• 제목/요약/키워드: the reality

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소아환자의 국소마취 시 Virtual Reality 주의분산이 통증 및 두려움에 미치는 효과 (Effect of Virtual Reality Distraction on Pain and Anxiety in Children during Local Anesthesia)

  • 김두수;이상호;이난영;지명관;안지혜
    • 대한소아치과학회지
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    • 제48권1호
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    • pp.95-104
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    • 2021
  • 이번 연구의 목표는 virtual reality 주의분산이 국소마취 시 소아의 통증과 두려움에 미치는 영향을 평가하는 것이다. 주의분산을 사용하지 않은 대조군, 천장 모니터를 이용해 TV를 시청한 군, virtual reality 기기를 이용한 군으로 나누어 국소마취를 시행하였다. 환자의 통증과 두려움을 평가하기 위해 국소마취 전과 국소마취 시점에 심박수와 산소포화도가 각각 측정되었으며 국소마취 후에 Wong-Baker Faces Pain Rating Scale이 기록되었다. 대조군과 TV를 시청한 군에 비해 virtual reality를 이용한 군은 심박수 변화량과 Wong-Bakers Faces Pain Rating Scale이 유의하게 낮았다(p < 0.05). 연령군별 비교에서는 5 - 7세 어린이에서, Frankl 행동평가척도별 비교에서는 3등급의 어린이에서 virtual reality를 사용한 군과 대조군 사이에 가장 큰 심박수 변화량과 Wong-Bakers Faces Pain Rating Scale의 차이를 나타냈다. 소아 환자의 국소마취 시 virtual reality 장치가 통증과 두려움의 완화에 효과적임을 확인하였으며 효과적인 주의분산 매체로 사용될 수 있을 것으로 사료된다.

마커의 가려짐을 해결하여 증강현실을 이용한 안정적 영어 학습 컨텐츠에 대한 연구 (The Study of Stable Child English Education Content Using Augmented Reality Solving the Hide of Marker)

  • 전수진;김영섭
    • 반도체디스플레이기술학회지
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    • 제9권4호
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    • pp.99-102
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    • 2010
  • In this study, the 3- dimensional (3-D) learning contents are suggested using 'Augmented Reality' instead of existing 2-dimensional (2-D) learning methods. At the present, there are some 2-D learning methods using texts, image, pictures, and videos called e-learning. However, these one-way 2-D methods have some disadvantages such as declining learner's immersion and concentration. Thus, the 3-D learning contents using 'Augmented Reality' are suggested to compensate the disadvantages. According to the development of information technology (IT), the augmented reality has many applications to the era of ubiquitous. However, there are some disadvantages when learners use these contents as following; non-augmenting by partially hiding from makers and declining concentration by patterns of the makers. In this study, the beneficial marker which can solve this non-augmenting phenomenon is suggested.

Development of an evaluation tool model for the effective measurement of cyber motion sickness in immersive virtual reality

  • Kim Seung Uk
    • International Journal of Advanced Culture Technology
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    • 제12권2호
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    • pp.345-352
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    • 2024
  • We are designed to solve cyber motion sickness, an important task that must be addressed for the growth of the virtual reality content industry. Not only the industry but also academia are paying a lot of attention. However, despite long interest and research on the phenomenon of cyber motion sickness, a solution has not been drawn. This is deeply related to the lack of tools that can effectively measure cyber motion sickness. Therefore, in this paper, prior studies on cyber motion sickness were analyzed to develop a tool that can effectively measure cyber motion sickness when users experience immersive virtual reality. The measurement method of cyber motion sickness used in previous studies, each characteristic and limitation, and common factors related to cyber motion sickness were analyzed. Each of the related factors was derived as sub-factors. Based on the analyzed contents, an effective cyber motion sickness measurement evaluation tool model in immersive virtual reality was presented. It is expected that the evaluation tool model can be used for the study of cyber motion sickness.

다목적시각언어를 이용한 가상현실 사용자 인터페이스 (VR User Interface using Multipurpose Visual Language System)

  • 김영종
    • 디지털산업정보학회논문지
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    • 제12권2호
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    • pp.31-39
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    • 2016
  • In this paper planed Virtual Reality user interface that recently hot issue using MVLS(Multipurpose Visual Language System). Proposed system is planed for more with ease approach new type environment system. The point of this system is for more few the number of time of act to get want to result. That is easy build for Virtual Reality environment system that user so far, who did not experience. Also too, application to the environment through Multipurpose Visual Language System based, can be required to increase the case of user of existing applications, not only a simple application infrastructure Virtual Reality. This has the advantage of being able to under Virtual Reality condition the environment for the use of a wide range of applications such as view TV, video and other contents. By using the proposed system, the experience in virtual realities that have not felt during the general public to be able to easily and quickly, virtual reality or 3D Expected to can one step closer to the needs of general and industry.

JPSearch 기반 증강현실 메타데이터 스키마 (JPSearch based Metadata Schema for Augmented Reality)

  • 박제호
    • 반도체디스플레이기술학회지
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    • 제13권2호
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    • pp.17-21
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    • 2014
  • As the applications and services based on the augmented reality are widely spread in various industry and public domain information dissemination areas, it is naturally necessary to provide the common information framework which can describe required detailed information for services. JPSearch which is released for unified access to image repositories can be utilized in this kind of infrastructure due to that the framework for augmented reality needs a constituent component which supports image repositories. In this paper, we propose a metadata schema which is designed for information architectural framework in the environment of augmented reality based on workflow. The proposed information schema can support the workflow of augmented reality related production system and service implementation.

CG 위주 영화에서 스테이징 staging에 의한 사실성 증대 효과 -트랜스포머 분석을 중심으로- (Reality Effect Increased by Staging in Movies of CG Generated Characters - with shot-by-shot analysis of Transformers the Movie -)

  • 권병철
    • 한국콘텐츠학회논문지
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    • 제9권5호
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    • pp.107-117
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    • 2009
  • 이 연구에서는 최근 상당히 많이 제작되고 있는 CG 위주의 영화에서, 그래픽에 국한되어 있는 사실성의 의미를 재규정 해보고, 영화연출기법의 하나인 스테이징이 그래픽의 사실성을 넘어서 영화전체의 사실성을 향상시키기 위해 활용된 경우를 찾아 샷바이샷 분석을 해 본다.

Development of Cultural Contents using Auger Reality Based Markerless Tracking

  • Kang, Hanbyeol;Park, DaeWon;Lee, SangHyun
    • International journal of advanced smart convergence
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    • 제5권4호
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    • pp.57-65
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    • 2016
  • This paper aims to improve the quality of cultural experience by providing a three - dimensional guide service that enables users to experience themselves without additional guides and cultural commentators using the latest mobile IT technology to enhance understanding of cultural heritage. In this paper, we propose a method of constructing cultural contents based on location information such as user / cultural heritage using markerless tracking based augmented reality and GPS. We use marker detection technology and markerless tracking technology to recognize smart augmented reality object accurately and accurate recognition according to the state of cultural heritage, and also use Android's Google map to locate the user. The purpose of this paper is to produce content for introducing cultural heritage using GPS and augmented reality based on Android. It can be used in combination with various objects beyond the limitation of existing augmented reality contents.

Virtual Reality and Augmented Reality in Plastic Surgery: A Review

  • Kim, Youngjun;Kim, Hannah;Kim, Yong Oock
    • Archives of Plastic Surgery
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    • 제44권3호
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    • pp.179-187
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    • 2017
  • Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

MR 콘텐츠 제작을 위한 다중 깊이 및 RGB 카메라 기반의 포인트 클라우드 획득 시스템 (Multiple Depth and RGB Camera-based System to Acquire Point Cloud for MR Content Production)

  • 김경진;박병서;김동욱;서영호
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2019년도 춘계학술대회
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    • pp.445-446
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    • 2019
  • 최근, 현실 세계에 가상 정보를 융합하여 현실에서는 할 수 없는 경험을 제공하는 혼합현실 (MR) 기술에 관심이 쏟아지고 있다. 혼합현실은 현실과 상호 작용이 우수하며 몰입감을 극대화 시킨다는 장점이 있다. 본 논문에서는 실사 기반 전방위 3D 모델 획득 기술에 대한 필요성을 언급하며 다시점 깊이 및 RGB 카메라 시스템을 이용하여 혼합현실 콘텐츠 제작을 위한 포인트 클라우드를 획득하는 방법을 제시한다.

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Virtual Reality and Augmented Reality - A New Approach for Construction Safety Education

  • Le, Quang Tuan;Pham, Hai Chien;Pedro, Akeem;Park, Chan Sik
    • 국제학술발표논문집
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    • The 6th International Conference on Construction Engineering and Project Management
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    • pp.573-577
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    • 2015
  • Safety is paramount for construction industry throughout the world. Human errors which contribute to more than half of construction accidents, could be proactively prevented through effective education and training methods. Although Virtual Reality (VR) and Augmented Reality (AR) have gained much attention in various disciplines, few studies applied them for construction safety education. This research presents a new approach in construction safety education by utilizing VR and AR. The vision of aligning teaching & learning strategies is examined in order to ensure the potential benefits of the new method. This innovative approach shifts safety education from "Listen, and I will forget. See, and I may remember" towards "Practice, and I understand".

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