• Title/Summary/Keyword: virtual experiment

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A Web-based Virtual Experiment Kit for Digital Logic Circuits Using Java Applets (자바 애플릿을 이용한 웹 기반 디지털 논리회로 가상실험키트)

  • Kim, Dong-Sik;Kim, Ki-Woon;Park, Sang-Yun;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2717-2719
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    • 2003
  • In this paper, we developed an efficient virtual experiment kit with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since our virtual experiment kit is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, our web-based virtual experiment kit is designed to enhance the efficiency of both the learners and the educators. The learners will be able to achieve high learning standard and the educators save time and labor. The virtual experiment is performed according to the following procedure: (1) Circuit Composition on the Bread Board (2) Applying Input Voltage (3) Output Measurements (4) Checkout of Experiment Results. Furthermore, the circuit composition on the bread board and its corresponding online schematic diagram are displayed together on the virtual experiment kit for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

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The Features of Inquiry Activities Using Technology in Elementary Science Digital Textbook - Focusing on the Cases of Using Virtual Experiment, Virtual Reality and Augmented Reality - (초등학교 과학 디지털교과서에 제시된 테크놀로지를 활용한 탐구 활동의 특징 - 가상실험, 가상현실, 증강현실 활용 사례들을 중심으로 -)

  • Chang, Jina;Park, Joonhyeong;Song, Jinwoong
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.275-286
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    • 2019
  • The purpose of this study is to investigate the features of inquiry activities using technology in the 2015 revised elementary science digital textbooks. For this, we analyzed the features of inquiry context and inquiry method presented in inquiry activities using three kinds of technology: Virtual experiment, virtual reality and augmented reality. As a result, firstly, the most common types of 77 inquiry activities were realistic type which shows the phenomenon actually and vividly as possible and realistic-abstract type which shows the phenomena with the abstract concepts. Second, the ways of using three technologies were different depending on the processes of inquiry and the sub-domains of science. For example, virtual experiment technologies were mostly used in the contents of physics and chemistry with the inquiry context of realistic-abstract type for investigating the relationship between variables of experiments and describing the phenomena mechanically. On the other hand, virtual reality and augmented reality techniques tended to be used more frequently in biology and earth science contents with the inquiry context of realistic type for observing and describing the phenomena. Finally, we discussed educational implications in terms of developing and applying technology-based inquiry activities.

A Study on a Virtual Object Exploration Using a Force Reflection Virtual Teleoperation System (힘 반향 가상원격조작 시스템을 이용한 가상 물체 탐색에 관한 연구)

  • Gwon, Hyeok-Jo;Kim, Gi-Ho;O, Jae-Yun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.5
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    • pp.891-898
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    • 2001
  • This paper develops a master manipulator which can reflect a force from a slave manipulator effectively. It many have a big workspace, can represent a human operators manipulation perfectly, and is composed of a position control part, an orientation control part and an end effector control part. This paper also develops a graphic simulator using the Visual C++ and OpenGL in the Window operating system. It can be used to make a virtual slave manipulator and set a virtual working environment, and provide a visual information from a desired view point. A virtual teleoperation system is developed by connecting the developed master manipulator to the graphic simulator using an interfacing hardware bilaterally. It is used for performing a virtual object exploration experiment. In the experiment, two virtual objects are used. They are virtual wall and virtual hexahedron which have 0.7N/mm and 2.2 N/mm stiffness respectively. The experiments are performed under six different working conditions. The experiment results will show the effectiveness of the reflected force from the slave manipulator for improving the efficiency and stability of the teleoperation task.

Design of Communication Module for Virtual Serial Wireless LAN (가상 시리얼 무선랜 통신 모듈 설계)

  • Jang-Geun Ki
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.35-40
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    • 2023
  • In this paper, a serial wireless LAN virtual communication module that allows microprocessors to communicate wirelessly with other peripheral devices is developed as part of a study to build an online virtual experiment system that allows them to practice virtually anytime, anywhere in microprocessor application education in electrical and electronic control engineering. The developed module is connected to the microprocessor in the virtual experiment system through serial interface. The serial data is sent to and received from peripheral devices through the wireless LAN interface of the host computer where the virtual experiment software is being performed. In order to verify the function of the developed serial wireless LAN virtual communication module, experiments were conducted in which a microprocessor in the virtual experiment system exchanged data with an Android smartphone through a wireless LAN interface of a host computer. The developed serial wireless LAN communication module is expected to enable virtual microprocessors to communicate with surrounding real devices through wireless LAN, which can be efficiently used in microprocessor application education.

Human Performance Evaluation of Virtual Object Moving Task in the Different Temporal, Spatial and Pictorial Resolution of a Stereoscopic Display (가상현실 표시장치에서의 시간적, 공간적, 회화적 해상도에 따른 가상물체 이동작업의 인간성능 평가)

  • Park, Jae-Hee
    • IE interfaces
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    • v.18 no.1
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    • pp.82-87
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    • 2005
  • Most of virtual reality systems ask users to control 3D objects or to navigate 3D world using 3D controllers. To maximize the human performance in the control, the design of virtual reality system and its input and output devices should be optimized. In this study, an experiment was designed to investigate the effects of three resolution factors of a virtual reality system on the human performance. Six subjects conducted the experiment for the factors; two frame rates, three spatial resolutions, and three pictorial contents. The result showed that the greater the spatial resolution was, the higher the human performance was. For the temporal resolution, fixed frame rate at 18 Hz was better than the varied maximized frame rate. For the pictorial contents, the virtual space with orientation cues marked the greatest performance than the other two conditions; the virtual space without any orientation cue and the virtual space like real world. These results could be applied for the design of virtual reality systems.

A Web-based Virtual Experiment Kit for Digital Logic Circuits Using Java Applet (자바 애플릿을 이용한 웹 기반 디지털 논리회로 가상실험키트)

  • Kim Dong-Sik;Kim Ki-Woon
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.5-14
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    • 2003
  • In this paper, we developed an efficient virtual experiment kit with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since our virtual experiment kit is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, our web-based virtual experiment kit is designed to enhance the efficiency of both the learners and the educators. The learners will be able to achieve high learning standard and the educators save time and labor. The virtual experiment is performed according to the following procedure: (1) Circuit Composition on the Bread Board (2) Applying Input Voltage (3) Output Measurements (4) Checkout of Experiment Results. Furthermore, the circuit composition on the bread board and its corresponding online schematic diagram are displayed together on the virtual experiment kit for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

Navigation Characteristics of a Virtual Human using a Limited Perception-based Mapping (제한적 인지 기반의 맵핑을 이용한 가상인간의 항해 특성)

  • Han, Chang-Hee;Kim, Lae-Hyun;Kim, Tae-Woo
    • Journal of the Korea Society for Simulation
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    • v.14 no.2
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    • pp.93-103
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    • 2005
  • This paper presents characteristics of a virtual human's navigation using a limited perception-based mapping. Previous approaches to virtual human navigation have used an omniscient perception requiring full layout of a virtual environment in advance. However, these approaches have a limitation on being a fundamental solution for a human-likeness of a virtual human, because behaviors of humans are basically based on their limited perception instead of omniscient perception. In this paper, we integrated Hill's mapping algorithm with a virtual human to experiment virtual human's navigation with the limited perception. This approach does not require full layout of the virtual environment, 360-degree's field of view, and vision through walls. In addition to static objects such as buildings, we consider enemy emergence that can affect an virtual human's navigation. The enemy emergence is used as the variable on the experiment of this present research. As the number of enemies varies, the changes in arrival rate and time taken to reach the goal position were observed. The virtual human navigates by two conditions. One is to take the shortest path to the goal position, and the other is to avoid enemies when the virtual human encounters them. The acquired result indicates that the virtual human's navigation corresponds to a human cognitive process, and thus this research can be a framework for human-likeness of virtual humans.

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Virtual Reality Therapy System for the get over tranining of Acrophobia (고소공포증 극복훈련을 위한 가상환경시스템)

  • 백승은;유종현;백승화;주관식
    • Proceedings of the Safety Management and Science Conference
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    • 2004.05a
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    • pp.203-209
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    • 2004
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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An Evaluation of the Streetscape According to the Change of Moving Speed -Through the Experiment of the Virtual Reality- (이동속도의 변화에 따른 가로경관의 평가 -Virtual Reality를 이용한 실험-)

  • 정재희
    • Journal of the Korean Institute of Landscape Architecture
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    • v.28 no.5
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    • pp.15-25
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    • 2000
  • The purpose of this paper is to examine the visual evaluation structure about the formal changes of streetscape by the different moving speed in two alternative control plans for the building height and the setback regulation. The virtual reality system is applied to the experimental tool. Eighty-two experimental models are made in consideration of the height and the setback of the building regulation cased by Midou-suji street in Osaka City, Japan. and ten typical models are selected by pre-experiment. Since the changes of the landscape structure consists of the height and the setback of the building, four the evaluation items are set: grade of continuity, order, openness, preference. As there are eighty-two landscape models which are too many to be applied in this experiment, ten role models are drawn out and used in this experiment. The mean difference test, discriminant analysis, and multiple linear regression methods had been used for the statistical analysis methods. The results of this study are as follows; 1) It is found out the fact of the difference evaluation structure amount experiments models. 2) From the sketch analysis and interview, it is found out difference cognition structure by the moving speed and alternatives. 3) From the discriminant and regression analysis, it is found out that the evaluation value about continuity becomes low by the moving speed change from walking speed to driving speed. We suggest that continuous experiment should be made with a variety of groups and models, and general and universal results should also be come out of the experiments above.

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The Development of Virtual Reality Therapy(VRT) System for the Treatment of Acrophobia (고소공포증의 치료를 위한 가상 현실 시뮬레이터의 제작)

  • Paek, Seung-Eun;Ryu, Jong-Hyun;Beack, Seung-Hwa
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.50 no.10
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    • pp.486-493
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    • 2001
  • Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training and in a real building elevator. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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