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Security Consideration of Virtual Reality Service (가상현실 서비스 환경에서의 보안 고려사항)

  • Lim, Sanghyeok;Jeon, Junhyun;Lee, Youngsook
    • Convergence Security Journal
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    • v.18 no.3
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    • pp.11-17
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    • 2018
  • As many information and communication technology companies around the world pay attention to the virtual reality as the next generation platform, the virtual reality industry is rapidly growing in various fields. For this reason, virtual reality security is becoming important as the number of users increases. In order to use the virtual reality service safely, security measures must be taken. This paper examines virtual reality trends, analyzes security threats according to vulnerabilities and vulnerabilities of virtual reality, and presents security considerations for threats.

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Air Certificcation Proposal of Augmented Reality and Virtual Reality Technology (증강현실 및 가상현실 기술의 항공 인증 제안)

  • Choi, Jeong-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.285-289
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    • 2021
  • This paper identifies the development trend of aviation software certification regulation and introduces the certification regulation optimized for aviation for the application of augmented reality and virtual reality software to aviation maintenance industry. This regulation is expected to provide stability and reliability of augmented reality and virtual reality software applied to aviation maintenance industry by applying strict certification regulations to augmented reality and virtual reality software applied to aviation maintenance industry.We would like to present certification regulations that take into account problems that are difficult to define previously used DO-178B, and DO-178C.

The Effect of Virtual Reality Training on Lower Extremity Muscle Activation in Elderly (가상현실 훈련이 노인의 하지 근활성도에 미치는 영향)

  • Cho, Gyeong-Hee;Shin, Hyung-Soo
    • Journal of the Korean Society of Physical Medicine
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    • v.9 no.1
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    • pp.55-62
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    • 2014
  • PURPOSE: The objective of this study was to determine the effects of virtual reality training on muscle activation in the elderly. METHODS: The subjects were 32 healthy elderly people aged between 65 and 80, who were divided into the VR(virtual reality) training group(n=17) and the control group(n=15). The Virtual reality training group engaged in a 30-minute exercise session using Wii Fit three times a week for eight weeks. Virtual reality training group used the Ski Slalom, Table tile, Balance bubble programs. low-extremity muscle activation of the two groups were measured before and after the intervention. RESULTS: To investigate the effects of the training on lower-extremity muscle activation, biceps femoris, gastrocnemius, tibialis anterior, vastus lateralis were measured. The results revealed that the activation of gastrocnemius and tibialis anterior significantly increased(p<.05), which indicates virtual reality training is effective in improving the activation of the muscles involved in the movement of the ankle joint. CONCLUSION: Virtual reality training is effective in improving the healthy elderly's activation of the muscles involved in the movement of the ankle joint. Thus, virtual reality training can be proposed as a form of fall prevention exercise for the elderly.

Trends and Prospects for the Development of Virtual Reality and Digital Property

  • Kirillova, Elena Anatolyevna;Blinkov, Oleg Evgenyevich;Blinkova, Elena Victorovna;Vrazhnov, Aleksey Sergeevich;Magomedov, Firdousi Bilyamudinovich
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.284-290
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    • 2022
  • The study considers trends and prospects for developing virtual (augmented) reality and civil transactions in relation to digital property. In jurisprudence, there is a need to determine the legal status of virtual and augmented reality to regulate legal relations in the digital environment. Legal relations using new digital technologies require the creation of new legislative approaches and rules of their legal regulation. The article dwells on the legal status of virtual (augmented) reality and determines the methods of regulating legal relations in the sphere of digital property. The study utilized methods for collecting single and multiple facts in order to identify the main trends in the civil circulation of digital assets, as well as private law methods. The methods of generalization, concreteness, induction and deduction reveal the legal nature and main features of virtual (augmented) reality and digital property. The paper highlights the specifics of virtual reality and civil transactions in relation to digital assets. The research has concluded that the sale, exchange and other actions with digital objects in virtual reality have distinctive features, while digital property has also unique characteristics since it is involved in civil circulation and legal relations.

Exploring the Possibility of Applying the Integrated Teaching and Learning Method based on AR for Environmental Education for Young Children (유아 대상 환경교육을 위한 증강현실 기반 통합교수학습방법 적용 가능성 탐색)

  • Kim, Insook;Jo, Yumi;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.950-959
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    • 2019
  • The purpose of this study was to investigate the effect of integrated teaching and learning method using augmented reality for effective promotion of child - friendly attitude and environmental preservation attitude and explored its applicability. For this purpose, based on the augmented reality fairy tale, we designed an experience - oriented integrated teaching and learning method such as reading book, story - telling, drawing, environmental conservation practice activity. The experimental group was divided into two groups: augmented reality reading fairy tales (A) and children's book reading fairy tales (B). First, interest, immersion, and empathy were higher in the application environment of integrated learning teaching method based on Augmented Reality. Second, there was no difference between the two groups in content understanding. Third, in terms of expressiveness, it was verified that various expressions were expressed in the applying environment of the integrated teaching - learning method based on augmented reality through drawing activities. Fourth, in practice activities, more students were practicing in the augmented reality - based integrated teaching - learning method applied environment, and the number of practice activities of individual students was also confirmed. This study suggests that the application of the integrated teaching and learning method can enhance the effect of education when using the smart teaching media using the augmented reality in early childhood education.

Analysis of the Research on Augmented Reality Using Knowledge Domain Visualization based on Co-Citation Analysis (동시인용분석 기반 지식영역 가시화 기법을 활용한 증강현실 연구 분석)

  • Lee, Jeonghwan;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.5
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    • pp.309-320
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    • 2013
  • Augmented reality (AR) is considered to be an excellent user interface to a 3D information space embedded within physical reality. For this reason, it has been applied to various applications such as design, medical service, interaction, and collaboration. However, there is no formal way of analyzing the research trend and evolution of augmented reality. This paper identifies the research trend and change in augmented reality (AR) via co-citation analysis. The co-citation analysis provides how the AR research has evolved, who are main contributors, and which papers suggest essential and influencing impact. To systematically analyze the cocitation, we have retrieved 1,145 papers from the Web of Science and applied a scientomertric analysis using CiteSpace. Based on the co-citation analysis of authors and documents, it is possible to analyze the evolution of augmented reality, key authors and papers, and breakthroughs. We have also compared the proposed approach with survey papers written by experts so that the result of the co-citation analysis can compromise the qualitative result done by experts, and thus it can provide a different view and insight for visualizing the research on augmented reality.

Development of Immersive Augmented Reality interface for Minimally Invasive Surgery (증강현실 기반의 최소침습수술용 인터페이스의 개발)

  • Moon, Jin-Ki;Park, Shin-Suk;Kim, Eugene;Kim, Jin-Wook
    • The Journal of Korea Robotics Society
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    • v.3 no.1
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    • pp.58-67
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    • 2008
  • This study developed a novel augmented reality interface for minimally invasive surgery. The augmented reality technique can alleviate the sensory feedback problem inherent to laparoscopic surgery. An augmented reality system merges real laparoscope image and reconstructed 3D patient model based on diagnostic medical image such as CT, MRI data. By using reconstructed 3D patient model, AR interface could express structure of patient body that is invisible outside visual field of laparoscope. Therefore, an augmented reality system improved sight information of limited laparoscope. In our augmented reality system, the laparoscopic view is located at the center of a wide-angle concave screen and reconstructed 3D patient model is displayed outside the laparoscope. By using a joystick, the laparoscopic view and the reconstructed 3D patient model view are changed concurrently. With our augmented reality system, the surgeon can see the peritoneal cavity from a wide angle of view, without having to move the laparoscope. Since the concave screen serves immersive environments, the surgeon can feel as if she is in the patient body. For these reasons, a surgeon can recognize easily depth information about inner parts of patient and position information of surgical instruments without laparoscope motion. It is possible for surgeon to manipulate surgical instruments more exact and fast. Therefore immersive augmented reality interface for minimally invasive surgery will reduce bodily, environmental load of a surgeon and increase efficiency of MIS.

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Effects of Changes in Reality Shock among New Nurses on Turnover Intention in South Korea

  • Park, Hyun Hee;Lee, Kwang Ok
    • Journal of muscle and joint health
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    • v.29 no.1
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    • pp.60-68
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    • 2022
  • Purpose: This study aimed to investigate the changes in reality shock among new nurses and their influencing factors to identify turnover reduction methods. Methods: A total of 146 new nurses from 6 general hospitals participated in the survey. The survey data were collected from August 5 to November 10, 2015. Results: The mean scores for factors related to turn over were 2.75 for nurse practice environment, 2.84 (4point scale) for reality shock, and 3.08 (5point scale) for turnover intention. A significant difference in the impact of reality shock was observed depending on whether the nurses selected their work unit (F=6.24, p=.003) and whether they could take the possibility of holiday on the desired day at will (t=-2.57, p=.013). Changes in reality shock correlated with turnover intention, with the 'increased reality shock' group demonstrating an odds ratio of 2.37 (CI: 1.41~3.98) for turnover intention. Conclusion: The current findings indicate the need for lowering reality shock and turnover intention by considering nurses' work-related characteristics and improving their practice environments. To further study the changes in reality shock new nurses experienced, additional research is warranted while homogenizing the participants in terms of preceptorship duration and timing of independence.

Analysis of Learning Effect through the Development and Application of Virtual Reality(VR) Education Content for Radiology Students (방사선과 학생을 위한 가상현실 교육콘텐츠 개발 및 적용을 통한 학습효과 분석)

  • Shim, Jae-Goo;Kwon, Soon-Moo
    • Journal of radiological science and technology
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    • v.43 no.6
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    • pp.519-524
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    • 2020
  • This study developed radiation therapy contents based on virtual reality technology and applied them to radiation students. A survey was conducted to analyze the relationship between learning effects and learning satisfaction to students who used virtual reality education videos to analyze their learning performance. 71 students radiology department were classified into two groups one that experienced virtual reality and the other that did not experienced virtual reality. We surveyed between the two groups analyzed self-directed learning, self-learning efficacy and learning satisfaction. As a result, the comparison between the two groups showed no difference between self-directed learning and self-learning efficacy. But the learning satisfaction was significant from 2.64±0.83 to 3.20±0.88 in the problem solving process for groups applying virtual reality contents. Therefore, learning satisfaction has improved experienced group virtual reality content and the materials for virtual reality education can be applied more efficiently in non-face-to-face lectures.

Development of Dementia Treatment VR System (치매 치료 VR 시스템 개발)

  • Lee, Ki-Suk;Kim, Sang-Won;Kim, Young-Wan;Kim, Min-Young;Choi, Jin-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.835-838
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    • 2002
  • 사회고령화 추세에 따라 노인들이 증가하고 있으며 자연적으로 발생률이 높아지고 있는 치매에 대한 사회적 문제가 대두되고 있다. 본 논문에서는 경증 치매나 치매에 걸릴 확률이 높은 사람들에게 치매 치료의 효과를 주는 VR기반의 의료시스템을 개발하여 치매 치료에 대한 새로운 방법을 제시하려고 한다. 제시하는 치료 요법은 사용자에게 일상생활과 유사하게 VR 환경을 제공하고 일상적인 문제에 대처하여 올바르게 수행하도록 하는 방법을 가진다. 개발되어진 다양한 시나리오의 반복 수행을 통하여 치매의 치료는 수행되게 된다. 본 시스템의 효과를 판단하기 위해 실험군과 대조군 각 15명을 통하여 임상실험을 수행하였으며 그 결과를 보였다.

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