• Title/Summary/Keyword: VR1

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Development of environmental education virtual content using VR devices: Focusing on household waste separation methods (VR 기기를 활용한 환경교육 가상 콘텐츠 개발 : 생활폐기물 분리수거법을 중심으로)

  • Ye-ram Lee;Su-ah Lee;Sangyoon Kang;Junbae Kim;Seong-hwan Jeon;Seok-Hun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.241-242
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    • 2024
  • 환경오염으로 인한 문제는 매년 발생하고 있다. 그러나 환경오염의 심각성을 인식하고 있는 비율에 비해 환경보호 실천보다 생활의 편리함이 더 중요하다고 생각하는 비율이 높으며, 올바른 환경보호 지식을 습득하고 있는 수가 적다. 유년기, 청소년기에 초중고교에서의 교육을 통해 올바른 환경 지식을 습득하고 환경을 보전하려는 태도를 갖추는 것이 중요한데, 환경 교과목을 채택한 교육기관의 수는 14.1%로 절반도 채 되지 않는다. 본 논문은 가상공간 내에서 올바른 분리수거 방법을 습득하고, 학습자가 이를 실생활에 적용하기 용이한 게임기반의 체험형 VR 환경교육 콘텐츠를 제시하고자 한다.

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Genetic relatedness of white spot syndrome virus (WSSV) from imported frozen shrimp (수입 냉동새우에서 검출된 WSSV의 유전학적 근연관계 조사)

  • Choi, So Won;Baek, Eun Jin;Choi, Ji Yeong;Tae, Won Jun;Kim, Hyoung Soon;Park, Woo Seong;Kim, Min Jae;Kim, Kwang Il
    • Journal of fish pathology
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    • v.34 no.2
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    • pp.141-147
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    • 2021
  • In this study, of the imported shrimps between 2017 and 2020, we investigated white spot syndrome virus (WSSV), covert mortality nodavirus (CMNV) and decapod iridescent virus 1 (DIV-1). Of the imported shrimps (a total of 29 groups), WSSV was detected as 31% (9/29) by nested PCR assay. And CMNV and DIV-1 were not identified in this study. To investigate the genetic relatedness of WSSV identified from imported shrimp, VR 14/15 region showed WSSV genomic variable loci was compared with reference isolates. Among the nine WSSV-positive samples, VR 14/15 region was amplified in only a sample (20-CH-1 isolate, imported from China in 2020). And the 20-CH-1 isolate showed 99.8% identity with WSSV-IN-05-01 which was reported in India in 2005, suggesting that those of WSSV have been spread from India to China. Furthermore, although the pathogenicity of WSSV identified from frozen shrimp was not evaluated, the international trade of diseased frozen shrimps could be led to the potential risk of virus transmission.

Relation between jittering from compensation for latency and VR sickness (가상현실 렌더링 지연시간 보상에 따른 떨림 현상과 멀미 간 관련성 연구)

  • Yoon, Wonbae;Han, JungHyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.1-8
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    • 2017
  • For popularization of virtual reality hardwares, VR sickness come from latency is huge problem. To reduce latency, most of the HMDs use cable for video transmission. However, cable causes spatial limitation that disturb user experience. For maximize user's immersion, wireless video transmission system is necessary. Unfortunately, wireless video transmission's latency is much longer than cable's latency. Prediction algorithms may reduce latency but cause jittering effect as a side effect. This paper experiment how jittering effect affects VR sickness. The result of experiment shows jittering effect make vr sickness worse. Future research about prediction algorithm should consider both prediction error and jittering effect.

Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

A Study on Development of Integrated Logistics Support with Virtual Reality (가상현실 기반의 종합군수지원 수행 방안 연구)

  • Heo, Gil-Hwan;Lee, Seung-Yong;Lee, Hak-Pyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.90-98
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    • 2018
  • An efficient R&D Methodology with minimized development period and cost needs to be developed due to advanced performance requirements of weapon systems. This will require the performance of logistics support analysis and design verification in the development stages of weapon systems through VR technology. VR technology has been applied to the Integrated Logistics Support (ILS) process as a part of collaborative system. In this study, we propose a development and application plan of ILS based on VR technology during the total life cycle of weapon systems. Moreover Digital Maintenance System (DMS) is introduced as a VR tool with key functions. finally, applications and improvement topics of DMS are suggested for use in ILS development.

Virtual reality training simulator for tooth preparation techniques

  • Jung, HeeSuk;Kim, HyoJoon;Moon, SeongYong
    • Oral Biology Research
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    • v.42 no.4
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    • pp.235-240
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    • 2018
  • Standard oral and maxillofacial three-dimensional model was developed with patients' medical data while virtual reality (VR) simulator was developed in conjunction with head mount display (HMD) and Haptic device. The objective of this study was to evaluate the preclinical use of a VR training simulator in tooth preparation practice. Eighty-nine dental students were trained how to operate the simulator. The participants were then given sufficient time on the simulator to practice dental preparation. The students experience and opinion was then taken in through filling of questionnaires. On average content received 1.8 points, anatomy had 2.5 points, 2.6 points for the applicability, and 2.0 for the usability. As for the detailed items scores, queries about the possible development of the simulator and the interest of the learning process through the simulator were the highest at 3.1 and 3.0 points, respectively. Question about the benefit of the HMD and the haptic device during the practice had 1.5 and 1.6 points, respectively. The average total score was 2.2 points. VR tooth preparation simulator in the field of clinical dental education has powerful potential in regard to realistic models, environments, vision, posture, and economical efficiency.

A Study on Communication of 3D Monitoring System for Port Loading Equipments (항만 하역장비 3차원 모니터링 시스템의 통신에 관한 연구)

  • 남동우;이양민;김대준;이재기
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2000.11a
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    • pp.169-173
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    • 2000
  • 현재 컨테이너 터미널에서 사용되고 있는 하역 장비들은 크게 하역작업을 수행하는 크레인과 컨테이너를 운반하는 트레일러, 컨테이너의 하역상태를 파악하는 모니터링 시스템으로 구분할 수 있다. 각각의 장비들은 수동으로 동작되며, 모니터링 시스템에서는 컨테이너의 위치 및 수량 등을 파악한다. 이런 시스템 하에서는 모든 항만 하역 장비들을 사람이 일일이 수동으로 조작함으로써 많은 인력이 필요하다. 또한, 각 하역장비들의 상태를 평면적인 2차원 화면으로만 보여주므로써 모니터링 시스템에 대한 현실감이 떨어진다. 이와 같은 단점을 보완하기 위해 컨테이너를 자동으로 운반하는 AGV를 도입하고 트랜스퍼 크래인과 컨테이너 크레인의 일부분을 자동화하여 작업능률을 향상시키고, 여기에 3차원으로 표현된 VR 시스템을 도입하여 각 하역장비들에 대한 세세한 동작까지를 모니터링함으로써 사용자가 현장에 있는 것과 유사한 느낌을 가질 수 있도록 하였다. 본 논문에서는 이러한 3차원 VR시스템과 모형으로 만들어진 AGV와 컨테이너 크레인, 트랜스퍼 크레인간의 유기적인 데이터 송,수신 및 안정적인 통신을 위해 데이터 포맷에 대한 연구를 하였다. 이런 데이터 포맷의 결정은 손실 없는 통신을 보장하며 나아가 정확한 모니터링을 보장할 것이다.

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Evaluating the Comfort Experience of a Head-Mounted Display with the Delphi Methodology

  • Lee, Doyeon;Chang, Byeng-hee;Park, Jiseob
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.81-94
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    • 2020
  • This study developed evaluation indicators for the comfort experience of virtual reality (VR) headsets by classifying, defining, and weighting cybersickness-causing factors using the Delphi research method and analytic hierarchical process (AHP) approach. Four surveys were conducted with 20 experts on VR motion sickness. The expert surveys involved the 1) classification and definition of cybersickness-causing dimensions, classification of sub-factors for each dimension, and selection of evaluation indicators, 2) self-reassessment of the results of each step, 3) validity revaluation, and 4) final weighting calculation. Based on the surveys, the evaluation indicators for the comfort experience of VR headsets were classified into eight sub-factors: field of view (FoV)-device FoV, latency-device latency, framerate-device framerate, V-sync-device V-sync, rig-camera angle view, rig-no-parallax point, resolution-device resolution, and resolution-pixels per inch (PPI). A total of six dimensions and eight sub-factors were identified; sub-factor-based evaluation indicators were also developed.

Building a multiplayer VR game server using Photon Unity Network (Photon Unity Network를 이용한 멀티플레이 게임 서버 구축)

  • Seong, Seung-min;Kim, yu-min;Choi, kyu-min;Shin, jun-pyo;Lee, byung-kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.249-251
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    • 2021
  • 본 논문에서는 Photon Unity Network[1]를 사용하여 멀티플레이 VR게임 개발 방법을 제안한다. Unity 3D와 Oculus Framework를 활용하여 플레이어 기능을 구현했다. 그리고 Photon Unity Network를 이용하여 서버와 여러 명의 플레이어를 연결해 줄 수 있다.

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