• Title/Summary/Keyword: Virtual Training Data

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An Analysis of the Educational Needs of Female University Students on the Informal Programs of Core Technology in the Fourth Industry (4차 산업 핵심기술 비교과 프로그램에 대한 여대생의 교육요구 분석)

  • Jang, Jiyoung;Kyun, Suna
    • Journal of Engineering Education Research
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    • v.23 no.4
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    • pp.14-21
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    • 2020
  • The aim of this study was to establish an university informal program roadmap, and also to draw up operational plans for human resources with core technologies of the fourth industry. To do this, first we derived university informal education program draft through experts workshop, then conducted a survey regarding the female university students' perception of educational programs and their educational needs on the 4th core technology matching programs. The following main results were obtained : First, students preferred 'hands-on training' by professionals and they wanted to be trained during summer or winter holidays or the night time during semesters. Also, they thought two hours of training per session was appropriate. Regarding these results, there was no difference depending on the majors. Second, while students had highly preferred for the courses related to data analysis, Arduino programing and VR(virtual reality), those related to 3D printing modeling were less preferred. Depending on the majors, preferred courses had different priorities, but non-preferred courses were similar regardless of majors. Based on these results, the university informal curriculum model and the operation plans for the core technologies of the fourth industry were proposed.

Design and Verification of Spacecraft Pose Estimation Algorithm using Deep Learning

  • Shinhye Moon;Sang-Young Park;Seunggwon Jeon;Dae-Eun Kang
    • Journal of Astronomy and Space Sciences
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    • v.41 no.2
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    • pp.61-78
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    • 2024
  • This study developed a real-time spacecraft pose estimation algorithm that combined a deep learning model and the least-squares method. Pose estimation in space is crucial for automatic rendezvous docking and inter-spacecraft communication. Owing to the difficulty in training deep learning models in space, we showed that actual experimental results could be predicted through software simulations on the ground. We integrated deep learning with nonlinear least squares (NLS) to predict the pose from a single spacecraft image in real time. We constructed a virtual environment capable of mass-producing synthetic images to train a deep learning model. This study proposed a method for training a deep learning model using pure synthetic images. Further, a visual-based real-time estimation system suitable for use in a flight testbed was constructed. Consequently, it was verified that the hardware experimental results could be predicted from software simulations with the same environment and relative distance. This study showed that a deep learning model trained using only synthetic images can be sufficiently applied to real images. Thus, this study proposed a real-time pose estimation software for automatic docking and demonstrated that the method constructed with only synthetic data was applicable in space.

A study on the meaning of Death Observed by Nursing College Students (간호 대학생의 시뮬레이션 실습을 통한 간호 의미고찰)

  • Mi–Hwa Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.49-56
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    • 2023
  • This study is a qualitative study that explores the essential meaning of nursing through a simulation curriculum targeting nursing students. In this study, 18 students, who were 4th grade nursing students at a university in M city, Gyeongsangbuk-do, completed a simulation during the curriculum. Data collection was done through free-form reports and interviews to help students understand the part of nursing they thought through simulation classes. The collected data was analyzed using Krippendorff's phenomenological method. As a result of analyzing the meaning of nursing through simulation class, 3 categories, 10 topics, and 28 meaningful statements were derived. The three categories were derived as 'virtual nursing', 'thinking nursing', and 'together nursing'. As a result of this study, nursing students were seeking their own solution to solve nursing in unpredictable situations based on the philosophy of nursing through virtual simulation. It is expected that this will be used as basic data to develop various and in-depth simulation education programs in the future.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

A study on the emotional changes of learners according to the emotions provided by virtual characters (가상 캐릭터가 제공하는 감정에 따른 학습자의 감정적 반응에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.155-164
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    • 2022
  • Considerable interest has been directed toward utilizing virtual environment-based simulations for teacher education which provide authentic experience of classroom environment and repetitive training. Emotional Interaction should be considered for more advanced simulation learning performance. Since emotion is important factors in creative thinking, inspiration, concentration, and learning motivation, identifying learners' emotional interactions and applying these results to teaching simulation is essential activities. In this context, this study aims to identify the objective data for the empathetic response through the movement of the learner's EEG (Electroencephalogram) and eye-tracking, and to provide clues for designing emotional teaching simulation. The results of this study indicated that intended empathetic response was provided and in terms of valence (positive and negative) states and situational interest played an important role in determining areas of interest. The results of this study are expected to provide guidelines for the design of emotional interactions in simulations for teacher education as follow; (a) the development of avatars capable of expressing sophisticated emotions and (b) the development of scenarios suitable for situations that cause emotional reactions.

A Plan to Promote Intangible Cultural Heritage Transmission Education Through the Analysis of Immersive Content Cases (실감 콘텐츠 사례 분석을 통한 무형문화유산 전수 교육 활성화 방안)

  • Hwa-Su Jin
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.519-528
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    • 2023
  • Recently, for the preservation and transmission of cultural heritage, various researches and content development based on technologies such as virtual reality, augmented reality, and extended reality, which are the core technologies of the 4th industrial revolution era, are being conducted. Intangible cultural heritage is variable, unlike tangible cultural heritage, so it changes greatly depending on time and space, and as a result, it is in danger of being discontinued due to the aging and death of the inheritors. In this study, the current status and cases of related realistic content production were collected and analyzed, focusing on statistical data, intangible cultural heritage training centers through search portals, and platform cases. As a result of the analysis, it was found that overall, there were very few cases of use in content and transfer education using intangible cultural heritage. Through this study, we will consider ways to revitalize the effective transfer education of intangible cultural heritage that is on the verge of being cut off from transmission.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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A Research on Authoring Tool Employing Multimedia (멀티미디어를 이용한 Authoring Tool 개발에 관한 연구)

  • 김행구;이춘근
    • KSCI Review
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    • v.2 no.2
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    • pp.27-40
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    • 1996
  • During the 21st century of informational society, in the learning of various field will utilize the education using multi-media more extensively than ever before. The biggest question is how effective the education using multi-media will be. For effective education, wide-spread supply of not only the hardware and various kinds of CBT or CAI that are being developed in the learning of various fields. It is also felt that the skill for application of more convenient multi-media authoring tool is needed. If the producter of such multi-media authoring tool can store various types of information in a form of data bank, accessing the right information at right time and its application would be possible. It can also provide a lot of information to many out-of town learmers. As seen above, the scope of usage for multi-media authoring tool will be broadened. However, no matter how excellent the Authoring Tool is, the results can be very different depending on the method employed. In order to develop CBT or CAI that can be better used in the learning of various fields, examination and on-site training, more reseach should be done in Authoring Tool using virtual reality and artifical intelligence technology.

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Lessons Learned from an Implementation of Plant Monitoring System for Simulation (발전소 감시계통의 Virtual Simulation시 권고사항)

  • Seo In-Yong;Hwang Do-Hyun;Lee Yong-Hwan;Han Hwan-Ho
    • Proceedings of the Korea Society for Simulation Conference
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    • 2005.11a
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    • pp.102-107
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    • 2005
  • PMS(Plant Monitoring System) for simulation is the program for training that users such as instructor, operator, and supervisor can operate the plant virtually. Presented in this paper, are some lessons learned from implementation of PMS for simulation. First, this PMS fer simulation is based on LINUX instead of UNIX. These two OS(Operating System) have different platform and compiler version on it, so debugging needs to be done about variable defining part. Second, In LINUX system, the size of shared memory and message queue is already designated as a default value that user has to set up and use the RTAP DB. Third, to decrease the dummy data size, it has to be changed into binary formation. Lastly, PMS software for simulation provides several environments according to the command, so considered should be status monitoring, alarm, system organization, point and group monitoring, history storage and searching function.

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A study on data collection environment and analysis using virtual server hosting of Azure cloud platform (Azure 클라우드 플랫폼의 가상서버 호스팅을 이용한 데이터 수집환경 및 분석에 관한 연구)

  • Lee, Jaekyu;Cho, Inpyo;Lee, Sangyub
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.329-330
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    • 2020
  • 본 논문에서는 Azure 클라우드 플랫폼의 가상서버 호스팅을 이용해 데이터 수집 환경을 구축하고, Azure에서 제공하는 자동화된 기계학습(Automated Machine Learning, AutoML)을 기반으로 데이터 분석 방법에 관한 연구를 수행했다. 가상 서버 호스팅 환경에 LAMP(Linux, Apache, MySQL, PHP)를 설치하여 데이터 수집환경을 구축했으며, 수집된 데이터를 Azure AutoML에 적용하여 자동화된 기계학습을 수행했다. Azure AutoML은 소모적이고 반복적인 기계학습 모델 개발을 자동화하는 프로세스로써 기계학습 솔루션 구현하는데 시간과 자원(Resource)를 절약할 수 있다. 특히, AutoML은 수집된 데이터를 분류와 회귀 및 예측하는데 있어서 학습점수(Training Score)를 기반으로 보유한 데이터에 가장 적합한 기계학습 모델의 순위를 제공한다. 이는 데이터 분석에 필요한 기계학습 모델을 개발하는데 있어서 개발 초기 단계부터 코드를 설계하지 않아도 되며, 전체 기계학습 시스템을 개발 및 구현하기 전에 모델의 구성과 시스템을 설계해볼 수 있기 때문에 매우 효율적으로 활용될 수 있다. 본 논문에서는 NPU(Neural Processing Unit) 학습에 필요한 데이터 수집 환경에 관한 연구를 수행했으며, Azure AutoML을 기반으로 데이터 분류와 회귀 등 가장 효율적인 알고리즘 선정에 관한 연구를 수행했다.

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