• Title/Summary/Keyword: x-reality

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Physiological and Subjective Measures of Anxiety with Repeated Exposure to Virtual Construction Sites at Different Heights

  • Sachini N.K. Kodithuwakku Arachchige;Harish Chander;Alana J. Turner;Alireza Shojaei;Adam C. Knight;Aaron Griffith;Reuben F. Burch;Chih-Chia Chen
    • Safety and Health at Work
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    • v.14 no.3
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    • pp.303-308
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    • 2023
  • Background: Occupational workers at altitudes are more prone to falls, leading to catastrophic outcomes. Acrophobia, height-related anxiety, and affected executive functions lead to postural instabilities, causing falls. This study investigated the effects of repeated virtual height exposure and training on cognitive processing and height-related anxiety. Methods: Twenty-eight healthy volunteers (age 20.48 ± 1.26 years; mass 69.52 ± 13.78 kg) were recruited and tested in seven virtual environments (VE) [ground (G), 2-story altitude (A1), 2-story edge (E1), 4-story altitude (A2), 4-story edge (E2), 6-story altitude (A3), and 6-story edge (E3)] over three days. At each VE, participants identified occupational hazards present in the VE and completed an Attitude Towards Heights Questionnaire (ATHQ) and a modified State-Trait Anxiety Inventory Questionnaire (mSTAIQ). The number of hazards identified and the ATHQ and mSTAIQ scores were analyzed using a 7 (VE; G, A1, A2, A3, E1, E2, E3) x 3 (DAY; DAY 1, DAY 2, DAY 3) factorial repeated measures analysis of variance. Results: The participants identified the lowest number of hazards at A3 and E3 VEs and on DAY 1 compared to other VEs and DAYs. ATHQ scores were lowest at G, A1, and E1 VEs. Conclusion: Cognitive processing is negatively affected by virtual altitudes, while it improves with short-term training. The features of virtual reality, such as higher involvement, engagement, and reliability, make it a better training tool to be considered in ergonomic settings. The findings of this study will provide insights into cognitive dual-tasking at altitude and its challenges, which will aid in minimizing occupational falls.

Effects of Home-based Virtual Reality on Upper Extremity Motor Function for Stroke - An Experimenter Blind Case Study (가정-중심 가상현실이 만성뇌졸중환자의 팔 운동기능에 미치는 영향 - 실험자 맹검 단일실험연구)

  • Lee, Jung-Ah;Hwang, Su-Jin;Song, Chiang-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.7
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    • pp.3023-3029
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    • 2012
  • The purpose of this study was to investigate the effect of the home-based virtual reality (VR) on upper extremity motor function in hemiparetic stroke patients. Two matched subjects with left hemiplegia were volunteered to participate in this study. One subject received the home-based VR whereas the other subject recovered a modified home-based constraint-induced movement therapy (CIMT). Both interventions were given for 4 hours x 5 times a week for 4 weeks. Outcome measures included Fugl-Meyer Assessment (FMA), Motor Activity Log (MAL), and Wolf Motor Function Test (WMFT). The VR-trained subject showed considerable improvement in all the tested motor functions when compared with the home-based CIMT. Specifically, the FMA measure demonstrated that the VR subject showed 17% enhancement whereas the CIMT subject showed 5% increase. Similarly, Amount of Use (AOU) and Quality of Movement (QOM) of the MAL scores of the VR subject showed 40% and 20% increase whereas the CIMT subject showed 0% and 20% increase, respectively. The WMFT scores of the VR subject and CIMT subject showed 20% increase. Our home-based VR was effective in upper extremity motor recovery of chronic hemiparetic patients even when compared with the well-established CIMT approach in stroke victims.

Real-time moving object tracking and distance measurement system using stereo camera (스테레오 카메라를 이용한 이동객체의 실시간 추적과 거리 측정 시스템)

  • Lee, Dong-Seok;Lee, Dong-Wook;Kim, Su-Dong;Kim, Tae-June;Yoo, Ji-Sang
    • Journal of Broadcast Engineering
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    • v.14 no.3
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    • pp.366-377
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    • 2009
  • In this paper, we implement the real-time system which extracts 3-dimensional coordinates from right and left images captured by a stereo camera and provides users with reality through a virtual space operated by the 3-dimensional coordinates. In general, all pixels in correspondence region are compared for the disparity estimation. However, for a real time process, the central coordinates of the correspondence region are only used in the proposed algorithm. In the implemented system, 3D coordinates are obtained by using the depth information derived from the estimated disparity and we set user's hand as a region of interest(ROI). After user's hand is detected as the ROI, the system keeps tracking a hand's movement and generates a virtual space that is controled by the hand. Experimental results show that the implemented system could estimate the disparity in real -time and gave the mean-error less than 0.68cm within a range of distance, 1.5m. Also It had more than 90% accuracy in the hand recognition.

A Study on the Implementation of Multi-touch model using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 멀티터치 모델 구현에 관한 연구)

  • Kang, Im-Chul;Kim, Beom-Seok;Hur, Gi-Taek;Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.83-90
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    • 2010
  • In this paper, we use VR technologies including touch processing technologies and haptic devices to offer touch of fish objects to users. The Omni, a kind of haptic device and made by Sensable Inc., is used to implement multi touch model in VR space. In addition, Matlab/Simulink and proSENSE Virtual Touch Toolbox of Handshake Inc., are used as programing tools. Functions needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of fish objects modeled with 3D. Such movements offer realistic physical interactions to two users controlling multi point respectively. In experiment, to perceive the appearance of 3D object by touch and to feel the respiration by touch are well conducted. We also verify that it is possible to develop games or contents through multi participation in VR Space by using multi point.

A Study on the Performance Evaluation and Use Status of Grid (격자의 성능평가와 이용실태에 관한 연구)

  • Lee, Who-Min;Kim, Hak-Sung;Lee, Sang-Suk;Oh, Hyun-Joo;Kim, Young-Il;Lim, Han-Young;Kim, Heung-Tae;Lee, In-Ja;Huh, Joon
    • Journal of radiological science and technology
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    • v.17 no.1
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    • pp.55-63
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    • 1994
  • We have conducted on experiment with a purpose to evaluate the performance of grids being used at hospitals in Seoul and adjacent cities of Seoul. The results are as follows; Reality of the grids use 1. The focused grids were 105 and the parallel grids were 6 among 111 grids subject to experimenting. 2. The grid interspace material was aluminium of 94 and the remains were wood and bakelite. 3. The umber of Korean products from five companies was 33 and the one of the foreign products was 34 from companies. The physical properties have been examined by the notice of Department of Health and Social Affairs. 4. The intensity of secondary radiation was the highest in 5 : 1 grid ratio. 5. The Bucky factor increased with the increase of grid ratio. The selectivity, the grid improvement factor of grids also increased with increase of the grid ratio. However, with 6 : 1 grid ratio those factors were decreased exceptionally. In measurement of grid density with screen determiners and the beam alignment. 6. In evaluation the results were satifisfied within, 20%. 7. The value of the scale and the value of measurement were within the range of standard deviation, but the value of 103 lines were outranged from the standard deviation with all grid ratio except of 6 : 1 grid ratio.

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A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

A Study on the Effect of Presence and Flow in VR Advertising: Focused Memory Information and Attitude toward Advertising (가상현실 광고에서 프레즌슨(Presence)과 플로우(Flow)에 대한 영향 연구 : 기억정보와 광고태도에 대한 효과를 중심으로)

  • Han, Kwang-Seok
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.278-285
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    • 2022
  • This study presence in VR advertising into three types presence. Further, through an experiment, the study empirically verifies the kind of recalled information depending on the flow which forms users' attitudes towards the content. The experiment was conducted with a factor design between 3X2 subjects. Hyundai Motor's Ioniq VR video was conducted, and a questionnaire of 143 subjects was used for the study. The results revealed that positive attitudes were formed towards the advertisement used in the experiment when the level of emotional presence was the highest. In addition, higher flow levels established positive attitudes towards the advertisement. and Cognitive presence's effects on memory, ARM such as product-attribute information was found to increase when the flow level is high; however, GRM such as overall product evaluation was found to increase when the flow level is low.

Development of pre-procedure virtual simulation for challenging interventional procedures: an experimental study with clinical application

  • Seong, Hyunyoung;Yun, Daehun;Yoon, Kyung Seob;Kwak, Ji Soo;Koh, Jae Chul
    • The Korean Journal of Pain
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    • v.35 no.4
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    • pp.403-412
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    • 2022
  • Background: Most pain management techniques for challenging procedures are still performed under the guidance of the C-arm fluoroscope although it is sometimes difficult for even experienced clinicians to understand the modified three-dimensional anatomy as a two-dimensional X-ray image. To overcome these difficulties, the development of a virtual simulator may be helpful. Therefore, in this study, the authors developed a virtual simulator and presented its clinical application cases. Methods: We developed a computer program to simulate the actual environment of the procedure. Computed tomography (CT) Digital Imaging and Communications in Medicine (DICOM) data were used for the simulations. Virtual needle placement was simulated at the most appropriate position for a successful block. Using a virtual C-arm, the authors searched for the position of the C-arm at which the needle was visualized as a point. The positional relationships between the anatomy of the patient and the needle were identified. Results: For the simulations, the CT DICOM data of patients who visited the outpatient clinic was used. When the patients revisited the clinic, images similar to the simulated images were obtained by manipulating the C-arm. Transforaminal epidural injection, which was difficult to perform due to severe spinal deformity, and the challenging procedures of the superior hypogastric plexus block and Gasserian ganglion block, were successfully performed with the help of the simulation. Conclusions: We created a pre-procedural virtual simulation and demonstrated its successful application in patients who are expected to undergo challenging procedures.

A Study on Image Creation and Modification Techniques Using Generative Adversarial Neural Networks (생성적 적대 신경망을 활용한 부분 위변조 이미지 생성에 관한 연구)

  • Song, Seong-Heon;Choi, Bong-Jun;Moon, M-Ikyeong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.2
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    • pp.291-298
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    • 2022
  • A generative adversarial network (GAN) is a network in which two internal neural networks (generative network and discriminant network) learn while competing with each other. The generator creates an image close to reality, and the delimiter is programmed to better discriminate the image of the constructor. This technology is being used in various ways to create, transform, and restore the entire image X into another image Y. This paper describes a method that can be forged into another object naturally, after extracting only a partial image from the original image. First, a new image is created through the previously trained DCGAN model, after extracting only a partial image from the original image. The original image goes through a process of naturally combining with, after re-styling it to match the texture and size of the original image using the overall style transfer technique. Through this study, the user can naturally add/transform the desired object image to a specific part of the original image, so it can be used as another field of application for creating fake images.

A Study on the Adult's Consciousness to the provision for Elderly life (노후생활 대책에 대한 성년층의 의식 연구 -서울과 안동지방을 중심으로-)

  • 손선경;임정빈
    • Journal of Families and Better Life
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    • v.3 no.1
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    • pp.107-125
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    • 1985
  • This paper investigated adult's consciousness with a view to establishing basic data about set-up any concrete plan and provision for elderly life in hoe and society. In this paper, the study of concerned reference and social survey by questionnaire are used. The data is obtained from 326 espondents who are 30 to 4 years old in Seoul and Andong. As to consciousness to the provision for elderly life and situation of set-up any concrete plan, the x2(chi-square) is applied to the analysis of regional, socio-economical, demographic difference. The conclusion of this study are as follows; 1) Although the respondents show positive attitude toward consciousness to the provision for elderly. life, their behavior does not show any sing of translating it into reality. 2) The consciousness to the provision for elderly life varies according to regional, socio-economical, demographic variance. Those who are in their 30's more-educated, and high-income want to be more independent from their children and express strong desire to set-up provision for elderly life in advance. This is also true of those living in city. As a results, as adults(30-54) recognize the importance of provision for elderly life, so the support by the society or governmental policy for the solution of better-life for old people is important. however, mental , physical, economical preparation in family life according to the family life cycle can basic solution.

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