• Title/Summary/Keyword: Virtual methods

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Construction of Visual Algorithms for the Visual System Analysis of Virtual Reality HMD Devices -Through Interactive Visual System Analysis that Appears in Media Art- (가상현실 HMD기기의 시각체계 분석을 위한 시각 알고리즘 구축 -미디어 아트에서 나타나는 인터렉티브형 시각체계 분석을 통해-)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.721-727
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    • 2020
  • The change in 21st century imaging media technology is changing our modern visual system. Virtual reality HMD devices, one of the core technologies of 5G, reproduce the new visual system. However, there is a lack of analysis and understanding of the visual operating system to understand the visual system of the fast-changing variety of imaging media. This study analyzed the three visual systems appearing in the recent imaging media art area and presented an engineering perspective algorithm for its procedures and methods. Through these results, we want to build algorithms that understand the visual system of virtual reality HMD devices.

The Development of Virtual Reality Telemedicine System for Treatment of Acrophobia (고소공포증 치료를 위한 가상현실 원격진료 시스템의 개발)

  • Ryu Jong Hyun;Beack Seung Hwa;Paek Seung Eun;Hong Sung Chan
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.52 no.4
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    • pp.252-257
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    • 2003
  • Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. Recently, the patient can take diagnose from a medical doctor in distance with the telemedicine system. The hospital and doctors can get the medical data, audio, video, signals in the actual examination room or operating room via a live interactive system. Audio visual and multimedia conference service, online questionary, ECG signal transfer system, update system are needed in this system. Virtual reality simulation system that composed with a position sensor, head mount display, and audio system, is also included in this telemedicine system. In this study, we tried this system to the acrophobia patient in distance.

Comparison of experience recognition in 360° virtual reality videos and common videos (360° 가상현실 동영상과 일반 동영상 교육 콘텐츠의 경험인식 비교 분석)

  • Jung, Eun-Kyung;Jung, Ji-Yeon
    • The Korean Journal of Emergency Medical Services
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    • v.23 no.3
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    • pp.145-154
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    • 2019
  • Purpose: This study simulates cardiac arrest situations in 360° virtual reality video clips and general video clips, and compares the correlations between educational media and experience recognition. Methods: Experimental research was carried out on a random control group (n=32) and experimental group (n=32) on March 20, 2019. Results: The groups where participants were trained with the 360° virtual reality video clips and a higher score of experience recognition (p=.047) than the group where participants were trained with the general video clips. Moreover, the subfactors of experience recognition including the sense of presence and vividness (p=.05), immersion (p<.05). experience (p<.01), fantasy factor (p<.05). and content satisfaction (p<.05) were positively correlated. Conclusion: Enhancing vividness and the sense of presence when developing virtual reality videos recorded with a 360° camera is thought to enable experience recognition without any direct interaction.

Development of an Efficient Web-based Virtual Lab System for Basic Electrical Circuits Using Java Applets (자바에플릿을 이용한 효율적인 웹기반 전기회로 가상실험실 구현)

  • Kim, Dong-Sik;Seo, Sam-Jun;Lee, Yong-Soon;Yoo, Ji-Yoon
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.3109-3111
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    • 2000
  • Recently. internet applications for efficient cyber education have drawn much interests. The world-wide web provides new opportunities for cyber education over the internet. This paper presents a virtual lab system which can be used on the world-wide web. The proposed virtual lab system provides the improved learning methods which can enhance the educational efficiency in electrical engineering experiments. If the students enter the virtual lab system on the web. they can make experiments on basic electrical and electronic principles through simple mouse manipulation. Since proposed virtual lab system is implemented to describe the actual lab system. the students can obtain similar experimental data through it. Several sample Java applets are illustrated as examples.

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Virtual Flutter Test of Spanwise Curved Wings Using CFD/CSD Coupled Dynamic Method (CFD/CSD 정밀 연계해석기법을 이용한 3차원 곡면날개의 가상 플러터 시험)

  • Kim, Dong-Hyun;Oh, Se-Won;Kim, Hyun-Jung
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11a
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    • pp.457-464
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    • 2005
  • The coupled time-integration method with a staggered algorithm based on computational structural dynamics (CSD), finite element method (FEM) and computational fluid dynamics (CFD) has been developed in order to demonstrate physical vibration phenomena due to dynamic aeroelastic excitations. Virtual flutter tests for the spanwise curved wing model have been effectively conducted using the present advanced computational methods with high speed parallel processing technique. In addition, the present system can simultaneously give a recorded data fie to generate virtual animation for the flutter safety test. The results for virtual flutter test are compared with the experimental data of wind tunnel test. It is shown from the results that the effect of spanwise curvature have a tendency to decrease the flutter dynamic pressure for the same flight condition.

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Analysis of the virtual simulation practice and high fidelity simulation practice training experience of nursing students: A mixed-methods study (간호대학생의 Virtual 시뮬레이션 실습 및 High fidelity 시뮬레이션 실습교육 경험 분석: 혼합연구방법 적용)

  • Lee, Eun Hye;Ryu, So Young
    • The Journal of Korean Academic Society of Nursing Education
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    • v.27 no.3
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    • pp.227-239
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    • 2021
  • Purpose: This study used an exploratory sequential approach (mixed methods) design to explore essential meaning through comparing and analyzing the experiences of nursing students in virtual simulation practice and high fidelity simulation practice education in parallel. Methods: The study participants were 20 nursing students, and data were collected through focus group meetings from July 17 to August 5, 2020, and via online quantitative data from November 10 to November 15, 2020. The qualitative data were analyzed using Giorgi's phenomenological method, and the quantitative data were analyzed using descriptive statistics, the Mann-Whitney U test, Kruskal-Wallis H test analysis of variance and Spearman's ρ correlation. Results: The comparison between the two simulation training experiences was shown in five contextual structures, as follows: (1) reflection of the clinical field, (2) thinking theorem vs. thinking expansion, (3) individual-centered learning vs. team-centered learning, (4) attitudes toward participating in practical training, (5) metacognition of personal competency as a prospective nurse, and (6) revisiting the method of practice training. There was a positive correlation between satisfaction with the practice and the clinical judgment ability of high fidelity simulation, which was statistically significant (r=.47, p=.036). Conclusion: Comparing the experiences between virtual simulation practice training and high fidelity simulation practice training, which has increased in demand due to the Coronavirus Disease-2019 pandemic, is meaningful as it provides practical data for introspection and reflection on in-campus clinical education.

A Development of Novel Attack Detection Methods using Virtual Honeynet (Virtual Honeynet을 이용한 신종공격 탐지기술 개발)

  • Kang, Dae-Kwon;Euom, Ieck-Chae;Kim, Chun-Suk
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.4
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    • pp.406-411
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    • 2010
  • A honeynet is a closely monitored computing resource that we want to be probed, attacked or compromised. More precisely, a honeypot is "an information system resource whose value lies in unauthorized or illicit use of that resource The value of honeynet is weighed by the information that can be obtained from it. but It's very difficult to deploy Honeynet in Real World, So I focused on Virtual Honeynet. The strength of virtual honeynet is scalability and ease of maintenance. It is inexpensive to deploy and accessible to almost everyone. Compared with physical honeypots, this approach is more lightweight. Instead of deploying a physical computer system that acts as a honeypot, we can also deploy one physical computer that hosts several virtual machines that act as honeypots.

Comparison of the Effects of Task-oriented training and Virtual reality training on upper extremity function, balance ability, and depression in stroke patients (과제지향적 상지 운동과 가상현실 훈련이 뇌졸중 환자의 상지 기능과 균형, 우울감에 미치는 영향 비교)

  • Song, Gui-bin;Park, Eun-cho
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.1
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    • pp.115-125
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    • 2016
  • PURPOSE: The purpose of this study was to compare the effects of task-oriented training and virtual reality training on upper extremity function, balance ability, depression in stroke patients. METHODS: Forty stroke patients were randomly allocated into a task oriented training group (TTG, n = 20), a virtual reality training group (VRG, n = 20). Both groups received the usual physical therapy. In addition, TTG patients underwent task training such as sweeping the table, cup stacking, carrying wood block. VRG patients underwent virtual reality training using X-box kinect. Both groups received 30 minutes of training per day, five times per week, for twelve weeks. RESULTS: After intervention, both groups showed significant improvement on upper extremity function, balance ability, and depression. VRG showed more improvement on upper extremity function, balance ability, and depression than TTG. CONCLUSION: According to the results of this study, task-oriented training and virtual reality training are feasible and suitable for stroke patients. And virtual reality training is more effective method than task oriented training.

A Comparison on Clothing Appearance of 2D Flat Sketch, 3D Virtual Clothing and Real Clothing -Based on the Evaluation of Chinese in Their 20s and 30s- (의복의 2D 도식화, 3D 가상착의, 실제착의 외관 평가 비교 -20~30대 중국인 평가를 중심으로-)

  • Wang, Xueying;Kwon, Chae-Ryung;Kim, Dong-Eun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.2
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    • pp.193-208
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    • 2020
  • This study investigated similarities and differences between 2D flat sketch, 3D virtual clothing and real clothing images. Flat sketch, 3D virtual clothing, and real clothing images of T-shirts and dresses were made. Questionnaires were prepared for fit evaluation, sensory evaluation, and location evaluation. A survey of 440 questionnaires was collected from Chinese women in their 20s and 30s. As results of the sensibility evaluation, 3D virtual clothing expressed real clothing images slightly more similar than a 2D flat sketch. As results of the fit evaluation of the dresses, 2D flat sketch and 3D virtual clothing were rated as slightly longer/wider, and real clothing images were rated as slightly shorter/narrower. The results suggested that presenting 3D images with avatars as 3D virtual clothing images will provide more accurate fit evaluation results. This study presented possibilities and methods for apparel companies to utilize 3D system as an effective apparel production tool.

Effects of Virtual Reality-based Exercise on Static Balance and Gait Abilities in Chronic Stroke (가상현실을 이용한 재활 운동이 뇌졸중 환자의 정적 균형 및 보행에 미치는 효과)

  • Shin, Won-Seob;Song, Chang-Ho
    • The Journal of Korean Physical Therapy
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    • v.21 no.3
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    • pp.33-40
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    • 2009
  • Purpose: This study examined the effects of a virtual reality-based exercise program on the functional recovery of balance and gait in chronic stroke subjects. Methods: A total of 42 chronic stroke patients were enrolled in this study. The participants were allocated randomly to 2 groups: a VR (n=22) and control group (n=20). Both groups received treadmill training for 3 sessions (10 minutes each), 30 minutes per week over a 6 week period. The VR group practiced additional virtual reality programs consisting of 3 programs for 10 minutes each. The data was analyzed using a paired t-test and independent t-test to determine the statistical significance. Results: The virtual reality-based exercise group showed significant increases in gait velocity, cadence and stride length compared to the control group (p<0.05). However, there were no significant differences in static balance. Conclusion: These results support the perceived benefits of exercise programs that incorporate virtual reality to augment the balance and ambulation of stroke patients. Therefore, virtual reality is feasible and suitable for stroke patients

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