• Title/Summary/Keyword: virtual reality technology

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An Account of Virtual and Augmented Reality in Educational Institutions

  • Al-Salami, Sami Ben Shamlan Bakhit
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.137-142
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    • 2022
  • This paper argues for modern technologies in the educational process. It specifically outlines issues germane to virtual and augmented reality. It begins with an account on virtual reality and augmented reality, and touches on their characteristics, the advantages, obstacles and applications. It also discusses some relevant studies that emphasized the role of virtual and augmented reality in education, the difference between two terms. The paper ends with a note of vision on how to activate them in educational institutions.

Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.

A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis (가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구)

  • Shin, Jae Woo;Leem, Choon Seong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

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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    • v.44 no.3
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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.

A Study on the Effectiveness of Military Counseling Practice Education using Virtual Reality (가상현실을 활용한 병영상담 실습교육 효과 연구)

  • Min, Seunghee;Kim, Doheon;Kim, Yeekhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.527-535
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    • 2021
  • This study examined the reality of military counseling education applied by the Army and studied the effects of military counseling training using virtual reality. First, we explored the cases of virtual reality application related to counseling, reviewed the virtual reality technology that can be benchmarked in the Army military counseling education, and examined the applicable technology. We classified the education method and the curriculum for the students and tested the difference using the analysis of variance, which is a statistical analysis method, through the satisfaction measurement of the current education. In addition, after having students experience virtual reality contents, the effects of practical training applied with virtual reality technology were derived and the difference in actual training was compared and analyzed through T-test. Then, the reliability of the study was improved by analyzing the effects of practical training using virtual reality by using the Analytic Hierarchy Process for the expert group who can consider the overall situation. Based on the results of the analysis, the development plan of military counseling training combined with virtual reality technology and the supplements of current military counseling education were presented as policy implications.

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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Detailed Control Technology required for industrial processes based on virtual reality and augmented reality (가상현실과 증강현실 기반의 산업용 공정에 필요한 세부 제어 기술에 관한 연구)

  • Lee, Seok-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.9
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    • pp.1214-1219
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    • 2021
  • Virtual augmented reality technology is rapidly growing due to the development of hardware and software technology. The perspective on the application of industrial technology using this virtual augmented reality is at an early stage. Beginning with entertainment elements in Korea, there are many demands and demands in education, culture, tourism, sports, arts, medicine, disasters, and defense. In this paper, the study of the process of applying the process for the application of industrial virtual reality technology and augmented reality technology and the design of the technology according to the various operations necessary for the specific process are conducted. The study contains research results to provide services for training and actual process through virtual reality and augmented reality technology. This suggests that many industrial applications will be possible in the future.

Interoperability between Virtual Reality and Scent Display (가상현실과 향 디스플레이 연동)

  • Lim, Seung-Ju;Lee, Hae-Lyong;Park, Jun-Seok;Kim, Jeong-Do
    • Journal of Sensor Science and Technology
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    • v.25 no.6
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    • pp.406-411
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    • 2016
  • The application of visual and auditory senses into virtual reality is easily taken for granted, but the sense of smell has been largely ignored. But many researches have shown that olfactory stimulation in virtual environments can increase the immersion and reality. In practical virtual reality, the use of scents is not always able to increase the immersion and reality. An ill-matched scent can decrease the reality. To solve this problem, we developed scent devices that can adjustable scents and scent intensity in order to display a well-matched scents in virtual reality. And we propose simple and practical way to program specific location to display scents and developed API function to control a developed scent device at virtual reality software.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

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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    • v.12 no.2
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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.