• Title/Summary/Keyword: Virtual Reality education

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Hand-Gesture Recognition Using Concentric-Circle Expanding and Tracing Algorithm (동심원 확장 및 추적 알고리즘을 이용한 손동작 인식)

  • Hwang, Dong-Hyun;Jang, Kyung-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.636-642
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    • 2017
  • In this paper, We proposed a novel hand-gesture recognition algorithm using concentric-circle expanding and tracing. The proposed algorithm determines region of interest of hand image through preprocessing the original image acquired by web-camera and extracts the feature of hand gesture such as the number of stretched fingers, finger tips and finger bases, angle between the fingers which can be used as intuitive method for of human computer interaction. The proposed algorithm also reduces computational complexity compared with raster scan method through referencing only pixels of concentric-circles. The experimental result shows that the 9 hand gestures can be recognized with an average accuracy of 90.7% and an average algorithm execution time is 78ms. The algorithm is confirmed as a feasible way to a useful input method for virtual reality, augmented reality, mixed reality and perceptual interfaces of human computer interaction.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

High School Students' Verbal and Physical Interactions Appeared in Collaborative Science Concept Learning Using Augmented Reality (고등학생의 증강현실을 활용한 협력적 과학 개념학습에서 나타나는 언어적·물리적 상호작용)

  • Shin, Seokjin;Kim, Haerheen;Noh, Taehee;Lee, Jaewon
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.191-201
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    • 2020
  • This study investigated verbal and physical interactions which appeared in collaborative science concept learning using augmented reality. Twelve 10th grade students participated in this study. After being organized into three four-member small groups, they participated in classes using smart device-based augmented reality application developed for the understanding of the chemical bonding concept. Their class activities were audio- and video-taped. Semi-structured interviews were also conducted. The results revealed that within individual statement units of verbal interaction, the proportions of information question/explanation and direction question/explanation were found to be high. Within interaction units, the proportions of reformative and cumulative interaction were relatively high. The proportions of progress were also found to be high within both individual statement units and interaction units of verbal interaction. Students' physical interactions were mainly conducted without meaningful verbal interactions. When their physical interactions were accompanied by knowledge construction-related verbal interactions, the proportions of gazing virtual objects and worksheet-related interactions were high. In contrast, various exploratory activities related to the manipulation of markers mainly appeared when they conducted physical interactions only, or when their physical interactions were accompanied by management-related verbal interactions. On the bases of the results, effective methods for collaborative concept learning using augmented reality in science education are discussed.

Developing an XR based Hyper-realistic Counter-Terrorism, Education, Training, and Evaluation System (확장현실(XR) 기반 초실감 대테러 교육훈련체계 구축 방안 연구)

  • Shin, Kyuyong;Lee, Sehwan
    • Convergence Security Journal
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    • v.20 no.5
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    • pp.65-74
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    • 2020
  • Recently, with the rapid development of eXtended Reality(XR) technology, the development and use of education and training systems using XR technology is increasing significantly. In particular, in areas that involve great risks and high costs such as military training and counter-terrorism training, the use of XR based simulators is preferred because they can improve training performance, reduce training costs, and minimize the risk of safety issues that may occur in actual training, by creating a training environment similar to actual training. In this paper, we propose a plan to build and evaluate an XR based hyper-realistic counter-terrorism education, training, and evaluation system to improve the ROK police's ability to respond to terrorist situations using the 5G and AR based Integrated Command and Control Platform previously developed by the Korea Military Academy. The proposed system is designed to improve counter-terrorism capabilities with virtual training for individual and team units based on hyper-realistic content and training scenarios. Futhermore, it can also be used as a on-site command and control post in connection with a simulation training site and an actual operation site.

Improving the Functions of Digital Textbooks to Prepare for the post COVID-19 (포스트 코로나를 대비한 디지털교과서의 기능 개선)

  • Kim, Hong-sun;Jeong, Young-sik
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.283-288
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    • 2021
  • In the COVID-19 situation, digital textbooks have been used in many schools. In order for digital textbooks to become active even in the post COVID-19 era, the functions of digital textbooks must be improved. Digital textbooks are traditional book-type textbooks with glossaries, video materials, and evaluation questions added. Recently, they are being used usefully for practical education by providing realistic contents such as Augmented Reality, Virtual Reality, and 360 images. Therefore, in this study, in order to prepare for the post COVID-19, we found the functional problems of digital textbooks and suggested a way to improve them. First, the layout of digital textbooks should be developed as a responsive layout, deviating from the same form as a book-type textbook. Second, digital textbooks and learning management systems must be integrated. Third, by developing a digital textbook for teachers, teachers should be able to directly reorganize the contents or add external materials. Fourth, learning analysis should be possible using data recorded in digital textbooks. Fifth, in the 2022 revised curriculum, various subjects should be developed as digital textbooks.

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A Study on the Geomorphic Landscape of Yeongdong Area Described in the Haedong Myeongsan Docheop (해동명산도첩에 나타난 영동지역 지형 경관에 대한 연구)

  • Shin, Won Jeong;Kim, Jong Yeon
    • Journal of The Geomorphological Association of Korea
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    • v.27 no.4
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    • pp.53-70
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    • 2020
  • Silgyeong sansuhwa (Realistic landscape paintings) are drawn in Korea since 17th century. It has characteristics of more realistic description of landscape than painting from previous periods. Kim Hong Do's 'Haedong Myeongsan docheop (The album of paintings of famous mountains in Korea)' has been recognized as fine example of realistic description of geomorphic landscapes. Kim Hong Do and Kim Eung hwan did official travel to Gwandong and Geumgangsan area by order of King Jeongjo in 1788. As a result of that travel they draw about 100 piece of landscape painting. About 60 pieces of the paintings are still remaining. These are open to public by Korea National Museum in 1996. 14 pieces of painting, Daegwanryeong and Gangneung, Gyeongpo-dae, Hohae-jeong, Gahak-jeong, Cheonggan-jeong, Mun-am, Mangyang-jeong, Wolsong-jeong, Neungpa-dae, Naksan-sa, Mureung-gye, Gyejo-gul, and Hyeonjong-am, are analysed in this study. Coastal depositional landforms, like lagoon, sand beach and spit or barriers, erosional forms, like sea stack, sea cliff and sea cave, depicted in the paintings are analysed. In addition, structural landforms, colluvial landform and bedrock incision form by the running water in mountain area were analysed and weathered forms of granite and excursion to karst cave also discussed. It is found that sea arch in the printing destroyed since 1788, though exact position and reason is still unknown. There are strong need for discovery and identification of geomorphic landscape resources, for applied geomorphological studies and for prepare educational materials for non-face-to-face education. It also be emphasized that it can be used of the course work materials for future education using augmented reality and virtual reality technology.

Effect of Virtual Reality Training for the Enclosed Space Entry (밀폐공간진입을 위한 가상현실(VR) 훈련의 효과)

  • Chae, Chong-Ju;Lee, Jin-Woo;Jung, Jin-Ki;Ahn, Young-Joong
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.2
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    • pp.232-237
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    • 2018
  • According to the MAIIF report, from 1998 to 2009, 101 incidents involving entering enclosed spaces aboard ships resulted in 93 deaths and 96 casualties. IMO has therefore amended the Recommendations for entering Enclosed Spaces Entry and SOLAS 1974 Convention Chapter 3 Regulation 19, which mandates enclosed spaces entry and rescue drill on a regular basis. The training of entering such enclosed spaces should be practical, recognizing all possible risks of entering enclosed spaces aboard ships, while also considering the safety of trainees during the training. Recently, educational contents utilizing virtual reality (VR) have been applied in various fields to improve education and training effects, and these methods have proven to have advantages in actual and repetitive learning without being limited to physical space. In this study, the effectiveness, characteristics and differentiation of training of entering enclosed spaces aboard ships using VR were compared with traditional class room lectures through quantitative evaluation and questionnaires of training participants. Through the evaluation and questionnaire, it was found that participants using VR understood and learned the required training elements better than the control group, all of whom were trained through the normal class room lecture. Moreover, participants reported to display preference for training with the help of VR. As a result of the study, it was confirmed that the learning effects of VR onboard training can be used as an effective training method, especially by using video and other types of simulators.

A Narrative Review of Home Modification Using Virtual Reality (가상현실 기반 가정환경 수정에 관한 내러티브 문헌 고찰)

  • Hwang, Na-Kyoung;Shim, Sun-Hwa
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.495-504
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    • 2021
  • This review aims to identify the virtual reality (VR)-based home modification programs and provide basic data for the future development and application of domestic VR-based home modification programs. We collected the studies of academic publication or conference, symposium addressed VR-based home modification from January 2011 to June 2021 using hand searching and databases such as Medline, Embase, and Scopus. A total of 7 studies were selected through selection criteria, and the studies were quantitative and qualitative studies on the development of VR prototype for home modification and the acceptability and usability of the programs. VR-based home modification have been developed and applied for various purposes for stakeholders involved in home modification. It can be used as the tools for fostering experts in home modification, evaluating the home environment remotely, and facilitating communication and collaboration with the stakeholders in the modification process. In the future, studies on development and feasibility of VR-based home modification program reflecting the characteristics of domestic housing should be conducted, and it is expected to be utilized as a tool to support the home modification process.

Augmented Reality to Localize Individual Organ in Surgical Procedure

  • Lee, Dongheon;Yi, Jin Wook;Hong, Jeeyoung;Chai, Young Jun;Kim, Hee Chan;Kong, Hyoun-Joong
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.394-401
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    • 2018
  • Objectives: Augmented reality (AR) technology has become rapidly available and is suitable for various medical applications since it can provide effective visualization of intricate anatomical structures inside the human body. This paper describes the procedure to develop an AR app with Unity3D and Vuforia software development kit and publish it to a smartphone for the localization of critical tissues or organs that cannot be seen easily by the naked eye during surgery. Methods: In this study, Vuforia version 6.5 integrated with the Unity Editor was installed on a desktop computer and configured to develop the Android AR app for the visualization of internal organs. Three-dimensional segmented human organs were extracted from a computerized tomography file using Seg3D software, and overlaid on a target body surface through the developed app with an artificial marker. Results: To aid beginners in using the AR technology for medical applications, a 3D model of the thyroid and surrounding structures was created from a thyroid cancer patient's DICOM file, and was visualized on the neck of a medical training mannequin through the developed AR app. The individual organs, including the thyroid, trachea, carotid artery, jugular vein, and esophagus were localized by the surgeon's Android smartphone. Conclusions: Vuforia software can help even researchers, students, or surgeons who do not possess computer vision expertise to easily develop an AR app in a user-friendly manner and use it to visualize and localize critical internal organs without incision. It could allow AR technology to be extensively utilized for various medical applications.

Development of tangible language content system based on voice recording (음성녹음 기반의 실감형 어학시스템 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.17 no.2
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    • pp.234-239
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    • 2013
  • Learning a lesson about poor concentration and problems of the existing content, the system of language which could not be determined, Many teachers' assessment decision was made. As a result, voice recording based on the combination of ubiquitous technology and virtual reality technology, and install the projector in a classroom Through the learning content corresponding grade English student ID card attached RFID reader in each classroom, and students of RFID tags attached. In reality of the virtual three-dimensional image content foreigners and question-and-answer using the voice recording technology at the same time check the pronunciation and intonation level passes or level failure judged. Student education data to a central server system is configured to do so after saving to the DB through a feedback process, which provides information. Analysis of the issues that can have a common language content in the present study and Problem for voice recording technology to solve the problem and did not solve the existing language in the content level based classes.