• Title/Summary/Keyword: Virtual reality Design

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Design of a Tracking & Recall Management System for Implantable Devices (이식형 의료기기의 추적 및 회수 관리를 위한 통합전산관리시스템 설계)

  • Park, Soon-Mahn;Yoo, Sun-Kook
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.5
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    • pp.74-80
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    • 2011
  • Medical implant devices are one of the targets of the US's Food & Drug Administration (FDA) for tracking in case of a serious adverse event since they are directly connected to the lives of patients. The US law stipulates that the public health agency shall order implantable device makers to track their product down to the patient level if a serious adverse event has occurred or defects have been discovered; in reality, however, the agency can pass on the responsibility for tracking or recalling faulty devices to the manufacturers or use mass media. This article proposes an efficient tracking and recall management system and examines four main virtual scenarios based on such. This research seeks to suggest a system that enables FDA to perform accurate and prompt tracking and recall management for patients' enhanced safety.

Design and Implementation of 3D Urban Landscape Simulation System Based on Web GIS (Web GIS 기반의 3차원 도시경관 시뮬레이션시스템 설계 및 구현)

  • Jang Mun-Hyun
    • Spatial Information Research
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    • v.13 no.1 s.32
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    • pp.103-117
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    • 2005
  • Information can be visualized as information technology and computers have recently made dramatic improvements. Thanks to the brisk effects of providing information in 3D on the web with the technological developments of Web 3D and virtual reality implementation in the Internet, there has been the trend to present geographic information in images and 3D. In this study, the Web 3D GIS technique was adopted in analyzing the current state of urban landscape and examining and predicting the urban landscape affected by new urban development businesses. As a result, it was expected that the study would be able to help the government agencies to reduce their errors in making urban landscape plans and policies and implementing them to provide objective and visual data, and to come up with a simulation system that could be used to reflect the residents opinions in plans and policies.

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Concept Design of Download Over-the-Air functions for IoF-Cloud based distributed IoT device (IoF-Cloud 기반 분산된 IoT 장비들을 위한 Download Over-the-Air 기능의 개념 설계)

  • Cha, ByungRae;Choi, MyeongSoo;Park, Sun;Kim, HyeongGyun;Kim, YongIl;Kim, JongWon
    • Smart Media Journal
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    • v.5 no.4
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    • pp.9-17
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    • 2016
  • Over the next 20 years it will begin the exodus from the Internet and smart phones to the Internet of Things. The heart of IoT gives new utility and value with connectivity among things around people to the human. In future, Industrial environment will be intimately connect all among machines and machines or factories and factories in all processing, and by digitizing of all goods and production life-cycle, which is a combination of virtual world and real world, the digital factory will become reality eventually. The proposed IoT or IIoT based Download OTA (Over-the-Air) provides a flexible mechanism for downloading Media objects of any type and size from a network. Moreover, proposed IoT based DLOTA provides a part of security by lightweight encryption, OTP, and CapBAC technique.

Designing Pavement Marking for Hi-pass Lane Based on Kansei Engineering (이용자 감성분석을 통한 하이패스 차로 노면표시 설계 기법)

  • Hong, Sung-Min;Oh, Cheol;Jang, Ji-Yong;Kim, Gwang-Ho;Park, June-Young;Chang, Myung-Soon
    • International Journal of Highway Engineering
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    • v.14 no.1
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    • pp.73-83
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    • 2012
  • Effective use of traffic marking can lead to driver's safer driving by speed management and visibility enhancement. One of the critical factors in designing traffic marking is how to incorporate human factor issues into the design process. This study presented a methodology for evaluating the effectiveness of Hi-pass marking on Korean freeways based on kansei engineering. Hi-pass marking scenarios made by a virtual reality tool were used to evaluate the user's perceptions. Various combination of chevron angles and peripheral transverse(PT) bars were used for the evaluation. The results show that the most effective scenario is a combination of 60 degree chevron angle and an askew parallelogramshaped PT bar shaped. It is expected that the proposed method and outcome will be useful for making safer driving maneuvers.

Design and Implementation of Networked Virtual Reality Applications and An Efficient Synchronization Mechanism Dynamically Adapting to the Network State (네트워크 가상현실 응용의 설계 및 구현과 가변적인 네트웍 상태를 고려하는 동기화 기법)

  • Choi, Sung;You, Jun-Ho
    • Proceedings of the KAIS Fall Conference
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    • 2006.05a
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    • pp.517-521
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    • 2006
  • 네트워크 가상현실 시스템은 먼 거리에 떨어진 사용자들 사이에 일관성 있는 가상 세계를 제공하며, 군사, 오락, 건축 등 여러 부분에 응용되고 있다. 본 논문에서는 그 동안 고성능 그래픽 워크스테이션 환경에서 중심적으로 연구되어 왔던 네트워크 가상현실 시스템을 가장 보편적인 플랫폼인 네트워크 환경에서 구현할 때 생기는 3차원 그래픽 처리 성능의 문제 등과 같은 이에 대한 해결책들을 제시하고 미로 환경과 지형 환경에 근거한 가상 세계를 응용 실험 대상으로 삼아 성능을 분석하였다. 실시간으로 상호 작용하는 어플리케이션은 성능을 유지하면서 모든 참가자들에게 동일한 뷰를 보여주는 것이 중요하다. 동일한 뷰를 제공하기 위해 참가자들이 전송하는 이벤트마다 재생 지연 시간을 설정하고, 수신한 이벤트에 대해서는 예정 재생 시각까지 버퍼에 저장하여 모든 참가자들이 동시에 이벤트를 실행하도록 하는 기법이 제안되어 왔다. 그러나 네트워크 트래픽이 동적으로 변하므로 네트워크 상에서 발생하는 전송 지연 시간도 동적으로 변화한다. 그러므로 고정된 재생 지연 시간을 사용할 경우, 네트워크 트래픽 감소에 따라 상호 작용 성능을 향상시킬 수 있는 기회를 상실하게 되고, 네트워크 트래픽 증가에 따라 이벤트 손실률이 크게 증가하게 되어 참가자들 간에 일치하지 않는 뷰를 초래하게 된다. 네트워크 트래픽이 적어서 전송 지연 시간이 짧을 경우 짧은 재생 지연 시간을 적용하여 상호작용 성능을 높여주고, 트래픽이 많은 경우에는 재생 지연 시간을 늘림으로써 상호 작용 성능을 해치지 않는 범위에서 이벤트 손실률을 줄인다. 실험을 통하여 제안하는 기법의 성능을 평가하였으며 그 결과 본 동기화 기법이 고부하(heavily loaded) 네트워크 상태가 지속되는 동안 기존 기법에 비해 참가자들에게 일치된 뷰를 제공할 수 있고, 저부하(lightly loaded) 네트워크 상태에서는 상호 작용 성능을 향상시킬 수 있다는 것을 확인하였다.

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Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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Design of a Motion Recognition System for the Realistic Biathlon Simulator System (실감형 바이애슬론 시뮬레이터를 위한 동작 인식 시스템 설계)

  • Kim, Cheol-min;Lee, Min-tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.396-399
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    • 2018
  • In this paper, we propose a motion recognition system for identification and interaction with simulator used in the realistic biathlon simulator. The proposed system tried to improve the motions data which is obstructed by the obstacles or overlapping joints and the motion due to the fast motion in the process of recognizing the various motion patterns in the biathlon. In this paper, we constructed a multi-camera motion recognition system based on IoT devices, and then we applied a skeletal area interpolation method for normal motion identification. We designed a system that can increase the recognition rate of motion from the biathlon. The proposed system can be applied to the analysis of snow sports motion and it will be used to develop realistic biathlon simulator system.

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Adaptation of VR 360-degree Intravenous Infusion Educational Content for Nursing Students (간호대학생을 위한 가상현실(VR) 360도 정맥수액주입 교육용 콘텐츠의 적용)

  • Park, Jung-Ha
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.165-170
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    • 2020
  • In this study, after applying VR 360-degree video contents for intravenous infusion education, basic data on whether VR 360-degree video can be applied as educational content in the future is prepared by grasping the empathy and flow of nursing students in graduating grades. The VR 360 degree intravenous infusion educational content was developed in four-step process of planning, production, modification and completion. The design of this study was descriptive research, and the study period was from November 9 to November 22, 2019. The subjects of this study were 4th grade nursing students at a university, totaling 64 students. Nursing students watched VR 360 degree intravenous infusion educational content using HMD(head mounted display) under the safety management of the researcher. As a result of the study, the empathy of nursing students was 5.32±0.88 points and the flow was 6.02±0.84 points out of 7-point scale. The VR 360 degree intravenous infusion educational content developed in this study can be used as an educational medium in subjects and comparative departments, and it is necessary to specifically develop and verify teaching and learning methods in future studies.