• Title/Summary/Keyword: Virtual Training

검색결과 725건 처리시간 0.026초

A Study on Development of LCD monitor-Based Pilots' Ship-Handling Simulator

  • Jeong, Tae-Gweon;Chen, Chao;Lee, Shin-Geol;Lee, Jeong-Jin;Huh, Yong-Bum
    • 한국항해항만학회지
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    • 제36권9호
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    • pp.715-720
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    • 2012
  • This paper is to introduce the development of a LCD monitor-based pilots' ship handling simulator installed in the office of Korea Maritime Pilots Association. This simulator is composed of hardware which includes working server array, operation PC, monitor array, rudder, thruster and telegraph peripheral devices, and software which includes ship mathematical model software, ship conning software, image supporting software and so on. In this simulator, MMG mathematical model is used to create thirteen(13) ship models, which are based on sea trial data & pilots' opinion. According to requirements of pilots, virtual scenes of different port areas are built, and some required additional functions are also developed. By using this simulator, pilots can fulfill all kinds of training exercises, design of channel approaching ports, traffic safety analysis, prevention of accident research and other tasks, so as to grasp the characteristics of different ships, and accumulate experience for piloting.

웹기반 다차원 민군겸용 인터액티브 디지털 콘텐츠의 효과적인 구현 방안 (An Effective Implementation Method for Dual Use of Web-based Multidimensional Interactive Digital Contents)

  • 강석훈;김대청
    • 안보군사학연구
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    • 통권3호
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    • pp.197-242
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    • 2005
  • Active catalog is a kind of digital content that enables consumers to test the functions and features of products from their PCs as if they were using it in real life, by simulating the actions and responses of the product. This new type of interactive digital content can be used extensively to make sales personnel training manuals, sales tools, user manuals and user trouble shooting documents. With active catalogs, companies will be able to compare different designs, show actions according to different functions, and evaluate user reaction to new products without having to produce a single physical prototype or mock-up. At the same time, consumers will be able to understand and 'operate' the product and make well-informed purchase decisions. In this paper, we present a visual event-driven modeling tool, PlayMo, for creating active catalogs, analyze the advantages of using PlayMo, describe the event-driven method used by PlayMo and also introduce two enhanced characteristics of the Event Flow Chart with which the events in PlayMo are structured. Interactive digital content by using the PlayMo3D makes easy, simple and effective design for e-learning, e-catalogue, e-marketing/sales, e-prototyping, customer support, etc. Through its application-ready 3D function visualization solution, engineers and designers can rapidly turn a CAD design model into a 3D interactive virtual product, and the effective function prototyping job can be also completed within a minute.

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역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기 (Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data)

  • 한구현;김영범;박병하;정광모;한정현
    • 한국멀티미디어학회논문지
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    • 제19권8호
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    • pp.1587-1596
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    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

메타버스를 활용한 조선 해양 분야 정보보호 교육 콘텐츠 개발 방안 (A Study on the Development of Information Protection Education Contents in the Maritime Using Metaverse)

  • 김진
    • 정보보호학회논문지
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    • 제31권5호
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    • pp.1011-1020
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    • 2021
  • 해를 거듭할수록 IT 산업의 발전에 따라 조선·해양 산업 관련 사이버보안 사고가 자주 발생하고 있다. 이에 따라 정보보호 산업 전문 역량이 필요하고 이를 위한 효과적인 정보보호 교육 콘텐츠가 필요하다. 최근 메타버스(Metaverse) 기술을 교육 분야에 적용하여 사용자 경험을 높이는 사례가 늘고 있다. 이에 본 연구에서는 기존 정보보호 교육 및 훈련에 관한 연구와 조선·해양 산업의 정보보호 교육 콘텐츠를 분석하고, 메타버스를 활용한 정보보호 교육 및 훈련을 위한 콘텐츠 개발 방향 4가지(온라인 교육 및 세미나 활용, 가상 선박의 사이버보안 위협 요소 학습, 모의 해킹 학습과 사고 재현, 사이버보안 전시관 운영)를 제안한다.

Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • 제8권1호
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.

가상현실 콘텐츠 기반의 농작업 동작 분석을 통한 근골격계 건강상태 측정방법 (Measurement Method of Musculoskeletal Health Status by the Motion Analysis on VR Contents based Agricultural Work)

  • 윤재홍;이민태;김은석
    • 한국멀티미디어학회논문지
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    • 제21권12호
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    • pp.1481-1492
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    • 2018
  • Musculoskeletal disorders show symptoms of pain and dysfunction caused by accumulation of minute damage on nerves and blood vessels which are related to specific body parts. This is more likely to occur in the elderly. In Korea, 40.3% of the agricultural population is over 65 years old. In these cases, the portion of musculoskeletal disorders is more than 80% in acute/chronic diseases related to agricultural work. Therefore, measures for physical health care and safety prevention of elderly farmers are needed. In this study, we intend to propose a method to measure musculoskeletal health condition through the motion recognition device and VR contents. For this, we analyze the agricultural work causing musculoskeletal disorders of farmers, and suggest a motion analysis algorithm that can measure the health condition of the musculoskeletal system. In addition, we are going to propose a training method customized for farmers on the basis of VR contents in order to prevent musculoskeletal disorders.

A Novel Framework for Resource Orchestration in OpenStack Cloud Platform

  • Muhammad, Afaq;Song, Wang-Cheol
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권11호
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    • pp.5404-5424
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    • 2018
  • This work is mainly focused on two major topics in cloud platforms by using OpenStack as a case study: management and provisioning of resources to meet the requirements of a service demanded by remote end-user and relocation of virtual machines (VMs) requests to offload the encumbered compute nodes. The general framework architecture contains two subsystems: 1) An orchestrator that allows to systematize provisioning and resource management in OpenStack, and 2) A resource utilization based subsystem for vibrant VM relocation in OpenStack. The suggested orchestrator provisions and manages resources by: 1) manipulating application program interfaces (APIs) delivered by the cloud supplier in order to allocate/control/manage storage and compute resources; 2) interrelating with software-defined networking (SDN) controller to acquire the details of the accessible resources, and training the variations/rules to manage the network based on the requirements of cloud service. For resource provisioning, an algorithm is suggested, which provisions resources on the basis of unused resources in a pool of VMs. A sub-system is suggested for VM relocation in a cloud computing platform. The framework decides the proposed overload recognition, VM allocation algorithms for VM relocation in clouds and VM selection.

A Study on the Service Provision Direction of the National Library for Children and Young Adults in the 5G Era

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • 제11권2호
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    • pp.77-105
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    • 2021
  • In order to establish a digital-based use environment for the provision of new information services suitable for the 5G era, it is necessary to discuss the direction of service provision by the National Library of Children and Young Adults in the 5G era. Based on utilization services in other fields, library services in the 5G era, including the development and provision of employee education and training services, ultra-high-definition and 360-degree realistic contents and education on library use, provision of multi-dimensional realistic media streaming broadcasting services, provision of telepresence education programs, activation of virtual communities, implementation of hologram performance halls/exhibit centers, and provision of unmanned book delivery services, environment monitoring, safety monitoring, and customized services, were proposed. In addition, based on 5G service, 5G technology, and library application direction, advancing into a producing and supporting base for ultra-realistic and immersive contents in the 5G era, strengthening online and mobile services in the non-contact era, and establishing a smart library environment were proposed as the service provision direction for the National Library of Children and Young Adults in the 5G era.

새로운 전장환경 메타버스의 군사적 활용방안 연구 (A Study on the Military use of the New Future Battlefield Environment Metaverse)

  • 정민섭;송재중;박상혁;문장권
    • 문화기술의 융합
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    • 제8권2호
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    • pp.179-185
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    • 2022
  • 우리 사회는 정보통신기술 발달로 온라인 가상세계와 현실 세계가 융합하여 새로운 세계가 창조되는 메타버스로 인해 새로운 전환기에 접어들고 있다. 엔터테인먼트 분야에 치중되었던 메타버스의 영역은 친교 활동, 교육, 상거래 등 일상의 영역으로 점차 확대되고 있으며, 전투원에게 실제 전장과 같은 가상훈련 환경을 제공하고, 사격과 기동, 통신, 방호 등 군사분야에서 활용성도 커지고 있다. 따라서 본 연구는 메타버스의 개념과 핵심유형, 발전 동향과 군사분야에서의 활용성에 대해 논하고자 한다.

Effectiveness of the Infectious Disease (COVID-19) Simulation Module Program on Nursing Students: Disaster Nursing Scenarios

  • Hwang, Won Ju;Lee, Jungyeon
    • 대한간호학회지
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    • 제51권6호
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    • pp.648-660
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    • 2021
  • Purpose: This study aimed to develop an emerging infectious disease (COVID-19) simulation module for nursing students and verify its effectiveness. Methods: A one-group pretest-posttest quasi-experimental study was conducted with 78 under-graduate nursing students. A simulation module was developed based on the Jeffries simulation model. It consisted of pre-simulation lectures on disaster nursing including infectious disease pandemics, practice, and debriefings with serial tests. The scenarios contained pre-hospital settings, home visits, arrival to the emergency department, and follow-up home visits for rehabilitation. Results: Disaster preparedness showed a statistically significant improvement, as did competencies in disaster nursing. Confidence in disaster nursing increased, as did willingness to participate in disaster response. However, critical thinking did not show significant differences between time points, and neither did triage scores. Conclusion: The developed simulation program targeting an infectious disease disaster positively impacts disaster preparedness, disaster nursing competency, and confidence in disaster nursing, among nursing students. Further studies are required to develop a high-fidelity module for nursing students and medical personnel. Based on the current pandemic, we suggest developing more scenarios with virtual reality simulations, as disaster simulation nursing education is required now more than ever.