• Title/Summary/Keyword: VR1

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Study on Distortion and Field of View of Contents in VR HMD

  • Son, Hojun;Jeon, Hyoung joon;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.1
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    • pp.18-25
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    • 2017
  • Recently, VR HMD (virtual reality head mounted display) has been utilized for virtual training, entertainment, vision therapy, and optometry. In particular, virtual reality contents are increasingly used for vision therapy and optometry. Accordingly, high-quality virtual reality contents such as a natural vision of life is required. Therefore, it is necessary to study the content production according to the optical characteristics of the VR HMD. The purpose of this paper is to suggest a proper FOV (field of view) of contents according to the distortion rate. We produced virtual reality contents and obtained distorted images by virtual camera. The distortion rate is calculated by using the distorted image. It is proved that the optimal FOV of the VR content with the minimum distortion is $90{\sim}100^{\circ}$. The results of this study are expected to be applied to the production of high quality contents.

Implementation of Developement System of Education Contents Utilizing 3D VR (3D VR 기반의 교육 콘텐츠 개발 시스템 구현)

  • Bae, Sungsill;Lee, Jeongmin;Ahn, Sungsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

Research on the effectiveness of virtual reality technology in China's educational applications Based on 23 experimental and quasi-experimental meta-analyses (가상현실기술의 중국내 교육적 활용효과에 관한 연구 - 23개 실험과 준실험 메타분석에 기초)

  • Huang, Guan;Min, Byung-Won
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.1-13
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    • 2022
  • The Paper Using the meta-analysis research method, first through literature retrieval to obtain 23 relevant empirical studies in China, and then using Review Manager for quantitative analysis, it is found that VR technology has a positive impact on students' overall learning effect and VR technology has a significant positive impact on all dimensions of learning effect (theoretical performance, operational performance, learning motivation, learning interest, learning attitude). There is no significant difference between the dimensions. Significant differences were found for moderating variables such as Discipline types, Teaching Length, and Teaching Method. No significant differences were found for the Academic segments and VR technology types.

Recent Advances in Virtual and Augmented Reality for Broadcast Production: Focused on In-depth Interviews (차세대 방송 제작을 위한 가상 및 증강현실 기술의 적용 사례 및 동향 분석: 전문가 심층 인터뷰 중심으로)

  • Lee, Deokwoo;Kwon, Jounghuem
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.11-18
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    • 2018
  • In these days, technologies of virtual reality (VR) and of augmented reality (AR) have applied to diverse areas such as medicine, defense, education that are closely related to real-life practice. In contrast to the previous applications of game or sports, the technologies of VR and AR tends to expand the areas of applications according to development of the imaging or video techniques. This paper introduces VR and AR techniques and some examples of applications. In addition, this paper introduces how the differences between VR and AR technologies affect to the applications of broadcasting systems. In the last, this paper introduces the results of interviews about suitability and future feasibility of VR and AR techniques for broadcasting systems from korean broadcasting companies.

VR-based education system for inspection of concrete bridges

  • Miyamoto, Ayaho;Konno, Masa-Aki;Rissanen, Tommi
    • Computers and Concrete
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    • v.3 no.1
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    • pp.29-42
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    • 2006
  • In this study, a novel education system for inspection of concrete bridges is presented. The new education approach uses virtual reality (VR) and three-dimensional computer graphics (3DCG) in training engineers to become bridge inspection specialists. The slow time-dependent deterioration of concrete bridges can be reproduced on the computer screen in any chosen time frame, thus providing the trainees with illustrative and educative insight into the deterioration problem. In the proposed VR/3DCG approach a three-dimensional model of concrete bridge, including surfaces, viewpoints and walkthrough paths is created. With the help of this virtual bridge model, an experienced bridge inspection specialist teaches the different deterioration phenomena of concrete bridges to the trainees. The new system was tested, and the inspection results from the case bridge showed that in comparison with the traditional Japanese bridge inspection education system, the new system gives better results. In addition to the improvement of quality of bridge inspections, the new VR/3DCG system-based education brings along some other, more intangible benefits.

A Study on the Effect of VR Content on Sub-Syndromatic Depression of Chinese Students in Korea - Based on Attention Restoration Theory (ART) - (VR 콘텐츠가 재한 중국인 유학생 아증후군적 우울 상태에 미치는 영향 연구 - 주의력회복이론을 기반으로 -)

  • Ding, Xianyao;Lee, YeonWoo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.124-134
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    • 2022
  • Based on existing research, the psychological state of Chinese students has become a very significant issue that needs to be resolved. In addition to paying attention to the daily life and study of Chinese students, the psychological problems of Chinese students are also worthy of attention. At the same time, if the existing psychological problems are not resolved in time, serious consequences may result. Based on the ART(Attention Restoration Theory) theory, this article uses VR (Virtual Reality) content as a medium, uses 3D modeling software to build a healing scene that helps Chinese students improve their psychological and emotional state, and presents it in a VR device. To achieve the purpose of improving the psychological and emotional state of Chinese students. According to experimental tests, the VR recovery scene constructed by this method can help improve the psychological mood of Chinese international students who already have subliminal depression. The results of independent sample T-tests after data analysis experiments show that after the intervention of the experiment, the depression of the experimental group is significantly improved compared to the control group. It is proved that the method in this study is effective for the mentality and emotion of Chinese international students who have subliminal depression. There is a significant improvement effect.

Effects of Wearing Toe Braces of Hallux Valgus on Gait during Virtual Environment Simulation (무지외반증 발가락 교정기 착용 여부가 가상 환경 시뮬레이션 시 보행에 미치는 영향)

  • Dong-Su Kim;Da-Eun Lee;Hyun-A Shin;Ji-Won Jeon;Young-Keun Woo
    • PNF and Movement
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    • v.21 no.1
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    • pp.27-35
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    • 2023
  • Purpose: Hallux valgus (HV) is one of the most common chronic foot disorders, occurring when the first toe deviates laterally toward the other toe. HV impairs muscle strength and affects gait function (postural sway and gait speed). Thus, this study aims to investigate using the FDM system the effect of wearing braces on gait while wearing a virtual reality (VR) device. Methods: This study was conducted on 28 healthy adults with HV of 15 degrees or more. To compare differences in walking, depending on whether a toe brace can be worn, the subject walked without wearing anything, walked after wearing the VR device, and walked after wearing the VR device and the toe brace, and the FDM system was used for the gait ability measurement analysis. Results: As a result of a one-way repeated analysis of variance, the walking speed-related variables (cadence, velocity, etc.) in the HV group were higher during comfortable walking. In addition, walking while wearing a VR device and walking while wearing a VR device and a toe brace demonstrated more significant values in terms of six gait parameters (double stance phase, loading response, stage, stage, stage, and stage). The maximum pressure of the forefoot was significantly reduced when walking while wearing a VR device and a toe brace compared to comfortable walking, but in all variables, there was no statistically significant difference between walking while wearing a VR device and walking while wearing a VR device and a toe brace. Conclusion: Orthosis with a VR device during gait (OVG) and gait with a VR device (GVR) affect gait in HV patients. However, there was no significant difference between GVR and OVG. Thus, it is necessary to conduct experiments on various HV angles and increase the duration of wearing the toe brace.

Interactivity in Virtual Worlds - Focused on VR Interactivity for On-line Design - (가상 현실 세계에서의 인터렉티비티 - 온라인 디자인을 위한 VR 인터렉티티를 중심으로 -)

  • 천진향
    • Archives of design research
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    • v.11 no.1
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    • pp.303-312
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    • 1998
  • Recently, with the excessive uses of Internet, virtual spaces for the on-line introduced VRML are emerging. The inhabited virtual world includes a complex process and human experiences. The VR interactivity is now being examined, and it is the important aspect for creating VR application which may include navigating the virtual world, turning features on and off, and interacting with other users. Therefore, the study of this field is favored with a competitive advantage to the present and future multimedia designer. Thus, the subject of this thesis is for the design of virtual world, focusing on interactivity. The contents include the types of the VR interactivity, and their classifying and studying, according to the existing theories based on the literature and web sites. The types are for the user navigation, for the user interactions with other users and objects, and for the creation of metaphors. As the results of this study, it is suggested the effective application and the proposal.

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Vanilloid Receptor 1 Agonists, Capsaicin and Resiniferatoxin, Enhance MHC Class I-restricted Viral Antigen Presentation in Virus-infected Dendritic Cells

  • Young-Hee Lee;Sun-A Im;Ji-Wan Kim;Chong-Kil Lee
    • IMMUNE NETWORK
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    • v.16 no.4
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    • pp.233-241
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    • 2016
  • DCs, like the sensory neurons, express vanilloid receptor 1 (VR1). Here we demonstrate that the VR1 agonists, capsaicin (CP) and resiniferatoxin (RTX), enhance antiviral CTL responses by increasing MHC class I-restricted viral antigen presentation in dendritic cells (DCs). Bone marrow-derived DCs (BM-DCs) were infected with a recombinant vaccinia virus (VV) expressing OVA (VV-OVA), and then treated with CP or RTX. Both CP and RTX increased MHC class I-restricted presentation of virus-encoded endogenous OVA in BM-DCs. Oral administration of CP or RTX significantly increased MHC class I-restricted OVA presentation by splenic and lymph node DCs in VV-OVA-infected mice, as assessed by directly measuring OVA peptide SIINFEKL-Kb complexes on the cell surface and by performing functional assays using OVA-specific CD8 T cells. Accordingly, oral administration of CP or RTX elicited potent OVA-specific CTL activity in VV-OVA-infected mice. The results from this study demonstrate that VR1 agonists enhance anti-viral CTL responses, as well as a neuro-immune connection in anti-viral immune responses.

Numerical study of steel sandwich plates with RPF and VR cores materials under free air blast loads

  • Rashad, Mohamed;Yang, T.Y.
    • Steel and Composite Structures
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    • v.27 no.6
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    • pp.717-725
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    • 2018
  • One of the most important design criteria in military tunnels and armoured doors is to resist the blast loads with minimum structural weight. This can be achieved by using steel sandwich panels. In this paper, the nonlinear behaviour of steel sandwich panels, with different core materials: (1) Hollow (no core material); (2) Rigid Polyurethane Foam (RPF); and (3) Vulcanized Rubber (VR) under free air blast loads, was investigated using detailed 3D nonlinear finite element models in Ansys Autodyn. The accuracy of the finite element model proposed was verified using available experimental test data of a similar steel sandwich panel tested. The results show the developed finite element model can be reliably used to simulate the nonlinear behaviour of the steel sandwich panels under free air blast loads. The verified finite element model was used to examine the different parameters of the steel sandwich panel with different core materials. The result shows that the sandwich panel with RPF core material is more efficient than the VR sandwich panel followed by the Hollow sandwich panels. The average maximum displacement of RPF sandwich panel under different ranges of TNT charge (1 kg to 10 kg at a standoff distance of 1 m) is 49% and 53% less than the VR and Hollow sandwich panels, respectively. Detailed empirical design equations were provided to quantify the maximum deformation of the steel sandwich panels with different core materials and core thickness under a different range of blast loads. The developed equations can be used as a guide for engineer to design steel sandwich panels with RPF and VR core material under a different range of free air blast loads.