• 제목/요약/키워드: Virtual methods

검색결과 1,394건 처리시간 0.028초

Effects of Health Education Using Virtual Reality for Adolescents: A Systematic Review and Meta-Analysis

  • Park, SoMi;Chung, ChaeWeon;Kim, Gaeun
    • 대한간호학회지
    • /
    • 제53권2호
    • /
    • pp.177-190
    • /
    • 2023
  • Purpose: This study aimed to evaluate the effects of health interventions using virtual reality (VR) on improving knowledge, attitudes, and skills; and inducing behavioral change among adolescents. Methods: This study is a systematic review and meta-analysis following PRISMA guidelines. We searched Cochrane, MEDLINE, Embase, CINAHL, Scopus, Web of Science, and Korean databases between database inception and April 10, 2021. Based on heterogeneity, a random- or fixed-effects model was used, as appropriate, to calculate effect sizes in terms of the standardized mean difference (SMD) and odds ratio (OR). Studies were selected if they verified the effects of health education using VR on adolescents; there was an appropriate control group; and if the effects of education were reported in terms of changes in knowledge, attitudes, skills, or behaviors. Results: This analysis included six studies (n = 1,086). The intervention groups showed greater responses in knowledge and attitudes (SMD = 0.57, 95% confidence interval (CI) [0.12 to 1.02]), skills related to health behavior (SMD = - 0.45, 95% CI [- 0.71 to - 0.19]), and behavioral change after 12 months (OR = 2.36, 95% CI [1.03 to 5.41]). Conclusion: The results confirm the effectiveness of health interventions using virtual reality (VR). Although the analysis include a small number of studies, a case can be made for health interventions using VR to be utilized as educational methods and strategies to prevent risky behaviors among adolescents.

현대 패션에 적용된 파타피직스의 표현 방식과 영향성에 관한 연구 (A study on the expression methods and influence of pataphysics in modern fashion)

  • 강준호;권기영
    • 복식문화연구
    • /
    • 제31권3호
    • /
    • pp.346-360
    • /
    • 2023
  • The pataphysics implemented by digital technology differs from the form of objects in the real world and is used throughout the cultural industry. This study aims to analyze the expression method of pataphysics as applied to modern fashion and derive its impact on the fashion industry. The research analyzes fashion images, shows, films, displays, and e-commerce, since 2016, when pataphysics began to be used in the fashion domain. Pataphysics, created by Alfred Zaire, appeared as an overlapping phenomenon that reflects physical phenomena in the virtual world. The expression method of pataphysics applied to modern fashion was divided into an augmented reality method based on immersion and interaction, a virtual platform-oriented metaverse, and a virtual model expressing a processed self. The influence of pataphysics applied to modern fashion is as follows. In the field of design, pataphysics affects the development of contemplative designs for innovation and creativity. Second, digital technology can expand the role of fashion at the intersection of art and fashion that takes a novel perspective through pataphysics. Third, e-commerce positively affects efficient production and consumption through virtual and economic models. In conclusion, this study's findings are expected to play a positive role in promoting creativity and innovation by introducing new perspectives and ideas into modern fashion through pataphysics.

메타버스 투자를 위한 주요 요인 분석: 패션브랜드 기업 관점 (Analyzing Key Factors for Metaverse Investment: A Perspective from Fashion Brand Companies)

  • 이소현;나미정;윤상혁
    • 한국IT서비스학회지
    • /
    • 제23권2호
    • /
    • pp.63-81
    • /
    • 2024
  • With the advancement of Information and Communication Technologies (ICT) and Artificial Intelligence (AI), the metaverse has emerged as a transformative model across various sectors, offering a three-dimensional virtual world where activities mirroring the real world occur. This study delves into the significant factors influencing fashion brand companies' investments in the metaverse, an evolved concept from Virtual Reality (VR) that extends beyond gaming to include real-life activities through avatars. This study highlights the surge in virtual fashion engagements, as evidenced by increased avatar updates and purchases of digital fashion items on platforms like Roblox. Luxury brands are steadily entering the metaverse indicating a new revenue stream within the fashion industry. This study employs a mixed-methods approach, integrating text mining and interviews to identify key factors for fashion companies considering metaverse investments. By proposing strategies based on these findings, this study not only enriches academic discourse in fashion, e-commerce, and information systems but also serves as a guideline for fashion companies aiming to navigate the burgeoning digital market, contributing to the generation of new revenue streams in the fashion sector.

Virtual Fitting Program을 활용한 남성복 기본 팬츠 패턴개발 연구 - 남성복 교재를 중심으로 - (A Study on the Development of Basic Pants Pattern for Men Using Virtual Fitting Program - Focused on the Menswear Textbook -)

  • 신경희;서추연
    • 한국의류산업학회지
    • /
    • 제20권4호
    • /
    • pp.410-421
    • /
    • 2018
  • The study is designed to develop a educational basic pants patterns for men, and has been analyzed focusing on the university textbooks published since 2000. We also used CAD programs and virtual fitting programs to analyze the fitness of pants. To do this purpose, after choosing 7 Men's Wear textbooks, selected patterns were drawn and measured using PAD system and were compared and analyzed. Also, the appearance evaluation was examined through virtual fitting and then evaluated 21 male and female university students in their 20s. After supplementing the problems of the patterns in the existing textbooks, a pattern was developed and verified the fitness of the developed pattern. The results of comparing the proposed measurement items of each textbook for the pants pattern indicated a significant differences in terms of hip circumference of each pattern, which were between 96~105cm. A comparison of the drafting methods of each pattern showed the drafting methods for the crotch length, the front crotch extension, the back crotch extension were the difference. The results of appearance evaluation were pattern E presented the slimmest fit and pattern D presented the loosest fit. As a result of analysis of pants pattern, a waist circumference 82cm, a hip circumference 98cm, a crotch length 24cm, a pants length 104cm and a ham line width 46cm were most suitable. The development pattern was evaluated as superior to the existing pattern through the appearance evaluation of the virtual fitting.

가상현실(VR)기법을 이용한 조경설계 구현방법 - 주택정원 설계 중심으로 - (Realization Method for Landscape Architecture Design Using Virtual Reality Technology - Focused on the Residential Garden Design -)

  • 덩베이지아;김영훈;차오린썬;허상현
    • 한국조경학회지
    • /
    • 제47권3호
    • /
    • pp.71-80
    • /
    • 2019
  • 지능화와 정보화를 핵심으로 하는 4차 산업혁명이 2016년에 열렸다. 본 연구는 4차 산업혁명시대에 가장 주목받고 있는 가상현실(Virtual Reality: VR) 기술을 이용해서 조경설계 구현에 적용하는 접근 용이성이 강한 버츄얼 워크스루 방법을 제시하는 목적으로 시행되었다. 현재 가상현실 기술은 게임, 비상훈련 및 건축설계 등 많은 영역에서 활용되어 있지만, 조경분야에서는 초기단계에 처하고 있으며, 발전 전망이 밝다. 조경관련분야에서 대부분 전통적인 2차원 도면과 동적인 동영상을 통해 조경설계를 구현하는 방법을 사용하며, 또한 게임 제작 엔진으로 가상현실 구현하는 방식을 사용하고 있으나, 여러 한계점이 존재한다. 따라서 본 연구는 설계-구현-체험 단계로 진행하였으며, 전통적인 조경설계 구현방법을 보완시키는 버츄얼 워크스루 구현방법을 제시하고자 한다. 결과적으로 버츄얼 워크스루 방법은 전통적인 방법에 비해 체험 자유성, 각도 다양성, 정보 제공 및 상호작용 등이 우수한 것으로 나타났다. 또한 높은 품질 및 효과 표현이 가능함으로 조경분야에 적용성이 강한 것으로 볼 수 있다. 향후 조경설계 평가 및 검토 관련 연구의 평가방법을 제공하며, 가상현실 조경분야에서 간편하고 활용성이 있는 구현방법으로 기대효과를 가진다. 가상현실 기법은 조경학계의 지속적인 성장을 기여할 수 있으며, 무한한 전망을 가지고 있다.

몰입 가상현실 환경에서 적응형 캐스팅을 통한 객체 선택 방법 (An Object Selection Method through Adaptive Casting in Immersive Virtual Reality)

  • 이준송;이준
    • 한국콘텐츠학회논문지
    • /
    • 제19권9호
    • /
    • pp.666-673
    • /
    • 2019
  • 몰입 가상현실 환경에서 사용자들은 다양한 가상객체들을 선택하여 목표로 하는 일을 수행할 수 있다. 사용자가 원하는 가상객체를 선택하기 위해서는 일반적으로 사용자의 시야에서 가상의 선분을 발사하여 그 선분과 객체가 일치되었을 때 객체를 선택하게 하는 Ray-Casting이나 여러 객체들을 동시에 선택해서 원하는 객체를 선택하는 Cone-Casting 기반의 객체선택 방법들이 널리 사용된다. 하지만 CAD에서 사용되는 가상객체들은 그 자체적으로 세부적인 작은 객체들로 구성되고 결합이 되어 있어서 사용자의 시야에서 원하는 객체를 기존 방법들로 선택하는 경우 사용자가 원하는 객체가 아니라 다른 객체가 선택되는 모호성 문제가 발생하여 원하는 객체를 선택하는데 문제가 발생하며, 그룹으로 객체를 선택하더라도 원하는 객체를 선택하기 위해서 결국 가상객체들의 위치 및 구조 등을 변경해야 하는 추가 작업을 해야 하는 문제가 발생한다. 본 논문에서는 가상객체가 여러 작은 세부적인 가상객체들로 구성이 되어 있더라도 이들이 가지고 있는 공간적인 연관 관계를 계산하고 이 연관 관계에 따라서 세부적인 가상객체들을 펼치거나 줄여서 사용자가 선택을 원하는 객체를 빠르고 정확하게 선택하는 방법을 제공한다. 본 논문에서는 본 논문에서 제안한 Adaptive-Casting 선택 방법과 기존의 Ray-Casting 과 Cone-Casting 방법들과 성능비교 실험을 하였다. 실험 결과 본 논문에서 제안한 방법이 사용자가 원하는 객체를 선택할 때 걸리는 속도가 가장 빠르면서 정확하다는 결과를 보여주었다.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • 대한인간공학회지
    • /
    • 제36권4호
    • /
    • pp.267-280
    • /
    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

역컴파일링 기법을 이용한 가상기계 코드 실행 시스템 (Executing System of Virtual Machine Code using Decompiling Method)

  • 안덕기;이창환;오세만
    • 정보처리학회논문지A
    • /
    • 제14A권2호
    • /
    • pp.91-98
    • /
    • 2007
  • 일반적으로 가상기계 플랫폼은 컴파일러와 어셈블리, 가상기계로 구성되어 있다. 가상기계 코드의 설계는 가상기계 플랫폼을 만드는데 필수적이며, 설계 결과물인 가상기계 코드의 검증은 매우 중요하다. 가상기계 코드의 검증과 코드의 실행을 위해서는 가상기계 코드의 실행 시스템을 구현하는 것이 필요하고, 컴파일링 기법과 인터프린팅 기법, 역컴파일링 기법으로 실행 시스템을 만들 수 있다. 본 논문에서는 가상기계 코드 실행을 위한 3가지 방법 중에서 역컴파일링 기법을 이용한 가상기계 코드 실행 시스템을 제안 및 구현한다. 제안하는 실행 시스템을 가상기계 코드로 EVM(Embedded Virtual Machine)의 중간언어인 SIL(Standard Intermediate Language)을 사용하였고, 이를 통해 역컴파일의 유용성을 확인하였다. 또한 제안한 역컴파일링 기법은 가상기계 플랫폼을 구현할 때 발생할 수 있는 오류의 최소화에 사용할 수 있다.

The Effects of Virtual Reality Based Treadmill Training on the Muscle Architecture of Gastrocnemius in Chronic Stroke Patients : Randomized Controlled Trial

  • Cho, KiHun
    • 대한물리치료과학회지
    • /
    • 제24권3호
    • /
    • pp.1-11
    • /
    • 2017
  • Purpose: The purpose of this study was to investigate the effects of virtual reality based treadmill training on muscle architecture of gastrocnemius in chronic stroke patients. Methods: Thirty chronic stroke patients were randomly assigned to either the virtual reality based treadmill training (VRTT) group (n=15) or treadmill training (TT) group (n=15). Both groups participated in a standard rehabilitation program; in addition, the VRTT group participated in virtual reality based treadmill training for 30 minutes per day, three times per week, for 6 weeks, and TT group participated in treadmill walking training for 30 minutes per day, three times per week, for 6 weeks. Ultrasound image was used for measurement of pennation angle and muscle thickness of the medial gastrocnemius muscle at rest and during maximum voluntary contraction. Results: In the paretic side medial gastrocnemius muscle, greater improvement on the pennation angle and muscle thickness while resting and maximal voluntary contraction were observed in the VRTT group compared with the TT group. Conclusion: Findings of this study demonstrated that the virtual reality based treadmill training has an effect on muscle architecture of medial gastrocnemius in chronic stroke patients.

PC 기반 가상현실 선박조종 시뮬레이터 (PC Based Virtual Reality Ship Handling Simulator)

  • 이규동;임정빈;정중식;박성현;김창경;심영호;최기영
    • 해양환경안전학회:학술대회논문집
    • /
    • 해양환경안전학회 2003년도 추계학술발표회
    • /
    • pp.53-57
    • /
    • 2003
  • 이 연구의 최종 목적은 PC를 이용하여 저가이면서 작동이 용이한 가상현실기반 선박조종 시뮬레이터를 개발하는데 있다. 이 논문에서는 가상 항해공간에 구축한 3차원 선박 객체를 선박조종계수로 제어하는 절차와 방법을 기술했다. 가상 항해세계 창출, 선박조종의 수학적 배경, 시스템 구성 둥에 대해서도 검토하였다.

  • PDF