• Title/Summary/Keyword: Virtual Group

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Development of Digital Contents for ADHD Treatment Specialized for VR-based Children

  • Dae-Won Park;Chun-Ok Jang
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.302-309
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    • 2023
  • This study aimed to develop a VR-based digital therapeutic intervention for the diagnosis and treatment of ADHD. The research combined medical data with virtual reality technology to develop an algorithm for ADHD diagnostic scales and implemented a VR-based digital therapeutic platform using a head-mounted display (HMD). This platform can be used for the diagnosis and treatment of ADHD in children and adolescents. Additionally, we four VR games were developed, including archery timing, Antarctic exploration, grocery shopping, and rhythm-based drumming(RBD), incorporating various psychiatric treatment techniques based on cognitive-behavioral therapy(CBT). To evaluate the usability of this digital therapeutic intervention, a group of experts specialized in counseling psychology participated in the study. The evaluations received highly positive feedback regarding the ability to access the system menu while wearing the HMD, the consistency of terminology used in menus and icons, the usage of actual size for 3D graphic elements, and the support for shortcut key functionality. The assessments also indicated that the games could improve attention, working memory, and impulse control, suggesting potential therapeutic effects for ADHD. This intervention could provide a daily treatment method for families experiencing financial constraints that limit hospital-based therapies, thereby reducing the burden.

View synthesis with sparse light field for 6DoF immersive video

  • Kwak, Sangwoon;Yun, Joungil;Jeong, Jun-Young;Kim, Youngwook;Ihm, Insung;Cheong, Won-Sik;Seo, Jeongil
    • ETRI Journal
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    • v.44 no.1
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    • pp.24-37
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    • 2022
  • Virtual view synthesis, which generates novel views similar to the characteristics of actually acquired images, is an essential technical component for delivering an immersive video with realistic binocular disparity and smooth motion parallax. This is typically achieved in sequence by warping the given images to the designated viewing position, blending warped images, and filling the remaining holes. When considering 6DoF use cases with huge motion, the warping method in patch unit is more preferable than other conventional methods running in pixel unit. Regarding the prior case, the quality of synthesized image is highly relevant to the means of blending. Based on such aspect, we proposed a novel blending architecture that exploits the similarity of the directions of rays and the distribution of depth values. By further employing the proposed method, results showed that more enhanced view was synthesized compared with the well-designed synthesizers used within moving picture expert group (MPEG-I). Moreover, we explained the GPU-based implementation synthesizing and rendering views in the level of real time by considering the applicability for immersive video service.

Enhanced pruning algorithm for improving visual quality in MPEG immersive video

  • Shin, Hong-Chang;Jeong, Jun-Young;Lee, Gwangsoon;Kakli, Muhammad Umer;Yun, Junyoung;Seo, Jeongil
    • ETRI Journal
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    • v.44 no.1
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    • pp.73-84
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    • 2022
  • The moving picture experts group (MPEG) immersive video (MIV) technology has been actively developed and standardized to efficiently deliver immersive video to viewers in order for them to experience immersion and realism in various realistic and virtual environments. Such services are provided by MIV technology, which uses multiview videos as input. The pruning process, which is an important component of MIV technology, reduces interview redundancy in multiviews videos. The primary aim of the pruning process is to reduce the amount of data that available video codec must handle. In this study, two approaches are presented to improve the existing pruning algorithm. The first method determines the order in which images are pruned. The amount of overlapping region between the source views is then used to determine the pruning order. The second method considers global region-wise color similarity to minimize matching ambiguity when determining the pruning area. The proposed methods are evaluated under common test condition of MIV, and the results show that incorporating the proposed methods can improve both objective and subjective quality.

Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games (게임에서의 자연풍경의 그래픽 스타일 차이에 따른 감성 반응 분석)

  • Hansun Hong;Seongsu Kim;Minji Kang;Juyoung Lee
    • Journal of Environmental Science International
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    • v.32 no.12
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    • pp.979-985
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    • 2023
  • After the outbreak of COVID-19, the demand for home-enjoyable video games has surged, driven by extended pandemic conditions and resulting in rapid graphic technology advancements. Consequently, games with diverse expression techniques have emerged, captivating players. Virtual Reality (VR) environments predominantly feature natural landscapes, with advancing graphic technology enabling lifelike scenes. The rise in individuals seeking solace through natural elements in games has followed suit. As VR technology and metaverse interest grow, more people are exposed to digital imagery. However, evidence on the influence of graphic expression methods on emotional response to that is lacking. Our study examined user emotional responses, focusing on natural landscapes in digital graphics of games. Analyzing a group of 47 young adults as frequent digital media consumers, we studied reactions to different image styles (Realism, Semi-Realism, Stylized). In the analysis, Realism-style images were perceived the most positively, while emotional responses to natural landscapes with different graphical expressions showed no significant differences. Results suggest that recognizing digital natural landscapes may outweigh expression style impacting the evaluation of digital nature. This study's empirical analysis enhances the understanding of digital nature's application to actual situations.

Special Education Teachers' Competence, Self-Efficacy, and Autonomy in Using ICT amid the Covid19 Pandemic

  • Yasir A. Alsamiri;Ibraheem M. Alsawalem;Malik A. Hussain;Nur Hidayanto Pancoro Setyo Putro;Mashal S. Aljehany
    • International Journal of Computer Science & Network Security
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    • v.24 no.6
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    • pp.131-140
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    • 2024
  • The outbreak of Covid-19 has forced teachers of special education in Saudi Arabia to keep to themselves to live in a technology-infused society throughout the virtual teaching and learning process. This study set out to explore the competence, self-efficacy, and autonomy in using information communication technology (ICT) of special education teachers in Saudi Arabia. A total of 244 special education teachers in Saudi Arabia participated in this study. This study adopted the New General Self-Efficacy Scale developed and validated by Chen, Gully, and Eden (2001), as well as the Basic Psychological Needs in Exercise Scale (BPNES) developed and validated by Vlachopoulos and Michailidou (2006). Confirmatory factor analysis (CFA) and multivariate analysis of variance (MANOVA) were used as the main data analysis in this study. The findings showed that special education teachers in Saudi Arabia possessed competence, self-efficacy, and autonomy in using ICT in their teaching and learning process. All the factor loadings in each factor were.75 or higher, indicating good factor loadings. The results of the MANOVA indicated that special education teachers in Saudi Arabia do not report different perceptions of their competence, self-efficacy, and autonomy despite their different gender, age group, academic background, and teaching experiences.

The impact of Metaverse's social presence and NFT product characteristics on consumer satisfaction and continued engagement intention (메타버스의 사회적 실재감과 NFT 상품 특성이 소비자 만족도 및 지속적 참여의도에 미치는 영향에 관한 연구)

  • Dayun Jeong;Youngsam Kim
    • The Research Journal of the Costume Culture
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    • v.32 no.4
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    • pp.453-467
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    • 2024
  • The Metaverse's virtual world is used in various industries and is expected to continue to grow in the future. In addition, the Metaverse is a new type of society that integrates various new technologies, and NFT products play an essential role. Therefore, NFT product characteristics and industry trends should be assessed to revitalize the NFT market. To this end, this study confirms the influence relationship between social presence and NFT product characteristics in the Metaverse environment and examines the impact of each characteristic on consumer satisfaction and continued engagement intention to NFT product. Statistical analysis such as exploratory factor analysis, reliability analysis, confirmatory factor analysis, correlation analysis, and structural equation modeling (SEM) using IBM SPSS Amos was conducted on data collected through a survey targeting male and female Korean consumers in their age group 10 to 50. Study results indicate that social presence significantly impacted all characteristics of NFT products (authenticity, scarcity, rarity, collectability, and interactivity). Scarcity and authenticity significantly impacted consumer satisfaction, and both authenticity and consumer satisfaction significantly impacted continued engagement intention. Thus, effective product development and marketing strategies can be established only by presenting different emphasized characteristics depending on the type of NFT product and the Metaverse's social presence.

Preliminary three-dimensional analysis of tooth movement and arch dimension change of the maxillary dentition in Class II division 1 malocclusion treated with first premolar extraction: conventional anchorage vs. mini-implant anchorage

  • Park, Heon-Mook;Kim, Byoung-Ho;Yang, Il-Hyung;Baek, Seung-Hak
    • The korean journal of orthodontics
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    • v.42 no.6
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    • pp.280-290
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    • 2012
  • Objective: This study aimed to compare the effects of conventional and orthodontic mini-implant (OMI) anchorage on tooth movement and arch-dimension changes in the maxillary dentition in Class II division 1 (CII div.1) patients. Methods: CII div.1 patients treated with extraction of the maxillary first and mandibular second premolars and sliding mechanics were allotted to conventional anchorage group (CA, n = 12) or OMI anchorage group (OA, n = 12). Pre- and post-treatment three-dimensional virtual maxillary models were superimposed using the best-fit method. Linear, angular, and arch-dimension variables were measured with software program. Mann-Whitney U-test and Wilcoxon signed-rank test were performed for statistical analysis. Results: Compared to the CA group, the OMI group showed more backward movement of the maxillary central and lateral incisors and canine (MXCI, MXLI, MXC, respectively; 1.6 mm, p < 0.001; 0.9 mm, p < 0.05; 1.2 mm, p < 0.001); more intrusion of the MXCI and MXC (1.3 mm, 0.5 mm, all p < 0.01); less forward movement of the maxillary second premolar, first, and second molars (MXP2, MXM1, MXM2, respectively; all 1.0 mm, all p < 0.05); less contraction of the MXP2 and MXM1 (0.7 mm, p < 0.05; 0.9 mm, p < 0.001); less mesial-in rotation of the MXM1 and MXM2 ($2.6^{\circ}$, $2.5^{\circ}$, all p < 0.05); and less decrease of the inter-MXP2, MXM1, and MXM2 widths (1.8 mm, 1.5 mm, 2.0 mm, all p < 0.05). Conclusions: In treatment of CII div.1 malocclusion, OA provided better anchorage and less arch-dimension change in the maxillary posterior teeth than CA during en-masse retraction of the maxillary anterior teeth.

Application of PERT/CPM in dental practice (PERT/CPM의 치과임상에의 적용)

  • Kim, Bo-Kuk;Kim, Jae-Hyun;Dong, Jin-Keun
    • The Journal of Korean Academy of Prosthodontics
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    • v.52 no.3
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    • pp.186-194
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    • 2014
  • Purpose: Process management is the activity which manages all procedure of construction by representing visually interrelation of operation or sequence setting. The purpose of this study was for reducing treatment period and higher efficiency of treatment through application of PERT/CPM (Program Evaluation & Review Technique/Critical Path Method) in dental clinic. Materials and methods: The patients were selected for study who needed more than 2 departments' cooperation for prosthodontic treatment in Wonkwang Dental University Hospital. Control group is composed of the patient's whole treatment plan, treatment period, numbers of hospital visit, treatment costs, treatment results. On the other hand, experiment group contains the patient's virtual treatment data based on PERT/CPM technique. We applied PERT/CPM in operation analysis. Results: Treatment period, numbers of hospital visit was decreased as 18.1% and 15.3% when we applied operation analysis based on charts. Also treatment cost in experiment group was 0.9% economized compared with control group's treatment cost. Conclusion: Application of PERT/CPM in dental clinic can achieve reliable treatment and reduced treatment period and establish plan of minimum treatment cost.

Effect of Robot Assisted Rehabilitation Based on Visual Feedback in Post Stroke Pusher Syndrome (푸셔 증후군이 있는 뇌졸중 환자에서 시각적 피드백기반 로봇보조 재활치료의 효과)

  • Kim, Min-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.562-568
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    • 2016
  • This study to investigated the therapeutic effect of robot-assisted rehabilitation (Lokomat) with virtual reality (VR) on Pusher syndrome (PS) after stroke. A total of 10 patients presented with PS after stroke were recruited. The participants were divided into two groups: Lokomat (n=5) and control groups (n=5). Lokomat and conventional physical therapy (CPT) were performed together in the experimental group, and the patients in the control group were treated with CPT only twice a day. One session of intervention was carried out for 30 minutes five times per week for 4 weeks. Scale for contraversive pushing (SCP), Berg balance scale (BBS), falling index (FI), and Timed up and go test (TUG) were measured before and after the intervention. The Lokomat group produced significantly better outcomes in SCP (p=0.046), BBS (p=0.046), FI (p=0.038), and TUG (p=0.038) compared with the control group after 4 weeks of intervention. In addition, there were significant correlations between SCP and BBS (p=0.024), FI (p=0.039), and TUG (p=0.030). In conclusion, Lokomat with VR more effectively aided recovery from PS after stroke, and restoration of PS symptoms was related with improvement of balance and gait function.

Exploring Differences in the Way of Dealing with Social Relationships in Metaverse and Reality according to Social Inclinations and Behavioral Aspect (사회적 성향과 행동 양상에 따른 현실과 메타버스 내 관계 맺기에 대한 태도 차이 탐구)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.375-387
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    • 2022
  • During the pandemic, social distancing continued for a long period of time, and as a result, this situation raised the possibility of the online space as a place for serious social relationships. In particular, metaverse platforms are adding to the reality of virtual space by expanding their functions so that users can provide various online events and have a variety of new experiences. This study attempted to examine the social relationship between reality and the metaverse according to social inclinations and behavior patterns. As a result of this study, the group with a high sense of inferiority in their usual relationship and the group with low satisfaction with their usual social interaction felt high discomfort at a similar level in both real and metaverse relationships. The group with the opposite inclination felt more uncomfortable in the metaverse relationship than in reality. In addition, whether the behavior patterns in the metaverse and in reality were different or same did not significantly affect the difference in attidudes between the metaverse and reality. In the case of group with different behavior patterns, however, if they were satisfied with how they look in the metaverse, their intimacy with social relationships was also high. This results implicate that we need to make an special effort for the development of social relationships in the metaverse era.