• Title/Summary/Keyword: Virtual Reality

Search Result 2,307, Processing Time 0.117 seconds

Improved Virtual Reality Systems (개선된 가상현실시스템)

  • Park, Chun-Myoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • /
    • pp.552-555
    • /
    • 2008
  • This paper represent a method of constructing the improved virtual reality systems. The proposed method be able to decrease the difference between reality and virtual reality. For the future, the proposed improved virtual reality systems are applied to advanced education, for example U-Learning is mixed with virtual reality based on Ubiquitous computing that is important highly information technology(IT) at $21^{th}$ knowledge based on informational society. Also, we respect to The Control system which is embedded in mixed reality.

  • PDF

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
    • /
    • v.25 no.6
    • /
    • pp.406-411
    • /
    • 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.

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

  • Kim, Youngjong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.12 no.2
    • /
    • pp.31-39
    • /
    • 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.

Domestic Trend Analysis of Virtual Reality Therapy for the Treatment Anxiety Disorders (불안장애에 대한 가상현실치료 국내동향분석)

  • Cheong, Moon Joo;Kim, Jeesu;Lyu, Yeoung-Su;Kang, Hyung Won
    • Journal of Oriental Neuropsychiatry
    • /
    • v.31 no.4
    • /
    • pp.279-288
    • /
    • 2020
  • Objectives: Many fields have changed since covid-19, psychotherapy being no exception. With the pandemic associated increase in untact treatment, interest in virtual reality exposure therapy has also increased. The aim of study was to analyze recent literature using virtual reality therapy for the treatment of anxiety disorders. Methods: We searched five databases from dates between October 1 to November 1, 2020. We selected articles related to the treatment of anxiety disorders using virtual reality therapy and analyzed the trend of that, not thesis but domestic articles. Results: There were 6 RCT studies and 3 were case reports where, based on the DSM-4, the participants presented with anxiety disorders including 2 with presentation anxiety, 1 heterosexual anxiety, 1 test anxiety, 1 social anxiety, 1 dental anxiety, 2 Acrophobia, and 1 social phobia. Treatment sessions varied from 1 session to 18 sessions, but 5 studies conducted 4 sessions, and all studies attempted virtual reality exposure for 30-minute time periods. 8 studies used HMD as the VR device and 1 study did not report a device. Conclusions: Anxiety disorders treated using virtual reality included speech anxiety and acrophobia. Median treatment session number was 4 and sessions were less than 30 minutes. The most common VR device used was an HMD. VR psychotherapy showed limitations relating to patient experience including cyber sickness and a lack of immersion. In addition, most of the studies were conducted with patients who visited hospitals utilizing Western medical practices. Currently, virtual reality therapy (VRT) intervention in oriental medicine is lacking. The lack of research in this area suggests analyzing data from VR psychotherapy in oriental medicine could provide novel and useful information.

Developing a Visual Programming Language-based Three-dimensional Virtual Reality Authoring Tool to Compose Virtual Interior Space (실내공간구성을 위한 시각 프로그래밍 언어 기반 3차원 가상현실 저작도구 개발에 관한 연구)

  • Park Hyeon-Soo;Park Sungjun;Kim Jee-in;Park Jae Wan
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.5
    • /
    • pp.254-261
    • /
    • 2005
  • This paper presents an attempt to develop a visual programming language-based 3D virtual reality authoring tool intended to compose virtual interior space. The rapid development of digital technology and the wide spread of the Intenet have expanded the different uses of virtual reality in a number of applications ranging from interior design to building maintenance. In particular, the construction of cyber spaces based on existing interior spaces is becoming increasingly important. Current research, however, remains at the level of converting 3D models into virtual reality models, despite practitioners' needs for structural space models. Moreover, commercial tools to build virtual reality space have the disadvantage of targeting people who have professional knowledge of computer programs and computer graphics. Accordingly, the 3D virtual reality authoring tool developed in this research - called the VESL system - enables virtual and structural space to be easily composed using intuitive and interactive visual interfaces, which are based on visual programming techniques. The VESL system also provides an XML based semantic description of interior space, to be used to describe interior space information. We anticipate that the virtual reality spaces composed by this system will be of considerable use in the fields of architecture and interior design. Further research issues identified at the end of the research include developing a converter/filter for transforming Internet virtual reality standard language, or VRML, and evaluating the application of the system for practical use.

Effects of a Virtual Reality Training Program on Balance and Lower Muscular Strength of Parkinson's Disease Patients (가상현실 운동프로그램이 파킨슨병 환자의 균형 및 하지 근력에 미치는 효과)

  • Lee, Dong-Kyu;Kim, Eun-Kyung;Kim, Yong-Nam;Kim, Yong-Seong;Hwang, Tae-Yeon
    • The Journal of Korean Physical Therapy
    • /
    • v.25 no.2
    • /
    • pp.96-102
    • /
    • 2013
  • Purpose: The purpose of the study was to investigate the effect of a training program using virtual reality on the balance and lower muscular strength of Parkinson's disease patients. Methods: The study included 22 patients with Parkinson's disease who were arbitrarily classified into 2 groups: 11 patients in the experimental group and 11 patients in the control group. Balance was measured with the Berg balance scale (BBS), the functional reach test (FRT), one-leg stance test (OLST), and the timed up and go test (TUG); whereas, lower muscular strength was measured with the sit-to-stand test (STS). Ping-Pong, bowling, and tennis were selected for virtual reality training for the experimental group, and were performed for 30 minutes 3 times a week for 8 weeks. The control group did not undergo any of the virtual reality training programs. Results: A significant difference was observed in the BBS, FRT, OLST, TUG, and STS results within the experimental group that underwent the virtual reality training program. On the other hand, no significant difference was observed in the BBS, FRT, OLST, TUG, and STS values within the control groups. Conclusion: In conclusion, the virtual reality training program positively affects the balance and lower muscular strength in Parkinson's disease patients. This result indicates the possibility of application of the virtual reality training program to the management for Parkinson's disease patients, and highlights the need for the development and application of more efficient virtual reality training programs in the future.

Case Study on the Development and Use of Technical Training Contents using Virtual Reality (가상현실을 이용한 기술훈련 콘텐츠의 개발 및 활용 사례연구)

  • An, Deug-Yong;Park, Hyung Kun
    • Journal of Practical Engineering Education
    • /
    • v.5 no.2
    • /
    • pp.117-122
    • /
    • 2013
  • As the IT technology evolves, virtual reality technology has been developed so fast. Studies of virtual reality technology in various fields have been conducted. There are lots of applications of virtual reality such as education, military, medical, arts, entertainment, and so on. In this research, we applied virtual reality technology to the technical education, and developed various kinds of educational contents using virtual reality. We classified virtual contents into several categories and analyzed the properties and effects, and verified the educational effects of virtual training through the case analysis.

Effects of Immersive Virtual Reality Intervention on Upper Extremity Function in Post-Stroke Patients (몰입형 가상현실 프로그램 Rapael Smart Glove가 뇌졸중 환자의 상지기능에 미치는 영향)

  • Bae, Wonjin;Kam, Kyungyoon
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.5 no.3
    • /
    • pp.1-9
    • /
    • 2017
  • Purpose: The purpose of this study was to investigate the effects of an immersive, virtual reality-based exercise program on range of motion and dexterity in the upper extremities of stroke patients. Methods: Fifteen patients with hemiparesis after stroke participated in this study. The participants participated in Rapael Semart GloveTM, an immersive, virtual reality-based exercise program, performed for 30 minutes-, 3 times per week for 4 weeks. The Rapael Smart GloveTM program and a Box and Block Test (BBT) were used to measure range of motion and to assess dexterity, respectively, pre-and post-intervention. Results: Range of motion in pronation and supination of the forearm and flexion, extension, and ulnar deviation of the wrist improved after the intervention. Dexterity measured by BBT also improved. However, range of motion in flexion and extension of the fingers and radial deviation of the wrist did not improve. Conclusion: This study presents the effects of an immersive, virtual reality-based exercise program on hand function. In the future, a study comparing an immersive, virtual reality- based exercise program to other upper-extremity interventions for stroke patients should be conducted. A study about the effects of an immersive virtual reality program on activities of daily living is also needed.

Virtual Environment Update System for Mental Illness Telemedicine System (정신질환 원격진료를 위한 가상환경 업데이트 시스템)

  • Beack Seung-Hwa;Peak Seung-Eun;Kim Dong-Wan;Ryu Jong-Hyun
    • The Transactions of the Korean Institute of Electrical Engineers D
    • /
    • v.54 no.3
    • /
    • pp.206-214
    • /
    • 2005
  • In these days the virtual reality technology has been applied to treat such an anxiety disorders. And also a medical doctor can diagnose the patient in distance with the telemedicine system. In this thesis, an telemedicine assistant system for treatment of acrophobia using biomedical signals and virtual reality technique is proposed. I made two virtual reality simulations for treatment of acrophobia and telemedicine system for communication between doctor and patient using personal computer. Multimedia conference service, online questionary, signal transfer system are needed to configure such system. Virtual reality simulation system that composed of position sensor, head mount display, and audio system, is also included in this telemedicine system. I added virtual environment update system to this virtual reality telemedicine system for treatment of acrophobia. With this virtual environment update system, the doctors can change virtual reality simulation stage based on the status of each patient and symptom of phobia. We will apply this system to the acrophobia patient in distance and be able to offer better medical treatment for mental illness in near future.

A Case Study of Virtual Reality Contents Development Using Experience Device (가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례)

  • Yoo, Myoung-Eun;Lee, Seok-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • /
    • pp.208-210
    • /
    • 2019
  • Creating a virtual reality ecosystem is more important than anything else for virtual reality, which has recently been drawing attention as a sector of the fourth industrial revolution. Virtual reality ecosystem consists of content (C), device (D), platform (P), and network (N). While content is key among these, virtual reality depends on input and output devices, so device utilization is very important. Recently, hands-on devices are being developed for realistic experiences. This study presents examples of contents development using VirZOOM, an experienced device, to reduce immersion and motion sickness of VR contents. We look forward to further promoting the development of virtual reality content in the future through this study.

  • PDF