• Title/Summary/Keyword: Virtual Reality

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On Developments of Teaching-Learning Contents and Constructivist Teaching Methods Using Mobile Applications Based on Augmented Reality in Mathematics Education (증강현실 기반 모바일 앱을 활용한 수학 교수·학습 콘텐츠 개발과 구성주의적 수업방안)

  • Kim, Byung Hak;Song, Jinsu;Park, Ye Eun;Jang, Yo Han;Jeong, Young Hun;Ahn, Jin Hee;Kim, Jun Hyuk;Go, Eunryeong;Jang, In Kyung
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.207-229
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    • 2019
  • In the era of the Fourth Industrial Revolution, various attempts have been made to incorporate ICT technology into mathematics teaching and learning, and the necessity and efficiency of classroom instruction using flipped learning, virtual reality and augmented reality have attracted attention. This leads to an increase in demand for instructional contents and their use in education. Therefore, there is a growing need for the development of instructional contents that can be applied in the field and the study of teaching methods. In this point of view, this research classifies the types of teaching-learning, presents the flipped learning instruction and mathematics contents by teaching-learning types using constructivist mathematics education principles and augmented reality-based mobile applications. These methods and lesson plans can provide a useful framework for teaching-learning in mathematics education.

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.11-18
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    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

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Developing VR-based Sailor Training Platform Authoring Tool (가상현실 기반 선원 훈련 플랫폼 저작도구 개발)

  • Jung, Jinki;Lee, Hyeopwoo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2016.05a
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    • pp.181-185
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    • 2016
  • In this paper we propose a VR-based Sailor Training Platform Authoring Tool which efficiently trains sailors in immersive ways. Proposed authoring tool consists of virtual environment reconstruction that imports real ship indoor environment into virtual environment and script editing which is able to implement various scenarios in emergency based on just drag-and-drop interface. The aim of importing real ship environment and supporting various VR devices is to enhance immersiveness and training so that trainees can deal with serious emergency events. Also the usefulness of the interface enables to reduce the cost of making training materials. Throughout scenario editing interface, the proposed authoring tool supports the editing of multi-user scenario and setting individual task for the evaluation.

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A Study on the Aesthetic Characteristics of Contemporary Fashion that Uses Artificial Light (인공적인 빛을 활용한 현대 패션의 미적 특성 연구)

  • Jung, Hyun;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.113-127
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    • 2008
  • Artificial lights have effected the changes of art and fashion concepts as well as human life since the invention of electric light bulb in late 19th century. Artist and designer have had more interested in these artificial lights as the development of digital technology and the change of millennium and they have tried to apply the lights into their works. The purpose of this study is to analyze the aesthetic characteristics of contemporary fashion design using artificial light as a medium. Artificial light for fashion design means the light using luminescent material like phosphorescent and fluorescent materials or in combination with electroluminescent digital technology or the light that can be perceived as images when light projects from media using a light projector or other digital equipment. Fashion design using this light type can change colors or form temporarily and it can playa role as a gadget for hm or as equipment to provide information much as a computer monitor does. And designer can create virtual patterns on the surface of clothes, or virtual fashion like a 3-dimensional holography in empty space. In these fashion designs, the virtual image of light is substituted for physical formative elements in fashion, and the viewer can experience an ambiguity between reality and virtuality. The results of the study were as follow; The formative characteristics of those fashion designs were identified as visibility, indeterminacy, integration and virtuality. And they reflected the internal meanings; the persue of protection and safety, the search for experiment and innovation, the will for interaction and communication and the desire for the deviation and fun.

Virtual Environments for Medical Training: Soft tissue modeling (의료용 훈련을 위한 가상현실에 대한 연구)

  • Kim, Jung
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.372-377
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    • 2007
  • For more than 2,500 years, surgical teaching has been based on the so called "see one, do one, teach one" paradigm, in which the surgical trainee learns by operating on patients under close supervision of peers and superiors. However, higher demands on the quality of patient care and rising malpractice costs have made it increasingly risky to train on patients. Minimally invasive surgery, in particular, has made it more difficult for an instructor to demonstrate the required manual skills. It has been recognized that, similar to flight simulators for pilots, virtual reality (VR) based surgical simulators promise a safer and more comprehensive way to train manual skills of medical personnel in general and surgeons in particular. One of the major challenges in the development of VR-based surgical trainers is the real-time and realistic simulation of interactions between surgical instruments and biological tissues. It involves multi-disciplinary research areas including soft tissue mechanical behavior, tool-tissue contact mechanics, computer haptics, computer graphics and robotics integrated into VR-based training systems. The research described in this paper addresses the problem of characterizing soft tissue properties for medical virtual environments. A system to measure in vivo mechanical properties of soft tissues was designed, and eleven sets of animal experiments were performed to measure in vivo and in vitro biomechanical properties of porcine intra-abdominal organs. Viscoelastic tissue parameters were then extracted by matching finite element model predictions with the empirical data. Finally, the tissue parameters were combined with geometric organ models segmented from the Visible Human Dataset and integrated into a minimally invasive surgical simulation system consisting of haptic interface devices and a graphic display.

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Development of Driving Simulator for Safety Training of Agricultural Tractor Operators

  • Kim, Yu-Yong;Kim, Byounggap;Shin, Seung-Yeoub;Kim, Jinoh;Yum, Sunghyun
    • Journal of Biosystems Engineering
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    • v.39 no.4
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    • pp.389-399
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    • 2014
  • Purpose: This study was aimed at developing a tractor-driving simulator for the safety training of agricultural tractor operators. Methods: The developed simulator consists of five principal components: mock operator control devices, a data acquisition and processing device, a motion platform, a visual system that displays a computer model of the tractor, a motion platform, and a virtual environment. The control devices of a real tractor cabin were successfully converted into mock operator control devices in which sensors were used for relevant measurements. A 3D computer model of the tractor was also implemented using 3ds Max, tractor dynamics, and the physics of Unity 3D. The visual system consisted of two graphic cards and four monitors for the simultaneous display of the four different sides of a 3D object to the operator. The motion platform was designed with two rotational degrees of freedom to reduce cost, and inverse kinematics was used to calculate the required motor positions and to rotate the platform. The generated virtual environment consisted of roads, traffic signals, buildings, rice paddies, and fields. Results: The effectiveness of the simulator was evaluated by a performance test survey administered to 128 agricultural machinery instructors, 116 of whom considered the simulator as having potential for improving safety training. Conclusions: From the study results, it is concluded that the developed simulator can be effectively used for the safety training of agricultural tractor operators.

A Surface Modeling Algorithm by Combination of Internal Vertexes in Spatial Grids for Virtual Conceptual Sketch (공간격자의 내부정점 조합에 의한 가상 개념 스케치용 곡면 모델링 알고리즘)

  • Nam, Sang-Hoon;Kim, Hark-Soo;Chai, Young-Ho
    • Journal of KIISE:Software and Applications
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    • v.36 no.3
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    • pp.217-225
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    • 2009
  • In case of sketching a conceptual model in 3D space, it's not easy for designer to recognize the depth cue accurately and to draw a model correctly in short time. In this paper, multi-strokes based sketch is adopted not only to reduce the error of input point but to substantiate the shape o) the conceptual design effectively. The designer can see the drawing result immediately after stroking some curves. The shape can also be modified by stroking curves repeatedly and be confirmed the modified shape in real time. However, the multi-strokes based sketch needs to manage the great amount of input data. Therefore, the drawing space is divided into the limited spatial cubical grids and the movable infernal vertex in each spatial grid is implemented and used to define the surface by the multi-strokes. We implemented the spatial sketching system which allows the concept designer's intention to 3D model data efficiently.

A Study on the Implementation of Multi-touch model using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 멀티터치 모델 구현에 관한 연구)

  • Kang, Im-Chul;Kim, Beom-Seok;Hur, Gi-Taek;Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.83-90
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    • 2010
  • In this paper, we use VR technologies including touch processing technologies and haptic devices to offer touch of fish objects to users. The Omni, a kind of haptic device and made by Sensable Inc., is used to implement multi touch model in VR space. In addition, Matlab/Simulink and proSENSE Virtual Touch Toolbox of Handshake Inc., are used as programing tools. Functions needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of fish objects modeled with 3D. Such movements offer realistic physical interactions to two users controlling multi point respectively. In experiment, to perceive the appearance of 3D object by touch and to feel the respiration by touch are well conducted. We also verify that it is possible to develop games or contents through multi participation in VR Space by using multi point.

A Study on the Comparing about Young Plus Size Fashion Design Application on Plus Size Body Types Using 3D Virtual Garment Simulation - Focusing on USA Market - (영 플러스 사이즈 체형별 패션 디자인 가상착의 비교 연구 - 미국 시장을 중심으로 -)

  • Ryu, Jin-Young;Syn, Hye-Young;Lee, Inseong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.3
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    • pp.163-178
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    • 2014
  • In America, where obesity rate ranks no.1 in the world, the plus size market is rapidly expanding with various American brands adding plus size lines in a way to diversify their products. As obesity is expanding throughout the younger generation, the necessity to develop products according to different characteristics of body shape that can fulfill the needs of young plus size consumers is being emphasized. In this study of young plus size, our focus is on providing wider spectrum of design choices for consumers by analyzing different body shapes, categorizing them, and then identifying the differences of design among them. More specifically, the object of this study is to analyze the elements that differentiate the designs from each other by virtually trying out the same item on avatars of various body shapes. Thus, we can identify the elements that needs to be differentiated according to different body shapes after implementing virtual fitting program on plus size shapes that are rather difficult considering the reality of domestic fashion companies. In this way, we are able to provide fundamental data for American plus size fashion market and design development for Korean fashion companies that are under way of entering or planning to enter the American market. Furthermore, this will demonstrate the actual details of the designs that will eventually help the development of specialized product for the globalization of Korean fashion industry.

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Live-Action VR Re-lighting Pipeline Using Depth Information (깊이 정보를 활용한 실사 VR의 리라이팅 파이프라인)

  • Baek, Kwang-Ho;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.9
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    • pp.1214-1219
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    • 2018
  • A variety of VR contents are being introduced as of 2017. VR contents are concentrated in the genre of games and interactive because of the difficulty of $360^{\circ}$ shooting production environment. Live action $360^{\circ}$ VR content has many problems due to the difficulty of the production environment. In this paper, a three - dimensional information value is generated in binocular disparity of a real image by using a re-light technique based on real image data. The generated 3D information values are combined with a technique of converting the depth information into a depth map and a re-light technique by installing virtual lighting on the surface formed in the 3D space. In order to solve the problem of lighting exposure, we apply the technique of re-lighting to the VR production pipeline by comparing and analyzing the result image of actual image and virtual image data.