• Title/Summary/Keyword: virtual program

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The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

A Dynamic Approach to Extract the Original Semantics and Structure of VM-based Obfuscated Binary Executables (가상 머신 기반으로 난독화된 실행파일의 구조 및 원본의미 추출 동적 방법)

  • Lee, Sungho;Han, Taisook
    • Journal of KIISE
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    • v.41 no.10
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    • pp.859-869
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    • 2014
  • In recent years, the obfuscation techniques are commonly exploited to protect malwares, so obfuscated malwares have become a big threat. Especially, it is extremely hard to analyze virtualization-obfuscated malwares based on unusual virtual machines, because the original program is hidden by the virtual machine as well as its semantics is mixed with the semantics of the virtual machine. To confront this threat, we suggest a framework to analyze virtualization-obfuscated programs based on the dynamic analysis. First, we extract the dynamic execution trace of the virtualization-obfuscated executables. Second, we analyze the traces by translating machine instruction sequences into the intermediate representation and extract the virtual machine architecture by constructing dynamic context flow graphs. Finally, we extract abstract semantics of the original program using the extracted virtual machine architecture. In this paper, we propose a method to extract the information of the original program from a virtualization-obfuscated program by some commercial obfuscation tools. We expect that our tool can be used to understand virtualization-obfuscated programs and integrate other program analysis techniques so that it can be applied to analysis of the semantics of original programs using the abstract semantics.

Influence of Virtual Reality Games on eye-hand coordination in children with developmental disordered (가상현실게임 프로그램이 발달장애 아동의 눈-손 협응력에 미치는 영향)

  • Cho, Moo-Sin
    • The Journal of Korean society of community based occupational therapy
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    • v.5 no.1
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    • pp.63-69
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    • 2015
  • Objective : This study was the influence of the training program using virtual reality on eye-hand coordination in children with developmental disordered. Methods : Six children(5 males, 1 female)with developmental disordered were recruited and randomly assigned to the control group(n=3) and the experimental group(n=3). Three children in the control group performed a fifty minutes of SI program ten times for ten weeks. In the experimental group, the other three children underwent a fifty minutes of SI program and virtual reality game. K-DTVP-2(Korean Developmental Test of Visual Perception)was used to measure the eye-hand coordination. Results : After a ten weeks of training program, there were significant differences in the eye-hand coordination in the experimental group. Conclusion : The training program using virtual reality games influenced for improving at the eye-hand coordination in children with developmental disordered.

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Evaluation of Balance and Activities of Daily Living in Children with Spastic Cerebral Palsy using Virtual Reality Program with Electronic Games (전자게임을 이용한 가상현실프로그램이 경직성 뇌성마비 아동의 균형과 일상생활활동에 미치는 영향)

  • Han, Ji-Hye;Ko, Joo-Yeon
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.480-488
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    • 2010
  • The aim of this study were to examine the effects of virtual reality program on balance and activities of daily living in children with spastic cerebral palsy (CP) using the Pediatric Balance Scale (PBS) and the Functional Independence Measure for Children (WeeFIM), and to measure relationship between the PBS and the WeeFIM. For this, A total of 20 spastic CP classified as the Gross Motor Function Classification System (GMFCS) I and II were employed. The Participant's were allocated randomly to 2 groups: a virtual reality group (n=10) and the control group (n=10). Both groups received muscle strengthening exercise for 3 sessions, 30 minutes per week over a 12 week period. The virtual reality group practiced additional virtual reality program. The virtual reality group showed significant increases in balance (p<0.05) and activities of daily living (p<0.05). There were a significant correlation between the PBS and the WeeFIM (p<0.05). Application of the virtual reality program to treat the spastic CP will be feasible and suitable. And the PBS was a useful tool to predict activities of daily living in the spastic CP.

VirtualDub as a Useful Program for Video Recording in Real-time TEM Analysis (실시간 TEM 분석에 유용한 영상 기록 프로그램, VirtualDub)

  • Kim, Jin-Gyu;Oh, Sang-Ho;Song, Kyung;Yoo, Seung-Jo;Kim, Young-Min
    • Applied Microscopy
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    • v.40 no.1
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    • pp.47-51
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    • 2010
  • The capability of real-time observation in TEM is quite useful to study dynamic phenomena of materials in a certain variable ambience. In performing the experiment, the choice of video recording program is an important factor to obtain high quality of movie streaming. Window Movie Maker (WMM) is generally recommended as a default video recording program if one uses "DV Capture" function in DigitalMicrograph$^{TM}$ (DM) software. However, the image quality does not often satisfy the condition for high-resolution microscopic analysis since the severe information loss in the final result occurs during the conversion process. As a good candidate to overcome this problem, Virtual-Dub is highly recommended since the information loss can be minimized through the streaming process. In this report, we demonstrated how useful VirtualDub works in a high-resolution movie recording. Quantitative comparison of the information quality between the images recorded by each software, WMM and VirtualDub, was carried out based on histogram analysis. As a result, the image recorded by VirtualDub was improved ~13% in brightness and ~122% in contrast compared with the image obtained by WMM at the same imaging condition. Remarkably, the gray gradation (meaning an amount of information) becomes wider up to ~115% than that of the WMM result.

Convergence Effect of Virtual Reality Program on Activities of Daily Living Ability in Stroke Patients : Meta-Analysis (가상현실 프로그램이 뇌졸중 환자의 일상생활활동 능력에 미치는 융합적 효과 : 메타분석)

  • Choi, Ki-Bok;Cho, Sung-Hyoun
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.63-70
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    • 2020
  • This study was designed to test the convergence effectiveness of virtual reality programs for patients with stroke by using meta-analysis. Based on the PICOS criteria, we searched domestic literature and selected the final 9 studies in relation to 'stroke' and 'virtual reality programs'. Evaluation of the risk of bias in individual studies was conducted using evaluation tools according to the design of each study. The effect size of the meta-analysis was calculated using CMA program. The mediating effect analysis was conducted by sub-group analysis and meta-regression analysis. The overall effect size of the virtual reality program on the activities of daily living ability was Hedges's g=0.302(95% CI: 0.064~0.540), Therefore, virtual reality programs can increase the activities of daily living in stroke patients and have a positive impact on the medical industry that the convergence of virtual reality industry and healthcare industry.

A Development of the Bodice Pattern for Male Sports Athletes Using by 3D Virtual Twin & Virtual Garment Simulation (3D 가상모델 및 가상착의 시스템을 이용한 남자 운동선수의 상반신 원형설계)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.12 no.3
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    • pp.347-353
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    • 2010
  • The purpose of this study was to examine the appropriate surplus of clothing for a suitable basic bodice pattern of Male Sports Athletes by using the 3D virtual twin and virtual garment simulation system. The results were as follows; 1. By using 3D virtual twin and garment simulation, new bodice pattern considered male sports athletes was development. The basic numerical formula were as follows ; surplus of chest girth=9, surplus of back length=1, armhole depth=back length/4+13, half back width=chest girth/5+2.5, front chest width=chest girth/5+3. 2. Wearing test by 3D virtual garment simulation system was useful to evaluate wearing outline, surplus of clothes and garment space. Also it estimated more highly than existing pattern in silhouette and ease amount, confirming that new bodice pattern is appropriate for the male sports athletes. New bodice pattern was evaluated to allow proper space length of chest and waist. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D Virtual Garment Simulation System with 2D patterns, and also for future 3D Pattern Production Program development.

The Use of Virtual Reality in Web-based Earth Science Education (웹기반 지구과학교육에서 가상현실 기술의 활용)

  • Kim, Hee-Soo
    • Journal of the Korean earth science society
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    • v.23 no.7
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    • pp.531-542
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    • 2002
  • The experimental side of earth science contains a lot of variables that cannot be controlled in the classroom or in the laboratory. Therefore, as one method to overcome these difficulties, a learning program using 3D Virtual Reality technique has been developed. The program was used with 701 middle school students. The result showed that the program had a very positive effect on inducing interest and motivation through a sense of immersion, and it also showed to be a big help in the improvement of space perception ability.

Literature Review about Virtual Reality-Based Education for Healthcare Students

  • Junghee, Park;Byoung-Gil, Yoon;Yong-Seok, Kim;Hyunjung, Lee
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.345-354
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    • 2022
  • The purpose of this study was to analyzed the current status of the of the Virtual Reality-based education for healthcare students in Korea. Five databases (KoreaMed, KMbase, NDSL, KISS, KiSTi) were searched prior to July 2022. A total 10 articles met the inclusion criteria. 5 articles developed VR-based education contents and the other 5 articles were using vSim already developed as a VR education program and evaluated the effectiveness. As a result of this literature review, VR-based education program was found to be effective in improving the healthcare students' competency. VR-based education program could be considered to improve the healthcare students' clinical practice ability.

The Effects of Virtual Reality Program on Fall Efficacy and Activities of Daily Living for Patients with Stroke (가상현실 프로그램이 뇌졸중 환자의 낙상 효능감과 일상생활활동에 미치는 영향)

  • Lee, Jong-Min;Kim, Dong-Hee;Song, Seung-Il
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.25-35
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    • 2012
  • Objective : The purpose of this study was to investigate the effect of virtual reality program on fall efficacy and activities of daily living(ADL) for patients with stroke. Method : Twenty stroke patients were participated voluntarily and were assigned randomly into the control and the experimental groups. Both control and experimental groups were given same basic rehabilitation treatment while only the experimental group was given virtual reality program. The fall efficacy of both groups was assessed using fall efficacy scale(FES) and ADL performance ability was assessed by functional independence measure(FIM). Result : Fall efficacy and ADL performance ability showed a statistically meaningful difference for both experimental and control groups(p< .05), the fall efficacy and ADL performance ability of the experimental group improved meaningfully in a statistical way than that of the control group(p<. 05). Conclusion : It was found that carrying out virtual reality program with occupational therapy has an effect on fall efficacy and ADL performance ability of patients with stroke. Therefore, virtual reality program can be a way of treatment for patients with stroke to improve their fall efficacy and ADL performance ability, and the program can also be applied in clinics as well as occupational therapy.

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