• 제목/요약/키워드: the reality

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가상현실 교육에서 몰입의 생태: 근거이론적 접근을 중심으로 (The Nature of Flow in Virtual Reality Education: Based on A Grounded Theory Approach)

  • 최성호;원종서
    • 한국콘텐츠학회논문지
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    • 제17권11호
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    • pp.446-460
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    • 2017
  • 본 연구의 목적은 가상현실 교육 서비스에서 이용자의 몰입이 어떻게 이루어지는지에 대한 생태를 밝히는 것이다. 이를 위해 질적 연구방법의 하나인 근거이론을 적용해 가상현실 교육에서 이용자의 몰입에 영향을 미치는 요인들을 분석하였다. 가상현실 교육에 관심이 있는 피실험자 11명을 대상으로 실험을 진행하였으며, 실험 후 인터뷰를 진행하였다. 실험을 위해 가상현실 영어교육 서비스인 토크리시를 이용하였으며, 동일한 VR기기를 활용하는 등 통제된 환경을 구성하여 가능한 피시험자들이 동일한 경험을 할 수 있도록 구성하다. 인터뷰 내용은 모두 문서화 하여, 개방코딩, 축코딩, 선택코딩의 단계를 거쳐 패러다임 모형을 구성하였다. 그 결과를 바탕으로 향후 가상현실 교육 서비스를 위한 시사점을 제시한다.

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

  • 신원섭;송창호
    • The Journal of Korean Physical Therapy
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    • 제21권3호
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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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하이브리드 센싱 기반 다중참여형 가상현실 이동 플랫폼 개발에 관한 연구 (A Study on the Development of Multi-User Virtual Reality Moving Platform Based on Hybrid Sensing)

  • 장용훈;장민혁;정하형
    • 한국멀티미디어학회논문지
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    • 제24권3호
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    • pp.355-372
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    • 2021
  • Recently, high-performance HMDs (Head-Mounted Display) are becoming wireless due to the growth of virtual reality technology. Accordingly, environmental constraints on the hardware usage are reduced, enabling multiple users to experience virtual reality within a single space simultaneously. Existing multi-user virtual reality platforms use the user's location tracking and motion sensing technology based on vision sensors and active markers. However, there is a decrease in immersion due to the problem of overlapping markers or frequent matching errors due to the reflected light. Goal of this study is to develop a multi-user virtual reality moving platform in a single space that can resolve sensing errors and user immersion decrease. In order to achieve this goal hybrid sensing technology was developed, which is the convergence of vision sensor technology for position tracking, IMU (Inertial Measurement Unit) sensor motion capture technology and gesture recognition technology based on smart gloves. In addition, integrated safety operation system was developed which does not decrease the immersion but ensures the safety of the users and supports multimodal feedback. A 6 m×6 m×2.4 m test bed was configured to verify the effectiveness of the multi-user virtual reality moving platform for four users.

신규간호사의 간호근무환경과 사회적 지지가 현실충격에 미치는 영향 (Effect of Nursing Work Environment and Social Support on Reality Shock Experienced by New Graduate Nurses)

  • 김지혜;노윤구
    • 한국직업건강간호학회지
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    • 제33권2호
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    • pp.55-63
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    • 2024
  • Purpose: The purpose of this study was to identify the effects of nursing work environment and social support on the reality shock of new graduate nurses in university hospitals. Methods: The subjects were 153 new graduate nurses with less than 12 months of clinical experience at two university hospitals in the G province, and data were collected from September 15 to October 7, 2020. Data were analyzed using the SPSS/WIN 26.0 program for frequency, average, t-test, ANOVA, Pearson correlation coefficient, multiple regression. Results: Factors influencing reality shock were nursing work environment (β=-.39, p<.001) and social support (β=-.25, p=.002), and gender (female) (β=.20, p=.001), and the explanatory power was 44.8% (F=9.99, p=.002). Conclusion: Our study shows that nursing work environment and social support play an important role in the reality shock of new graduate nurses. It is important to strengthen nursing work environment and social support to alleviate the reality shock of new graduate nurses. The findings of this study may serve as a basis for developing strategies for mitigating the reality shock of new graduate nurses.

증강현실을 활용한 상황인지기반의 편재형 자동차 정비 서비스 (Ubiquitous Car Maintenance Services Using Augmented Reality and Context Awareness)

  • 이규원;서동우;이재열
    • 한국CDE학회논문집
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    • 제12권3호
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    • pp.171-181
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    • 2007
  • Ubiquitous computing is a vision of our future computing lifestyle in which computer systems seamlessly integrate into our everyday lives, providing services and information in anywhere and anytime fashion. Augmented reality (AR) can naturally complement ubiquitous computing by providing an intuitive and collaborative visualization and simulation interface to a three-dimensional information space embedded within physical reality. This paper presents a service framework and its applications for providing context-aware u-car maintenance services using augmented reality, which can support a rich set of ubiquitous services and collaboration. It realizes bi-augmentation between physical and virtual spaces using augmented reality. It also offers a context processing module to acquire, interpret and disseminate context information. In particular, the context processing module considers user's preferences and security profile for providing private and customer-oriented services. The prototype system has been implemented to support 3D animation, TTS (Text-to-Speech), augmented manual, annotation, and pre- and post-augmentation services in ubiquitous car service environments.

스마트 관광을 위한 혼합 현실 기반 백제 능사 문화유산 현장 가이드 시스템 개발 (Development of Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System for Smart Tourism)

  • 박경신
    • 한국정보통신학회논문지
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    • 제24권4호
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    • pp.481-488
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    • 2020
  • 최근 실감형 콘텐츠인 가상현실, 증강현실, 혼합현실 기술이 여행 및 관광 산업에서 확산되는 추세이며 다양한 스마트 관광 AR, VR 콘텐츠가 개발되고 있다. 기존에 사람들이 여행을 위해 책자나 인터넷을 주로 활용했지만 앞으로 VR, AR, MR 기술이 문화 여가 콘텐츠 소비에 더 활용될 것으로 보인다. 본 연구에서는 스마트 관광의 활성화를 위해 개발한 혼합현실 백제 능사 문화유산 현장 가이드 시스템을 설명한다. 본 연구에서는 몰입적인 혼합 현실 HMD를 사용하여 방문객들에게 백제 능사의 역사적, 문화적, 건축적 가치를 가상 체험을 통하여 보다 직관적이며 효과적으로 정보를 전달 받을 수 있도록 하였다. 문화유적 현장 가이드 시스템 모듈은 다양한 메타 데이터 서비스를 지원하며 스크립트 방식으로 지정하여 혼합현실 콘텐츠 개발에 쉽게 사용될 수 있다. 이 연구는 혼합 현실 기반 스마트 관광 콘텐츠 개발에 기여할 수 있을 것으로 기대한다.

몰입형 가상현실과 모바일 증강현실을 활용한 가정내 에너지절약 인지 경험 비교 연구 (A Comparative Analysis of User Experience in Home Energy Saving Awareness Using Immersive Virtual Reality and Mobile Augmented Reality)

  • 최성호;이명훈;이재열
    • 한국CDE학회논문집
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    • 제21권4호
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    • pp.397-408
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    • 2016
  • VR and AR are widely used in many applications to provide more immersive visualization and natural interaction for learning and experiencing virtual but realistic tasks. Energy saving is considered as one of the most important issues throughout the world in order to overcome global warming and energy crisis. In particular, the awareness of home energy saving is regarded as a first step to deal with this issue. In this paper, we suggest a new learning environment using virtual and augmented reality (VR/AR) for home energy saving experience. In particular, it presents a comparative study of the user experience in home energy awareness using immersive virtual reality and mobile augmented reality. The first person user experience using immersive VR wearing head mounted display (HMD) and the third person user experience using mobile AR are implemented and systematically compared with each other in terms of the learning effect of energy saving and qualitative usability. Implementation results will be given to show the advantage and effectiveness of the proposed approach.

Multi-scale 3D Panor ama Content Augmented System using Depth-map

  • Kim, Cheeyong;Kim, Eung-Kon;Kim, Jong-Chan
    • 한국멀티미디어학회논문지
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    • 제17권6호
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    • pp.733-740
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    • 2014
  • With the development and spread of 3D display, users can easily experience an augmented reality with 3D features. Therefore, the demand for content of an augmented reality is exponentially growing in various fields. A traditional augmented reality environment was generally created by CG(Computer Graphics) modelling production tools. However, this method takes too much time and efforts to create an augmented environment. To create an augmented environment similar to the real world, everything in the real world should be measured, gone through modeling, and located in an augmented environment. But the time and efforts spent in the creation don't produce the same environment as the real world, making it hard for users to feel the sense of reality. In this study, multi-scale 3D panorama content augmented system is suggested by using a depth-map. By finding matching features from images to add 3D features to an augmented environment, a depth-map is derived and embodied as panorama, producing high-quality augmented content system with a sense of reality. With this study, limits of 2D panorama technologies will be overcome and a sense of reality and immersion will be provided to users with a natural navigation.

정신질환 원격진료를 위한 가상환경 업데이트 시스템 (Virtual Environment Update System for Mental Illness Telemedicine System)

  • 백승화;백승은;김동완;류종현
    • 대한전기학회논문지:시스템및제어부문D
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    • 제54권3호
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    • pp.206-214
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    • 2005
  • In these days the virtual reality technology has been applied to treat such an anxiety disorders. And also a medical doctor can diagnose the patient in distance with the telemedicine system. In this thesis, an telemedicine assistant system for treatment of acrophobia using biomedical signals and virtual reality technique is proposed. I made two virtual reality simulations for treatment of acrophobia and telemedicine system for communication between doctor and patient using personal computer. Multimedia conference service, online questionary, signal transfer system are needed to configure such system. Virtual reality simulation system that composed of position sensor, head mount display, and audio system, is also included in this telemedicine system. I added virtual environment update system to this virtual reality telemedicine system for treatment of acrophobia. With this virtual environment update system, the doctors can change virtual reality simulation stage based on the status of each patient and symptom of phobia. We will apply this system to the acrophobia patient in distance and be able to offer better medical treatment for mental illness in near future.

Systematic Review of Extended Reality Digital Therapy for Enhancing Mental Health Among South Korean Adolescents and Young Adults

  • Serim Lee;Jiyoung Yoon;Yeonjee Cho;JongSerl Chun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제34권4호
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    • pp.204-214
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    • 2023
  • Digital therapy using extended reality (XR) holds great promise for addressing the mental health needs of adolescents and young adults. This study addresses a notable research gap in South Korea by systematically reviewing XR-based digital therapy for the mental health of South Korean adolescents and young adults. We analyzed 26 studies encompassing various aspects, including study type, publication date, research field, research methodology, data sources, program types, program content, sample characteristics, target population, assessment tools, and program effectiveness. Notably, 46.15% of the studies employed an experimental design, whereas over 53% utilized non-experimental approaches. Experimental studies lacked a genuine design, standardized questionnaires, and control variables. Similarly, non-experimental studies failed to report specific literature selection criteria. Consequently, future studies should adopt rigorous methodologies to enhance reliability and validity. Moreover, over 85% of the 26 studies focused solely on virtual reality and did not incorporate augmented or mixed reality. This study identifies the limitations of the previous research. These findings emphasize the need for structured investigations to advance the development of XR-based digital therapy to promote mental health in adolescents and young adults in South Korea.