• Title/Summary/Keyword: Virtual Reality Contents

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Trend and Future of Virtual Reality for Addiction Treatment of Substance Use Disorders: A Systematic Review (가상현실을 활용한 중독치료의 동향과 전망을 위한 체계적 문헌고찰)

  • Amista, Narcie Faith;Kim, Jinsoo Jason;Kim, Nami
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1551-1560
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    • 2017
  • The aim of this review is to analyze the trend of using Virtual Reality (VR) in addiction treatment by categorizing the types of addictions and methods of Virtual Reality Therapy (VRT) for substance use disorders. VR has been utilized as a new paradigm for treating various mental and psychological problems. In recent years, a number of researches have been done to demonstrate the effectiveness of VRT for addiction treatment, specifically substance use disorders. In order to comprehend the tendency of these researches, the current study performed a systematic review of published book and journal articles using the following bibliographical databases: ScienceDirect, MEDLINE, ProQuest, and Embase. Forty-five (45) articles were retrieved; out of these researches, nicotine/smoking has garnered the highest number of studies (73%, n=33); alcohol (18%, n=8); cannabis/marijuana (2%, n=1); and other drugs such as heroin, cocaine and methamphetamine (7%, n=3). This paper analyzed the results of those studies, found some limitations as well as strengths, and made suggestions for further research on VRT for addiction treatment.

Implementation of Augmented Reality using Marker in e_Book (전자책 속의 마커를 이용한 증강현실 구현)

  • Lee, Jong-Hyeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.10
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    • pp.2279-2284
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    • 2011
  • Recently as AR(Augmented Reality) is focus of attention, AR is applied to various fields and is expected its valuable use. In this paper, we suggested the method to combine existing e_Book with augmented reality technology based on mobile equipment. We ascertained that augmented reality contents implemented on PC work well in pITX embedded lines (CPU Intel ATOM Z530) and we implemented augmented reality using marker in e_ Book in pITX embedded lines through these experiments. As the result of it, we could show the contents at the same time which had difficulty to be expressed on e_Book before. Also the existing augmented reality contents could be used as it is. Finally we expected that the user could interact with virtual contents or services directly and intuitively in the real world.

Introducing Depth Camera for Spatial Interaction in Augmented Reality (증강현실 기반의 공간 상호작용을 위한 깊이 카메라 적용)

  • Yun, Kyung-Dahm;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.62-67
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    • 2009
  • Many interaction methods for augmented reality has attempted to reduce difficulties in tracking of interaction subjects by either allowing a limited set of three dimensional input or relying on auxiliary devices such as data gloves and paddles with fiducial markers. We propose Spatial Interaction (SPINT), a noncontact passive method that observes an occupancy state of the spaces around target virtual objects for interpreting user input. A depth-sensing camera is introduced for constructing the virtual space sensors, and then manipulating the augmented space for interaction. The proposed method does not require any wearable device for tracking user input, and allow versatile interaction types. The depth perception anomaly caused by an incorrect occlusion between real and virtual objects is also minimized for more precise interaction. The exhibits of dynamic contents such as Miniature AR System (MINARS) could benefit from this fluid 3D user interface.

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Effect Analysis of Virtual-reality Vestibular Rehabilitation based on Eye-tracking

  • Lee, Sungjin;Hong, Min;Kim, Sungyeup;Choi, Seong Jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.826-840
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    • 2020
  • Vertigo is one of the most common complaints encountered by physicians and the patients are steadily increasing. These patients are exposed to the risk of secondary accidents such as falls due to vertigo. There are two ways to improve this symptom: medication and rehabilitation. Although temporary symptomatic improvement may be expected in patients treated with medication, vertigo may recur and medication can delay central compensation. In contrast vestibular rehabilitation exploits central mechanisms of neuroplasticity to increase postural stability and enhance visual-vestibular interactions in situations that generate conflicting sensory information. However, vestibular rehabilitation may be compromised by incorrect performance of exercises, and there is a need for active effort and interest from the patient during rehabilitation. To solve these problems, we decided to apply FOVE HMD for eye-tracking and Unity3D to create virtual reality. The proposed eye-tracking based algorithm calculates the concentration of users with eye tracking data and calculates the motion width of the patient with nystagmus, thus the severity of the patient according to the score can be determined. According to our experimental test against healty group and patients group, this result showed the meaningful data to use define the contents result.

Development and Effect Analysis of Experiential Electrical Safety Education System Based on Virtual Reality (가상현실 기반 체험형 전기안전 교육 시스템의 개발 및 효과 분석)

  • Jeon, Jeong-Chay
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.10
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    • pp.1767-1773
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    • 2016
  • Every year, lives are lost due to electrical safety accidents that could have been prevented with proper education and awareness of electrical safety. To prevent such accidents, experiential education is more effective than indoctrination education. This paper describes the electrical safety education system based on virtual reality (VR) and evaluates effect of the proposed system. Users operated the experiential electrical safety education system, and they were provided electrical stimulation in an electric shock experience using a haptic device. Appropriate stimulation values were calculated according to age (children vs. adults) and gender through experiment. The scenario in which participants experience electrical safety in the home environment was structured, and related educational contents was produced. A total of 68 healthy elementary students evaluated the educational effect of the system. The results showed that the educational effect and the sustainability of effect of the proposed system are superior to those of existing multimedia learning methods. By implementing electrical safety education stimulating the senses of human, the learning effect was promoted and this experiential education would be able to prevent electrical accidents.

A Study on the Space Design of the Virtual Reality Simulation Exclusive Space (가상현실(VR) 시뮬레이션 전용관 공간설계에 관한 연구)

  • 임종엽;유태관
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.115-121
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    • 2002
  • This study is based on the Virtual Reality Space what grow rapidly compared with other space type. We make a certain definite possibilities by the functional, material, scientific and conceptual space comparison approved with existing visual space about the function of sound and visual system & the application of the mechanical system. Symbol and Expression Media are showing characteristics more than a tool in Modern times being changed from materialistic world to immaterial one. Especially, Augmented Reality, which is the new technology showing human beings real world and virtual world simultaneously recently and being exceeded to existent many limits, is going ahead. Simulation space is the technology one which can be applied to various fields such as culture, industry and education etc., and it helps human beings to overcome their limitations. The gains from this study are the specified and detailed yardsticks and cases of Simulation(space) facilities classified as a specific space. Therefore, the space mainly consists of the parts on size, equipment, and material etc. judging from technical point of view. Architectural Space, especially, should be considered very importantly in the middle of the transition from image realization to experience. The comprehension on various contents together with mechanical facilities will be requested to the connection applied to physical space expression, and that is what we have to study continuously afterward.

Analysis on Instruction Design and Learning Motivation for Pre-Service Teachers' Cospace Education (예비교사의 코스페이시스 교육을 위한 수업 설계 및 학습동기에 미치는 영향의 분석)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.501-508
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    • 2018
  • Virtual reality contents can contribute to students' experience in teaching and learning activities, and teachers and students are increasingly interested in using virtual reality in educational settings. For this purpose, We have developed a curriculum designed to teach pre-service teachers Cospaces at the College of Education and analyzed the influence of learners on learning motivation. For the evaluation of this study, a pre- and post-questionnaire was conducted and analyzed. As a result, attention and confidence of learning motivation differ according to gender, and new technology and achievement affect learning motivation.

Virtual Reality Panorama System using Stitching Techniques and Depth-map (스티칭 기법과 깊이지도를 이용한 VR 파노라마 시스템)

  • Cho, Seung-Il;Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.544-546
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    • 2011
  • The popularization and development of 3D display makes common users easy to experience a solid 3D virtual reality, the demand for virtual reality contents are increasing. This paper proposes VR panorama system using vanishing point location-based depth map generation method. VR panorama using depth map gives an effect that makes users feel staying at real place and looking around nearby circumstances.

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The 3D Sound Contents Authoring Tool (멀티미디어 컨텐트 제작을 위한 입체음향 생성저작도구)

  • Kim, Jae-Woo;Myung, Hyun;Kim, Hyun-Bin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.75-78
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    • 1999
  • 본 논문에서는 멀티미디어 컨텐트 생성을 위한 입체음향 생성 저작도구 개발에 관하여 논의한다. Windows 95/98, Windows NT 환경의 PC 상에서 동작하는 입체음향 생성 저작도구는 일반적인 음향 편집기가 갖는 편집기능 및 음향 효과 기능 이외에 음상정위 기능, 음장제어 기능의 입체음향 기능을 가지고 있으며 스피커를 통하여 입체음향을 청취할 경우 발생하는 크로스톡크를 제거하는 기능도 가지고 있다. 개발된 저작도구를 이용하여 Mono, Stereo 형태로 저장된 음향파일을 순수한 소프트웨어 만으로 가공하여 바이노럴(Binaural) 형태의 입체음향을 생성하여 가상 음원의 위치 및 이동궤적을 정의할 수 있으며 가상공간이 갖는 공간감을 구현할 수 있다 또한 편리한 사용자 인터페이스 환경을 제공하여 GUI를 통하여 3차원 공간 상의 가상음원의 위치 및 이동 궤적과 가상공간을 사용자가 지정할 수 있도록 하였다 입체음향 생성저작도구는 일반 PC 환경에서 사용자가 가공하고자 하는 임의의 오디오 파일을 입체음향으로 생성할 수 있는 GUI 환경을 제공하며, 저비용으로 효과적인 입체음향 컨텐트를 제작할 수 있도록 함으로써, 게임 및 멀티미디어 컨텐트 제작의 고부가가치화와 입체음향 기술의 산업화에 기여할 것으로 기대된다.

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Application plan for radiological exposure model using virtual reality-based radiological exercise system

  • Lee, Dewhey;Lee, Byung Il;Park, Younwon;Kim, Dohyung
    • Nuclear Engineering and Technology
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    • v.50 no.5
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    • pp.745-750
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    • 2018
  • New exercise technology such as the virtual reality (VR)-based exercise system is required to meet soaring demand for target participants in exercises and to alleviate the difficulties in personnel mobilization through an alternative approach to the exercise system. In a previous study, event tree methodologies were introduced in setting up an exercise scenario of a VR-based radiological exercise system. In the scenario, the locations at which major events occur are rephrased as nodes, routes as paths, and public response actions as protective actions or contents of an exercise at individual locations. In the study, a model for estimating effective doses to the participants is proposed to evaluate the exercise system, using the effective dose rates at particular times and locations derived from a computer program. The effective dose received by a student when she/he follows a successful route is about a half of the dose received when she/he does not follow the exercise guide directions. In addition, elapsed time to finish an exercise when following a successful route is less than one-third of the time spent to finish an exercise when following the guide's directions.