• 제목/요약/키워드: Virtual Life

검색결과 533건 처리시간 0.025초

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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    • 제6권1호
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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.

자동차 현가모듈의 내구설계를 위한 가상 내구시험기법 정립 및 응용 (Virtual Durability Test Procedures and Applications on Design of a Vehicle Suspension Module)

  • 손성효;허승진
    • 한국자동차공학회논문집
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    • 제11권4호
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    • pp.144-150
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    • 2003
  • Recently, the virtual test techniques using computer simulation play an important part in the vehicle development procedures in order to reduce the development time and cost by replacing the physical prototypes of the vehicle components or systems with the virtual prototypes. In this paper, virtual durability test procedures for the vehicle suspension module have been developed. Virtual durability test consists of dynamic simulation computing load history of suspension components, fatigue analysis computing the life of components. A vehicle suspension module for dynamic simulation are developed and validated by comparison with the measured data obtained from the field vehicle test. And on the basis of the validated vehicle suspension model, fatigue analysis has been performed for the virtual durability design of the suspension components.

가상현실공간에서 아바타를 통한 원격학습이 아바타 사용자의 교수효능감에 미치는 영향 (The effects of distance learning experiences through an avatar in a virtual world on users' distance teaching efficacy beliefs)

  • 박정환;정동욱
    • 한국산학기술학회논문지
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    • 제14권4호
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    • pp.1644-1651
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    • 2013
  • 이 연구의 목적은 가상현실공간에서 아바타를 이용한 원격강의 경험이 사용자의 교수효능감에 미치는 영향을 알아보는 것이다. 이 연구를 위해 J대학교 교육학 전공 강좌의 수강생 9명이 연구에 참여하였다. 이들은 모두 교육학 전공의 박사과정 학생들이었다. 이 강좌의 첫 번째 강의에서 6시간 동안 세컨드라이프 사용법에 대해 면대면 강의가 이루어졌으며, 이후 3시간씩 14회의 강의는 모두 세컨드라이프 내 강의실에서 이루어졌다. 설문에 응한 5명의 참여자로부터의 성찰노트, 연구자 관찰 및 면담 내용을 분석한 결과, 세컨드라이프에서 아바타를 사용한 원격강의 수강과 발표 경험은 세컨드라이프에서 아바타를 사용한 원격 강의를 수행할 수 있는 자신감에 영향을 미친 것으로 나타났다. 이 연구는 세컨드라이프라는 가상현실공간에서 아바타를 사용한 원격교육의 가능성을 확인하였다는 것에 의의가 있으며, 향후 원격 교육에 대한 연구를 촉진할 것으로 기대된다.

가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과 (Effect of Virtual Reality Game on Old Patient's Depression, Relationship and Life Satisfaction)

  • 신경은;오명화;정현애;김희동
    • 재활복지
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    • 제21권4호
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    • pp.101-118
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    • 2017
  • 본 연구는 가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과를 알아보기 위하여 실시되었다. 연구대상은 65세 이상의 뇌졸중 노인 40명으로, 전통적 작업치료만 실시한 대조군과 전통적 작업치료와 2인이 함께 가상현실 게임을 수행한 실험군에 각각 20명씩 무선배치하여 총 12주간 실시하였다. 실험군에게 적용된 가상현실 게임은 Nintendo Wii Sports Resort 프로그램을 적용하였고, 대상자의 심리 사회적요인을 알아보기 위해 우울증 척도 (Beck Depression Inventory; BDI), 대인관계 변화 척도(Relationship change scale; RCS), 삶의 만족도(Life Satisfaction Index-Z; LSI-Z)를 이용하여 실험 전과 실험 후의 평가를 시행하였다. 이에 대한 연구결과는 다음과 같았다. 첫째, 심리 사회적(우울, 대인관계)변화를 살펴본 결과 우울은 두 군 모두, 대인관계는 실험군에서만 통계적으로 유의한 향상을 나타났다(p<.001). 둘째, 삶의 만족도의 변화를 본 결과 대조군(p<.05), 실험군(p<.001) 모두에서 통계적으로 유의한 향상을 보였다. 셋째, 우울, 대인관계 및 삶의 만족도와의 상관관계를 본 결과 우울증, 대인관계는 삶의 만족도와 통계적으로 유의한 상관관계를 보였다(p<.05). 이상의 결과를 정리하면 2인이 함께 수행하는 가상현실 게임이 뇌졸중 노인환자의 심리 사회적요인(우울, 대인관계)과, 삶의 만족도에 유의미한 효과가 있음이 알 수 있었다.

웹기반 참가형 가상모델하우스에 관한 연구 (A Study on Participating virtual model house on the web)

  • 우성호
    • 한국실내디자인학회논문집
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    • 제14권3호
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    • pp.216-223
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    • 2005
  • In this study, we would like to suggest a virtual model house where the users participate in the planning of the apartment directly in order to supply the apartment which is suitable for the fast change of the resident's characterization, multiplication, and preference in this like high-speed information society. The users have various preferences and demands in the high level information society. It is necessary for the architect to communicate with the users in order to suggest the various styles of habitats that one can treat various life style and life cycle which reflects the demand. In addition, the object of this paper is the construction and using of the participating virtual model house that the resident can plan the preferred space design of the main house before moving Into the apartment and change space design of the main house after moving into the apartment following the variety of life style and the changing of life cycle. Regarding the effect of this study, firstly, it is possible to supply the plate type following the user's preference in order to enhance the quality of uniformed type apartment. Secondly, it is possible to maintain and control the high quality building using sharing the building information with planning, construction, maintain, interior, and related company by constructing the database. Thirdly, the unified database which is constructed by XML can supply the effective environment of apartment information exchange between other companies.

가상현실과 힘판을 통한 시각적 되먹임 트레드밀 보행훈련이 뇌졸중 환자의 보행능력과 삶의 질에 미치는 영향 (Effects of Visual Feedback Treadmill Gait Training Program Combined with Virtual Reality Technology and a Force Plate Measurement System on Gait Ability and Quality of Life in Stroke Patients)

  • 이동률
    • 한국엔터테인먼트산업학회논문지
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    • 제14권3호
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    • pp.363-373
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    • 2020
  • 본 연구는 뇌졸중 환자에게 엔터테인먼트요소가 가미된 가상현실과 시각적 되먹임 보행 훈련 프로그램을 병행하여 보행능력과 삶의 질을 향상시키고자 하였다. 이에 휘돌림 보행을 하는 뇌졸중 환자 10명을 선정하여, 가상현실과 힘판을 통한 시각적 되먹임 트레드밀보행훈련을 일일 30분씩, 주5회, 5주간 총 25회 실시하였다. 이러한 보행훈련의 효과를 알아보기 위해 관절가동범위검사, 근활성도 검사, 버그 균형 척도(BBS), 보행분석, 삶의 질(SS-QOL) 평가를 중재 전·후 시행하였다. 본 연구결과, 보행 흔듦기 시기에 마비측 관절가동범위와 근활성도, 동적균형능력, 보행능력, 삶의 질이 중재 후 통계학적으로 유의하게 차이가 있었다(p<0.05). 본 연구결과를 통해 본 연구의 보행훈련이 휘돌림 보행을 하는 뇌졸중 환자의 발처짐, 근활성도, 동적 균형 및 보행능력을 향상시키고, 이로 인한 삶의 질도 개선하는 것을 알 수 있었다. 따라서 휘돌림 보행을 하는 뇌졸중 환자의 보행능력 향상과 삶의 질 개선을 통한 라이프케어증진을 위해 가상현실과 힘판을 통한 시각적 되먹임 트레드밀보행훈련 프로그램 적용을 권장한다.

Neuroscientific Review on Sensory Stimulation Therapy and Virtual Reality for Somatosensory Rehabilitation

  • Kim, Tae-Hoon;Kim, Yo-Seob
    • International Journal of Contents
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    • 제6권1호
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    • pp.53-58
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    • 2010
  • This study details the neuroscientific concept of somatosensation, general sensory stimulation therapy and virtual reality therapy. Somatosensation is a method that the human body uses to accept information from the inner and outer parts of the body. A traditional sensory stimulation therapy was designed to maximize neural recovery, but the neural recovery is most effective when the therapeutic environment is similar to real life. The virtual reality provides natural environment that users may perceive as meaningful and even participants with significant impairment can perform some of the activities of their daily lives within the virtual environment. The virtual reality will become a complementary part of somatosensory rehabilitation.

가상 호스피스 센터의 개념설계 (Conceptual Design for Virtual Hospice Center)

  • 조현
    • 보건행정학회지
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    • 제10권3호
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    • pp.68-87
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    • 2000
  • This study aims at the operation of the hospice in the virtual space by the use of telecommunication technology. The hospice can be an efficient alternative for the elderly and terminal patients. It can achieve both the quality of life of patients and the conservations of medical resources. The virtualization creates new norms and values which are different from the conventional environments. The concepts and limitations which are crucial to the projection of the existing hospice into the virtual space are discussed. The items ranging from the hospice need to the design criteria of the modules are investigated. The most important point in constructing the virtual hospice center is the human factor, which characterizes the hospice. In addition, the real-world circumstances of the hospice should be considered in the realization of the VHC.

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가상과 실제 손의 동기화를 통한 촉각환상 유발연구 (The Tactile Illusion evoked by a synchronous Visual Stimulus on Virtual and Real Hand)

  • Jeonghun Ku;Kim, Hosung;Kim, Kwanguk;Wonyoung Hahn;Lee, Jang-Han;Kim, Sun I.
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 춘계학술대회 논문집
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    • pp.84-89
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    • 2003
  • The virtual reality(VR) technology can provide various stimuli, including, visual and auditory stimuli, simultaneously in the virtual environment and encourage the user to interact. Virtual reality is a set of computer technologies, which when combined, provide an interactive interface to a computer generated world. In this world the subject can see, hear and navigate in a dynamically changing environment in which he participates as an active player, by modifying the environment according to his will. Moreover, the subject can get a feeling for the virtual environment in much the same way as one feels real life situations. In the real world, a plethora of information from various modalities may be in conflict, and modulate each other to form an illusion. In this study we investigated whether a tactile illusion on a real hand could be evoked by a virtual stimulus, the time required to generate this illusion and its duration. This study shows that the illusion occurred, and that was correlated with presence score in the virtual environment.

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가상 인터렉티브 인플루언서의 현황과 발전 방안 (Interactive Influencer Status and Development Plan)

  • 박성원
    • Journal of Information Technology Applications and Management
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    • 제29권1호
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    • pp.59-70
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    • 2022
  • Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.