• Title/Summary/Keyword: Virtual-reality-based training

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Analysis of Priorities of Policy Implementation Tasks for Revitalizing Virtual Reality(VR) and Augmented Reality(AR) Industries (가상현실(Virtual Reality)및 증강현실(Augmented Reality) 산업 활성화를 위한 정책추진 과제의 우선순위 분석)

  • Jung, Hyunseung;Kim, Kiyoon;Hyun, Daiwon
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.12-23
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    • 2021
  • This study organizes policy tasks currently being promoted by the government to revitalize the domestic VR and AR industries, which are evaluated to be stagnant compared to major overseas countries, and aims to derive priorities through analysis of an AHP survey for experts in the VR/AR field, and to seek countermeasures based on the analysis results. As a result of classification based on various previous studies, press releases, and policy data, it was divided into 5 major categories and 16 sub-categories: technical issues, awareness improvement, legal/institutional improvement, government support, and manpower development. As a result of the AHP analysis, in the major category, the "government support" appeared as the top priority policy task, followed by the "manpower development". In the sub-categories, "training new manpower" was the most important policy implementation task, followed by "enhancing technological competitiveness". This study is meaningful in that it selects and presents prioritized policy tasks that clearly reflect the position and perspective of the industry on the policy-making situation exposed to the limitations of time and resources, while also presenting practical improvement plans.

A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

Virtual Environments for Medical Training: Soft tissue modeling (의료용 훈련을 위한 가상현실에 대한 연구)

  • Kim, Jung
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.372-377
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    • 2007
  • For more than 2,500 years, surgical teaching has been based on the so called "see one, do one, teach one" paradigm, in which the surgical trainee learns by operating on patients under close supervision of peers and superiors. However, higher demands on the quality of patient care and rising malpractice costs have made it increasingly risky to train on patients. Minimally invasive surgery, in particular, has made it more difficult for an instructor to demonstrate the required manual skills. It has been recognized that, similar to flight simulators for pilots, virtual reality (VR) based surgical simulators promise a safer and more comprehensive way to train manual skills of medical personnel in general and surgeons in particular. One of the major challenges in the development of VR-based surgical trainers is the real-time and realistic simulation of interactions between surgical instruments and biological tissues. It involves multi-disciplinary research areas including soft tissue mechanical behavior, tool-tissue contact mechanics, computer haptics, computer graphics and robotics integrated into VR-based training systems. The research described in this paper addresses the problem of characterizing soft tissue properties for medical virtual environments. A system to measure in vivo mechanical properties of soft tissues was designed, and eleven sets of animal experiments were performed to measure in vivo and in vitro biomechanical properties of porcine intra-abdominal organs. Viscoelastic tissue parameters were then extracted by matching finite element model predictions with the empirical data. Finally, the tissue parameters were combined with geometric organ models segmented from the Visible Human Dataset and integrated into a minimally invasive surgical simulation system consisting of haptic interface devices and a graphic display.

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A Research on the Design and Implementation of LED Display-based Light Gun Systems

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.85-91
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    • 2024
  • With the current surge in leisure sports activities involving firearms and the costly shooting practices in the military, there's a growing interest in using virtual reality as a cost-effective alternative. This study proposes a system that addresses the drawbacks of existing shooting practice setups, such as dim spaces and high installation costs, by making it feasible on large display screens. The system integrates IR receivers and guns for practice, ensuring usability and efficiency through an application. Additionally, an accuracy adjustment feature enhances precise coordination recognition. As a result, this cyber light gun system offers an affordable solution for outdoor training.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

The Effect of Social Support on Service Quality of Youth Training Facility Employees in Internet of Thing Environment: The Mediating Effect of Empowerment (사물인터넷 환경에서 청소년수련시설 종사자의 사회적 지지가 서비스 질에 미치는 영향: 임파워먼트의 매개효과 중심으로)

  • Youn, Ki-Hyok;Lee, Jin-Yoel
    • Journal of Internet of Things and Convergence
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    • v.6 no.1
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    • pp.31-38
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    • 2020
  • This study was intended to verify the parameter effects of empowerment in the effect of social support of the employees of youth training facilities on the quality of service. The purpose of this study was to provide basic data for improving the service quality of youth training facility workers. As a result of this study, first, social support and empowerment had a positive effect on service quality. Second, the partial mediating effect of empowerment can be confirmed. Based on the results of this study, the following suggestions were made. First, for the social support of the employees, the middle managers and facility managers of youth training facilities should use the Internet environment such as the Internet and smart phones. Second, in order to improve empowerment, support for information related to work, material support related to compensation, and evaluation support related to business processing should be provided. Third, to improve the empowerment of workers, it is necessary to augmented reality(AR), virtual reality(VR), and flip learning program using the Internet of Things environment.

Study on Developing Simulator for Activating Company Risk Management System (위기관리 시스템 활성화를 위한 시뮬레이터 개발에 관한 연구)

  • Ki Jae-Sug
    • Proceedings of the Safety Management and Science Conference
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    • 2006.04a
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    • pp.237-249
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    • 2006
  • Critical incident can be happened at any time, any places without any pre-notification. For minimizing the loss of the life safety, financial and so on caused by the risk, most of company needs a system what can activate the critical incident management plan to prevent, plan for and respond to events that become critical incident. But a lot of company still don't have such a detailed system in our country and almost company has no effective training way for to boot. This paper shows the way to activate the risk management system to work efficiently the plan. The training way, proposed by this paper, is a incident command simulator based on virtual reality and scenario generation software.

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Study on Developing Simulator for Activating Company Risk Management System (위기관리 시스템 활성화를 위한 시뮬레이터 개발에 관한 연구)

  • Ki, Jae-Sug
    • Journal of the Korea Safety Management & Science
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    • v.8 no.4
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    • pp.25-37
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    • 2006
  • Critical incident can be happened at any time, any places without any pre-notification. For minimizing the loss of the life safety, financial and so on caused by the risk, most of company needs a system what can activate the critical incident management plan to prevent, plan for and respond to events that become critical incident. But a lot of company still don't have such a detailed system in our country and almost company has no effective training way for to boot. This paper shows the way to activate the risk management system to work efficiently the plan. The training way, proposed by this paper, is a incident command simulator based on virtual reality and scenario generation software.

A Study on the Effectiveness of a VR-based Industrial Safety Education (VR 기반 산업안전교육의 효과성에 관한 연구)

  • Jung, Jong Won;Jung, Kihyo;Jeong, Jaewook
    • Journal of Engineering Education Research
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    • v.26 no.2
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    • pp.23-31
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    • 2023
  • The purpose of this study is to explore the effectiveness of VR-based industrial safety education compared with conventional methods. For the study, three types of safety learning contents(VR-based learning, rule-based learning, and case-based learning) were developed and implemented with three college students groups. The results show that VR-based learning was effective in sustaining learning outcomes compared to other two conventional contents groups. In addition, participants perceived VR-based safety learning is attractive that facilitates their learning motivation and usefulness.

Multi-player Contents for Upper Limb Rehabilitation based on VR (VR 기반의 상지 재활 훈련용 멀티플레이 콘텐츠)

  • Shin, Sung-Wook;Lee, Hyeok-Min;Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.115-120
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    • 2019
  • Hemiplegic patients who suffered from a stroke struggle with a deterioration in upper limb functions, which can both be psychologically and physically discomforting; this can also limit patients' daily tasks involving any upper limb motions. In this study, we developed an assistive device for hemiplegic patients to improve their upper limb functions. It was manufactured to train patients by using their grip strength and the range of motion of the arm. Furthermore, we produced game contents in virtual reality to induce users' immersion and interaction. It was configured as a multi-player game to help ease the mental burden of receiving the training alone, hence allowing the patient and the caregiver to join the rehabilitation training simultaneously. The assistive device and game contents developed in this study enables patients and caregivers to easily check the degree of improvements in upper limb function by viewing quantitative analysis and visualized results.