• 제목/요약/키워드: Virtual Reality Technology

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A Study on Spacial Characteristic features in Digital Game (디지털 게임의 공간 표현 특성에 관한 연구)

  • 황용섭;김주연
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.3-10
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    • 2002
  • Virtual reality is not a new concept but just a new word and also it isnt limited to the reality created by computer-assisted image composition. Furthermore, we have lived within the virtual reality since long time ago, and the newly emerging digital technology has made the limits of the virtual expression vague and the definition of space concept new, The magical experiences we have had within the digital space consisted of Virtual space are the philosophical subject which we can hardly explain as a simple dichotomous definition such as Virtuality or Reality. But its true that our experiences made within virtual space are felt as much newer space considering those of space design, which have been traditionally made in our physical territory. Digital game is the representative space that provides a new space. Therefore, the new concept in space will be not just the territory expansion of space but also the opportunity we can find a new possibility through the relation between human and space. At this point in time that the life territory is expanding as a new space, this research goal is to show the new possibility of the connection of human and digital space through studying the relationship of Human and Space, Space and Digital space and Human and Digital space as well as The peculiarity of the space which is expressed at Digital game, the most representative space providing new experiences.

Virtual Reality Safety Training on Multiple Platforms

  • Bao, Quy Lan;Tran, Si Van-Tien;Nguyen, Truong Linh;Park, Chansik
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1187-1193
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    • 2022
  • A construction site is a highly complex and constantly changing environment, where hazardous areas are difficult to detect if workers lack sufficient knowledge and awareness. Thus, frequent worker safety training is required. Numerous studies on using virtual reality (VR) for safety training were published. While they demonstrate the potential for improving the skills necessary to avoid accidents in the construction industry, they remain difficult to apply at actual construction sites. VR requires specialized hardware and software, limiting workers' access and restricting workers' participation in training sessions. As a result, this paper proposes multiple platforms for immersive virtual reality safety training (VRMP) based on Industry Foundation Classes (IFC) and web technologies such as immersive web (WebXR). The VRMP is compatible with mobile and desktop devices currently by workers and demonstrates scenario models familiar to workers. Also, it reduces development time by utilizing Building Information Models (BIM). Additionally, The VRMP collects data from workers in a virtual environment to assess each worker's safety level, assisting workers in effectively and comfortably gaining a better understanding and raising their awareness. This paper develops a case study based on the VRPM in order to assess its effectiveness.

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Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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A Study on the Visualization of Data in Virtual Space utilizing Realistic Exhibition Contents - Focusing on the application of the Tamed Cloud clustering algorithm in 70mK project (전시콘텐츠에 구현된 가상공간 내 데이터 시각화 연구 - 70mK의 Tamed Cloud 군집형 알고리즘 적용을 중심으로)

  • Sungmin Kang;Daniel H. Byun
    • Trans-
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    • v.15
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    • pp.1-24
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    • 2023
  • This study examines the application of data visualization technology using a clustered data algorithm called 'Tamed Cloud' to virtual spaces and seeks the possibility of implementing it in various types of realistic exhibition contents. To this end, we first attempt to classify virtual reality (VR) exhibition contents starting with COVID-19, and summarize technologies applied. Also, various realistic exhibition contents provide visitors with an opportunity to appreciate the artworks through online and virtual exhibitions. In this trend, virtual reality and augmented reality (AR) technologies have been introduced, allowing visitors to enjoy the artwork more immersively, and the possibility of realistic exhibition content with interaction between the artwork and the user is also being demonstrated. Based on this background, this study examines the history of exhibition contents by dividing them before and after the advent of virtual reality technology, and examines how the clustered algorithm technology called Tamed Cloud was applied to virtual space and implemented as a realistic exhibition content in <70mK> project. By synthesizing all of this, we propose a convergence method of data visualization, virtual reality, and realistic content, and propose it as a new alternative to realistic exhibition content in virtual space.

Trends of Software Testing Technology on Digital Twin Systems (디지털 트윈 시스템에서의 소프트웨어 테스팅 기술 동향)

  • Kim, Yu-Doo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.618-619
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    • 2022
  • Digital Twin is prediction system of simulation results that making virtual reality of real statement. It is various used for solution of problem on industry or social. Therefore it will used for various tests about development of virtual and real city. For verify this systems, it needed testing technology that tests of software on virtual system. So in this paper we study about trends of software testing technology on digital twin systems.

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Digital Restoration of Pulguksa Temple and Sokkuram based on Virtual Reality -Focused on the CAVE of Virtual Reality System (가상현실기술을 이용한 불국사와 석굴암의 디지털 복원 -가상현실 시스템 CAVE를 중심으로)

  • 박소연
    • Archives of design research
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    • v.16 no.2
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    • pp.67-76
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    • 2003
  • Today, computer graphics have moved into spotlight within many related fields. The use of computer graphics in many fields as well as in design is now universalized. More than ever, those fields which utilize virtual reality are being vigorously researched and are rapidly progressing. Many advanced countries are obtaining positive results, allowing the world to learn about their culture and history by using virtual reality techniques for the restoration of cultural property. Above all, the West has utilized the diversity of the CAVE system which could best express the artificial system among virtual reality systems. However, in Korea this technology remains in its early stages of development. Moreover, the field, digital restoration of cultural property, which will be discussed in this study, hasn't yet been explored. Accordingly, this study presents the way of digitally restoring cultural property based on the CAVE through the empirical research and suggests the significance and possibility of digitally restoring cultural properly in the CAVE system. For them, this study processes the digitally restoring of Pulguksa Temple and Sokkuram and refers to the limitation and the future study following the investigation of CAVE and the introduction of applicable examples in abroad.

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Multimodal based Storytelling Experience Using Virtual Reality in Museum (가상현실을 이용한 박물관 내 멀티모달 스토리텔링 경험 연구)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.11-19
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    • 2018
  • This paper is about multimodal storytelling experience applying Virtual Reality technology in museum. Specifically, this research argues virtual reality in both intuitive understanding of history also multimodal experience in the space. This research investigates cases regarding use of virtual reality in museum sector. As a research method, this paper conducts a literature review regarding multimodal experience and examples applying virtual reality related technologies in museum. Based on the literature review to investigate the concept necessary with its related cases. Based on the investigation, this paper suggests constructing elements for multimodal storytelling based on VR. Ultimately, this paper suggests the elements of building VR storytelling where dynamic audio-visual and interaction mode combines with historical resources for diverse audiences.

The Effect of Education Integrating Virtual Reality Simulation Training and Outside School Clinical Practice for Nursing Students (간호대학생의 가상 현실 시뮬레이션 교육과 교외 임상실습을 통합한 교육의 효과)

  • Lim, Semi;Yeom, Young-Ran
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.100-108
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    • 2020
  • The purpose of this study is to identify the differences in self-efficacy, clinical performance ability, and critical thinking disposition after applying education integrated educational virtual reality simulation to training and outside school clinical practice to nursing college students and to provide them as basic data for effective practical education. This study was conducted from June 8 to July 3, 2020, and enrolled in the 3rd year of university in G city, and 30 subjects who did not receive virtual reality simulation training or outside school clinical training at all. Data were analyzed by Paired t-test. As a result of the study, the result of pretest and posttest to each group showed statistically significant improvements in self-efficacy, clinical performance ability, and critical thinking disposition. As a results of the study, education integrating virtual reality simulation training and clinical practice for nursing students to improves clinical performance ability, improves critical thinking, and self-efficacy, so it is thought that various virtual reality simulation training must be suitable for clinical situations before practice is necessary.

Wearable Input Device for Incorporating Real-World into Virtual Reality (가상현실과 실세계 정합을 위한 웨어러블 입력장치)

  • Park, Ki-Hong;Lee, Hyun-Jik;Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
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    • v.15 no.2
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    • pp.319-325
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    • 2011
  • In this paper, we propose the matching model between virtual reality and the real-world for peoples with limited mobility. The proposed matching model is consist of four parts: wearable input device-based PC control, hand-motion pattern recognition, application software, and matching between virtual reality and the real-world. To recognition mouse functions and hand-motion patterns from six-axis coordinate of wearable input device, RF communication is used. In addition, to easily control the real-world, virtual reality has been implemented with realism of the real-world. Some experiments are conducted so as to verify the proposed model, and as a result, hand-motion recognition as well as virtual reality control are well performed.

The effects of virtual reality training on gait, balance, and upper extremity function in patients with stroke: A meta-analysis

  • Lee, Hyun soo;Kim, You Lim;Lee, Hae ji;Lee, Byounghee
    • Journal of Korean Physical Therapy Science
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    • v.28 no.3
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    • pp.11-29
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    • 2021
  • Background: The purpose of this study is to investigate the effects of virtual reality on gait, balance, and upper extremity functions compared to other independent variables or no variables. Additionally, the possibility of virtual reality for stroke patients was discussed. Design: Meta-analysis. Methods: The search for this study was a search term that combined stroke, virtual reality, and training, and the electronic search was conducted through EMBASE, MEDLINE, and Cochrane Library. As a result of the search, 21 studies satisfying the selection criteria of the target study were confirmed as the final analysis target. This study consisted of 21 randomized experimental studies and 21 randomized controlled trials, and the total number of participants was 642. [Experimental group (n=314), control group (n=328); total 642]. As a result of the study, upper extremity function was assessed using a box and block test, a modified Ashworth scale, and a scale including range of motion. The balance was evaluated by the berg balance scale. Gait was a Timed Up and Go test (TUG), stride length, and gait function. Scales including a walking rate scale were evaluated. The effect size for the intervention of the analytical study was meta-analyzed with the RevMan 5.3.3 program of the Cochrane library. Results: The results of the study showed that the function of walking was statistically significant. Balance showed statistically significant results. The upper extremity function showed no statistically significant results. Conclusion: Through this rehabilitation treatment by applying virtual reality environment to the rehabilitation of stroke patients in the future can be proposed as an effective intervention method for the balance and gait function of stroke patients.