REACTIVE FORCE

  • Ogino, Masatoshi;Taki, Tsuyoshi;Miyazaki, Shinya;Hasegawa, Junichi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.803-807
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    • 2009
  • The bobsleigh is a winter sport which use a sled to slide down an ice-covered course. There is a big expectation for having a training environment and being able to train year round. At present, training is very limited due to the season or course facilities. A variety of VR (Virtual Reality) equipment has been developed in recent years, and it is beginning to spread. We have also made our contribution in bobsleigh simulation. The reactive force applied in our bobsleigh simulation is much smaller than that of a real bobsleigh. This paper proposes a method to enhance reactive force of bobsleigh simulation in real time. The reactive force is magnified instantly in the physically-based simulation. The Laplacian filter is applied to the sequence of reactive force, this technique is often used in the field of image processing. The simulation is comprised of four large scale surround screens and a 6-D.O.F. (Degree Of Freedom) motion system. We also conducted an experiment with several motion patterns to evaluate the effectiveness of enhancement. The experimental results proved useful in some cases.

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Prediction of compressive strength of GGBS based concrete using RVM

  • Prasanna, P.K.;Ramachandra Murthy, A.;Srinivasu, K.
    • Structural Engineering and Mechanics
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    • v.68 no.6
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    • pp.691-700
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    • 2018
  • Ground granulated blast furnace slag (GGBS) is a by product obtained from iron and steel industries, useful in the design and development of high quality cement paste/mortar and concrete. This paper investigates the applicability of relevance vector machine (RVM) based regression model to predict the compressive strength of various GGBS based concrete mixes. Compressive strength data for various GGBS based concrete mixes has been obtained by considering the effect of water binder ratio and steel fibres. RVM is a machine learning technique which employs Bayesian inference to obtain parsimonious solutions for regression and classification. The RVM is an extension of support vector machine which couples probabilistic classification and regression. RVM is established based on a Bayesian formulation of a linear model with an appropriate prior that results in a sparse representation. Compressive strength model has been developed by using MATLAB software for training and prediction. About 70% of the data has been used for development of RVM model and 30% of the data is used for validation. The predicted compressive strength for GGBS based concrete mixes is found to be in very good agreement with those of the corresponding experimental observations.