20세기 중반이후 항법 시스템의 개발동기 및 유지는 군사적인 전술목적에 있었다고 말할 수 있다. 제2차 세계대전 이후 미소간의 냉전기간 중에도 양국은 각기 대응되는 첨단 항법시스템을 경쟁적으로 개발구축하여 왔다. 이러한 시스템들은 점차 군사목적 외에 일반에 공개되어 국가간 물류(物流)의 이동과 같은 경제 수송 활동에 있어 핵심역할을 담당하고 있다. 항법시스템은 크게 지상계시스템과 위성계시스템으로 나눌 수 있다. 지상계시스템의 대표적인 시스템은 로란-C(Long Rmge Navigation)이고, 위성계시스템의 대표적인 시스템으로 GPS를 말한다. 로란-C 시스템은 미국, EU, FERNS(Far East Radionavigation Service)둥 전 세계 국가 해상 및 육상에서 많이 이용한 시스템이지만, 현재는 그 역할을 위성항법 시스템인 GPS 및 DGPS가 많은 부분을 차지하고 있다. 위성계시스템의 획기적인 발전에 따라 지상계 중장거리 측위장치로는 유일하게 세계적으로 운영되고 있는 로란-C의 운영이용자의 감소와 더불어 로란-C항법장치의 역할에 대한 논란이 대두되고 있어 로란-C 항법 시스템의 실태와 활용방안에 대해 조명해보고, 우리나라 로란-C의 올바른 발전방향에 대해서 논의한다.
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.
최근 일련의 총기범죄는 우리사회가 이제 더 이상 총기로부터 안전한 사회가 아니라는 것을 증명해주었다. 총기범죄는 그 피해가 막대하고 사회에 미치는 영향이 파격적이므로 더 이상 확산되기 전에 대책을 강구해야 한다. 유엔을 비롯하여 세계 각국에서도 총기의 제조 및 판매, 소지를 제한하는 각종 법규 및 프로그램을 강구, 시행 중이며, 우리나라에서도 관련법제를 두어 총기판매 등을 제한하고 있으나 실제로는 총기의 불법유통과 이로 인한 범죄발생 등에 효과적으로 대처하지 못하고 있다. 따라서 이 논문은 국제사회의 총기범죄의 실태 및 대책을 살펴보고 이를 통해 우리나라의 관련대안을 모색하는데 연구목적을 두었다.
정신분열병은 망상이나 환각과 같은 양성증상과 감정적 둔마와 같은 음성증상이 대표적인 사고장애로서 외부입력 정보를 통합하거나 체계적으로 처리하는 능력이 매우 부족하다. 즉, 정신분열병 환자는 시각, 청각, 촉각 등의 자극을 종합하고 통합하여 인지하지 못한다. 본 연구에서는 뇌 인지 통합 모델(Brain Multimodal Integration Model)에 기반하여 정신분열병 환자의 인지 능력을 측정하기 위한 가상현실시스템을 제안한다. 정신분열병 환자의 지각, 인지, 운동능력을 측정하기 위한 가상현실시스템은 환자에게 시각과 청각의 멀티모달 자극을 제시하여, 환자로 하여금 일정시간 동안 자극을 기억하고 처리하여 주어진 과제를 수행하도록 하였다. 수행 결과를 통해 환자의 멀티모달 자극 통합능력 및 작업기억 통합능력, 네비게이션 능력을 평가한다. 임상연구를 통해 개발된 가상현실시스템을 WCST과 같은 기존 검사방법들과 비교하여 검증하였는데, 가상현실로 측정한 파라미터와 WCST의 파라미터 및 SPM 점수 사이에 매우 유의미한 상관관계를 보여 가상현실시스템의 유용성을 확인할 수 있었다.
Yeats was interested in imagination as he was familiar with the function and value of imagination. For him, Imagination is a kind of creative principle; it is like an almighty divine god. By using and developing the power of imagination we can do anything. The ultimate aim of imagination is to create a paradise in this world from now to eternity. It is, however, too difficult to make such images, as we wish to. Though difficult, it is not impossible to do so. According to Bergson, the possible and the real are not essentially different qualities; they are originally the same attributes; furthermore, all material things are to be formed by the gathering together of images―the world of imagination consists of numerous images. Thus, we, with the marvellous power of imagination, can have the infinite power and intelligence, which resemble those of God. Nonetheless, we are sad for many human conditions that restrict us. But Yeats praises the human souls that overcome such conditions with full arduous life. As he awakens mentally, he comes to find the concept of taking pains -labor-; he needs to make constant efforts to realize the imagination as he wants it, wholeheartedly. To Yeats, such a hard process of living itself is man's sublimity. He concludes that in struggling against the terrible condition of life man will come closer to the attributes of God.
English language teaching in elementarγ school was proposed and is now in practice on the basis of the Critical Period Hypothesis which is also theoretically supported by innatists who argue that UG begins attrition around puberty and that language acquisition becomes increasingly difficult beyond this period. This was proved true of first language acquisition and naturalistic SLA, but no evidence has been known about instructed second language leaming in formal education. Elementary school ELT is supported by some parents who wish their children to leam this world language effectively, but the educational environment is far from utilizing the leamers' UG: few teachers are capable of providing authentic input, so the leamers depend on their general intelligence and leaming strategy rather than UG. It is suggested that high school age is optimum for utilizing leamers' motivation, intelligence, and leaming strategy.
Virtual reality (VR) opened the possibility of moving beyond the 2-D world of conventional desktop systems to an immersive, multi-sensory environment generated by computer graphics. Haptic feedback (Haptics) is now starting to get recognition and use in i
지구과학 학습 내용들은 교실이나 실험실에서 통제하기 어려운 내용들이 많다. 따라서 이를 극복할 수 있는 하나의 방안으로 가상현실 기술을 도입하여 웹상에서 활용할 수 있는 3D 가상현실 학습프로그램을 개발하였다. 개발된 프로그램은 701명의 중학교 학생들에게 투입되었다. 그 결과 몰입감을 통한 흥미유발 및 동기유발에 아주 긍정적인 효과가 있었으며, 공간지각 능력 향상에도 큰 도움이 되는 것으로 보여졌다.
본 연구는 가상현실을 이용하여 교통사고 후 경험하게 되는 불안감 및 공포감과 같은 심리적인 후유장애에 대한 치료 프로그램을 개발하기 위한 예비연구로 수행되었다. 가상현실을 통한 교통사고 후유장애 프로그램의 핵심내용이 되는 운전주행 시나리오의 효과를 검증하고, 이완훈련 등의 불안감소 훈련의 효과를 피험자를 통해 검증해 보았다. 총 8명의 피험자(정상인 7명, 교통사고 환자 1명)를 대상으로 세 가지 주행상황 시나리오를 제시하고, 이후 이완훈련을 실시하였다. 그 결과 이완훈련 후 유의미한 불안감소 효과가 나타났다. 하지만 각각의 주행상황에 따라서 불안이 증가되는 경향성은 나타났으나 통계적으로 유의미한 수준에 이르지는 못하였다. 이를 종합하여 볼 때, 주로 정상인을 대상으로 한 연구임에도 불안유발 경향성이 나타난 점은 고무적이나 교통사고자를 대상으로 한 경험적인 증명이 필요하며, 가상현실을 이용한 이완훈련은 효과적인 것으로 판명되었다.
This study is to explain the importance and the necessity of virtual cyber-tour in a virtual reality environment, and to present a way of its realization as a mean to surmount the fundamental constraints in current tourism, arising mainly from the individual health, cost, leisure time, and the low perception on tourism culture. This virtual cyber-tour using virtual reality technology will not only provide various indirect tour experiences to the existing tour resources, but also develop a new type of tour system, leading to new worlds which have not been accessible to the Public because of various restrictions coming from the current technology, transportation means, and physical limit's of human body.
In the real environment, it is not easy to get the effective training or to simulate several hazard situations for safety because of the direct exposure to the hazards of the actual system. But the virtual environment(VE) can help the users to get the effective training or to simulate all kind of possible situations without the exposure to the harzards of the actual system. Therefore, the number of virtual reality(VR) application for safety will be increased dramatically in the future. This paper proposes a category of VR applications and also the steps to develope the VE for emergency management.
실 상황하에서 안전에 대한 훈련이나 시뮬레이션은 매우 위험한 결과를 초래할 수 있으므로 효과적인 훈련을 하기가 어렵다. 그러나 가상현실 기술을 이용하여 몰입감 있는 가상환경을 구축하여 활용하면 참여자가 위험에 직접 노출되지 않고 안전에 대한 훈련을 받을 수 있으며, 여러 시나리오에 대한 시뮬레이션을 할 수 있다. 이러한 이유로 가상현실의 안전분야에 대한 응용은 급속도로 확대될 것으로 사료된다. 본 연구에서는 가상현실의 안전분야 응용에 대한 범주를 제시하고, 응급상황의 발생 시에 이를 효율적으로 관리할 수 있는 가상환경을 구축하기 위한 개발단계를 제시한다.
The paper describes creation methods of background scenes to implement realistic virtual environments in the VRSS (Virtual Reality Ship Simulator). VRSS is next-generation system constructed with virtual tools in a virtual space. Thus, it could have many benefits compared to conventional ship simulators composed with heavy bridge mock-up system and wide visual presentations. In this work, we developed effective 3D object modeling techniques, and constructed virtual harbor scene by using 3D-Webmaster authoring tool. The virtual harbor was built with object-oriented 3D objects modeled to interact with user's action. With the immersion-type VR system, we created virtual harbor environments in a virtual space, and discussed on the naturalness of the scene with test results of SDMPA (Semantic Differential Method for Psychophysical Assessment) by 10 subjects. As the results of subject assessment, all of the participants could felt natural-like harbor. Therefore, we found that the proposed creation methods and procedures of background scene are enabling to fit to the full mission VRSS construction.
The paper describes system design of next-generation Ship Simulator using Virtual Reality (VRSS), well known as human-computer interaction. VRSS system is required to have special condition that comprises multiple user participants such as captain, officer, pilot, and quartermaster. To cope with that condition, core technologies were explored and proposed multi-networking system with broker server. The evaluation of the proposed system was done with PC-based immersion-type VR device, constituted with HMD (Head Mounted Display), Head Tracking Sensor, Puck, Headphone, and Microphone. Using the VR device, assessment test was carried out in a virtual bridge with 3D objects, which are created by VRML (Virtual Reality Model Language) program. As results of tests, it is shown that the cybernetic 3D objects were act as if real things in a real ship's bridge. Therefore, interesting interaction with participants can be obtained in the system, Thus, we found that the proposed system architecture can be applicable to VRSS system construction.
One of the objectives of any task design is to provide a safe and helpful workplace for the employees. The safety and health module may include means for confronting the design with safety and health regulations and standards as well as tools for obstacles and collisions detection (such as error models and simulators). Virtual Reality is a leading edge technology which has only very recently become available on platforms and at prices accessible to the majority of simulation engineers. The design of an automated manufacturing system is a complicated, multidisciplinary task that requires involvement of several specialists. In this paper, a design procedure that facilitates the safety and ergonomic considerations of an automated manufacturing system are described. The procedure consists of the following major steps: Data collection and analysis of the data, creation of a three-dimensional simulation model of the work environment, simulation for safety analysis and risk assessment, development of safety solutions, selection of the preferred solutions, implementation of the selected solutions, reporting, and training When improving the safety of an existing system the three-dimensional simulation model helps the designer to perceive the work from operators point of view objectively and safely without the exposure to hazards of the actual system.
Too many big accidents have been occurring in Korea during '90. Those were accidents of Sung-Soo Bridge in 1994 and Sam-Poong Department Store in 1995. It was confirmed that the causes of the accident were unreliable construction or building. Therefore, in this study are to use technique of virtual reality(VR) simulation in order to prevent construction accidents. To set up the VR in safety construction, Date Base of variables, VR model and expert system are needed. This system is to build expert system, to visualize of the VR system and navigation, and to find out design errors of construction. Therefore, the purpose of this was to analyze accident type of construction, and apply VR system for simulation technique.