This study analyzes the body shapes of lower-body obese female adolescents and proposes a slacks pattern suitable for their body type. Lower-body obesity is a prevalent type of teenage obesity, and our proposals aim to improve consumer satisfaction in ready-to-wear clothes across this demographic. We first observe characteristics of obese lower bodies, noting significantly above-average thigh and hip circumference. These figures indicate a high degree of curvature in obese lower bodies, along with a large drop value. Leveraging this data, we develop a novel slacks pattern using 3D avatars in a virtual simulation system. The formulas for the main areas of the pattern are as follows: front waist girth W/4+0.75cm+0.5cm, back waist girth W/4+0.5cm– 0.5cm, front hip girth H/4+1.25cm–0.5cm, back hip girth H/4+2cm+0.5cm, front crotch extension H/16+0.5cm, back crotch extension H/8+1cm. Results from appearance evaluations show that this pattern minimizes strain rate on the waist and hips, and its average score is significantly higher than that of an alternative pattern that was also evaluated. The minimized strain rate and high average score indicate that our pattern assigns a sufficient amount of space to the appropriate areas. Based on these results, we expect our research to inform slacks pattern development and production for obese consumers of all types.
This study seeks to increase the satisfaction of elderly men when purchasing and wearing ready-to-wear clothes by designing a slacks pattern suitable for their body type, which is determined by analyzing their lower bodies using virtual avatars and 3D virtual simulation system. The study found the following. First, based on virtual visualization of the comparison slacks pattern, the waistline position was consistently the lowest scored question among the evaluation survey items. Interpretation of this dissatisfaction suggests that, because the front waistline falls below the abdomen, the lower body, and especially the abdominal shape, is unpleasantly emphasized. Second, by using a virtual simulation system, the study developed a new slacks pattern that considered the concerns of elderly men. The primary measurement changes were as follows: front waist girth W/4+1.5cm+0.5cm, back waist girth W/4+1.5cm–0.5cm, front hip girth H/4+2.5cm–0.5cm, back hip girth H/4+2.5cm+0.5cm. Third, the new slacks pattern’s appearance was evaluated more highly than the comparison pattern, confirming the new pattern’s appropriateness for elderly men. This study demonstrates how slacks and other clothing patterns designed in a 3D virtual garment simulator can be used to design more appealing clothing for elderly men, increasing the satisfaction of wearing ready-made clothes at older ages.
Purpose: Since the COVID-19 pandemic, virtual simulation practice has been increasingly activated as an alternative to clinical practice in nursing colleges. This study aimed to provide basic data by confirming changes in self-efficacy and nursing knowledge in the virtual simulations of nursing students, and identifying virtual presence, virtual patient learning system evaluation (VPLSE), and practical satisfaction. Methods: This was a single-group pre-post quasi-experimental study. The subjects were 28 third-grade nursing students. Results: Self-efficacy and nursing knowledge increased significantly (p<.001). Virtual presence had a significant positive correlation with VPLSE) (p=.002) and practice satisfaction (p=.011). There was also a significant positive correlation between virtual simulation learning evaluation and practice satisfaction (p<.001). Conclusion: Based on these results, virtual simulation practice can be used with clinical practice as an educational method to improve nursing students' self-efficacy and nursing knowledge in nursing education. Virtual presence was confirmed as a significant variable to improve practice satisfaction and VPLSE. It is necessary to develop a virtual simulation program that can improve virtual presence through collaboration with virtual reality technology experts.
The goal of this study was to develop a haptic communication system that can convey the tactile sensation of fashion materials in a virtual environment. In addition, the effectiveness and how realistically the virtual fabric image of this system delivers the tactile sensation of actual fabric was verified. First, a literature review was conducted through which the tactile attributes of fashion materials were defined that would be implemented in the haptic communication system. Then, a questionnaire for evaluating the tactile attributes of fashion materials was developed. Next, a haptic communication system was designed to convey fashion image experiences in a virtual environment, from which a haptic rendering model was suggested. The effectiveness of the haptic communication system was evaluated by verifying user experiences with questions developed through a user evaluation experiment. The validity of the evaluation questions pertaining to the tactile attributes and the effects of the haptic communication system were verified. Factor analysis was conducted to verify the evaluation of the tactile sense attributes of the fashion material, which identified density, thickness, and elasticity of the material as key factors. As a result of comparisons between the tactile sense through haptic characteristics and through touching, it was observed that regarding density and thickness, tactile sense experience led to greater perceived reality, while this was not the case for elasticity.
Background: Previous robot-mediated gait training has been proven several limitations such as pointless repeated motion training, decreased presence, etc. In this research, adult stroke patients were participated in robot-mediated gait training accompanied with or without virtual reality program.
Objectives: Exploring whether the results indicated virtual reality system has contribution to muscle strength and balance ability.
Design: A case series research, cross-over trial.
Methods: Eleven participants (male 4, female 7) with adults diagnosed as stroke from medical doctor ware engaged. The participants received 2 treatment sessions of identical duration, robot-assisted gait training with virtual reality and robot-assisted gait training with screen-off randomly crossed over include 1-day for each person of wash-out period. The parameter was muscle activity, the researchers assessed sEMG (surface electromyography).
Results: The result showed less muscle activities during training in robotassisted gait training with virtual reality circumstances, and these indicated muscles were gluteus medius muscle, vastus medialis muscle, vastus intermedius and vastus lateralis muscle, semimembranosus muscle, gastrocnemius- lateral head, and soleus muscle (P<.05).
Conclusion: In this study, we analyzed the outcome of muscle activity for clinical inference of robot-assisted gait training with virtual reality (VR). Less muscle activity was measured in the treatment accompanied by VR, therefore, a more systematic, in-depth and well-founded level of follow-up research is needed.
본 논문에서 온라인 쇼핑몰에 적용을 목적으로 2차원 이미지에 기반한 가상 의상 착용 알고리즘을 설계하고 개발하였다. 기존의 가상착용 시스템은 3차원 의상 및 사용자 정보에 기반하여 비용과 시간이 많이 들어가는 문제를 가지고 있다. 본 시스템은 최근 급격히 발전된 딥러닝기술과 컴퓨터 그래픽스 기술을 활용한다. 우선, 패션영상을 시멘틱 분할 네트워크를 사용하여 옷과 신체를 영상분할하고, 자세 네트워크를 사용하여 의상과 사용자의 골격정보를 확보한다. 이 두 가지 정보를 바탕으로 의상의 골격위치와 사용자의 골격위치를 일치시킴으로서 변형에 필요한 변수를 확보하고 이를 바탕으로 영상 변형을 하여 가상착용을 수행한다. 실험결과 단순한 기하형태의 옷과 선 자세를 유지하는 패션사진과 사용자사진의 경우 만족스러운 변형 결과를 얻을 수 있었으나 다양한 의상의 형태나 자세를 갖는 경우 원만한 착용결과를 얻을 수 없었다. 완벽한 시스템은 존재할 수 없으므로 현재 기술로 적용 가능한 의상의 범위와 문제 상황을 자세히 분석하여. 이를 바탕으로 추후 연구를 방향을 설정할 수 있도록 하였다.
PURPOSES: Traffic safety facilities are used to prevent traffic accidents before they occur by providing drivers with information on traffic situations and the geometric design of roads. However, some facilities not defined in guidelines do not meet installation criteria, yet are being installed and used in order to increase efficiency in traffic flow and prevent traffic accidents in a specific expressway zone. In this study, we have evaluated the effect of delineation system which are not defined in the guideline criteria. METHODS : Different virtual scenarios were created for roads using expressway median barrier chevron signs, with a driving simulator used to evaluate the installation and operational effect of such signs. Ten experiments were performed with left- and right-curved roads at curve radius intervals of 500 m, from 500 m to 2,500 m. RESULTS: For sections with a curve radius of more than 1,500 m, drivers had a clear tendency toward stable driving regardless of delineation system. When a chevron sign is installed on a protection fence in the road curving left, an expanded installation is recommended up to the section with a curve radius of 1,000 m. According to the analysis results for the RHB (Relative High Beta spectrum), driving concentration also improved up to a curve radius of 1,000 m. CONCLUSIONS: The experiment result indicates the extent of biasing within a lane and the manipulation amount of steering handle, were analyzed and found to be affected by curve radius and road alignment regardless of delineation system.
본 연구는 증강현실 홈 트레이닝 시스템을 통해 가상 참여자의 존자개 사용자에게 미치는 영향을 살펴보고자 한다. 구체적으로, 가상의 참여자가 제공되는 경우와 아닌 경우의 몰입, 인지된 경쟁, 그리고 정보 습득의 욕구의 차이에 대해 살펴보았다. 자동으로 실험 참여자들의 자세에 따른 정확도와 피드백을 제공하는 홈 트레이닝 시스템을 직접 개발하였고, 이를 활용하여 다음의 세 가지 가설을 실증하였다. 첫째, 가상의 참여자를 보며 트레이닝 시스템을 사용하면 그렇지 않은 경우보다 몰입이 더욱 높을 것이다. 둘째, 가상의 참여자를 보며 트레이닝 시스템을 사용하면 그렇지 않은 경우보다 인지된 경쟁이 더욱 높을 것이다. 셋째, 가상의 참여자를 보며 트레이닝 시스템을 사용하면 그렇지 않은 경우보다 정보 습득의 욕구가 더욱 높을 것이다. 실험을 통해 세 가지 가설이 모두 지지되었으며, 가상의 참여자가 이용자에 영향을 미침을 확인할 수 있었다. 기존 연구가 가상 트레이닝 시스템 그 자체에 대한 효과를 보는 것에 반해, 본 연구가 가상 트레이닝 시스템을 이용할 때 다른 운동 참여자가 나오는 영상을 보는 것이 유의한가에 대한 답을 하고 있다는 점에서 시사점을 제공한다.
Using 3D based BIM(Building Information Modeling) enables a variety of construction simulations. The is no case to simulate BIM demonstration experiment on deeply immersed virtual reality environment in korea. This paper develops a multi screen based simulation system to enable 3D based immersed environment to diverse decision making and virtual construction simulation. In a developed simulation laboratory, we can carry out BIM drawing review, disaster evacuation simulation, constructability review on wild land and design urban planning using haptic device on 3-side space with 4K resolution . Also, It can review large amount of drawings without data conversion because of compatibility with BIM software.
BIM(building information modeling) has been actively applied to construction industries and to maximize its application through the life cycle of structure, various relevant technologies have been proposed. In particular, 4D sequencing management and 5D cost-related management were introduced as an improved version of the design review and interface control by 3D information design. On the other hand, the virtual construction using virtual construction equipment can sophisticatedly handle capacity, dynamic movement, collision boundaries of actual construction machines but it still stays at a low level in a technical sense. In this study, simulation systems based on BIM involving virtual construction equipment have been developed; then it is applied to the actual construction project to evaluate the safety and efficiency of construction equipments. It was confirmed that the simulation systems can be utilized to construct virtual construction site by using an effective 3D library of construction equipment and can plays a key role to secure construction safety and economic feasibility. Specifically, the simulation system are very useful for decision making by construction managers to select the optimum equipment and construction method with a better understanding for safety and cost-saving.
This paper presents development of the new haptic device for virtual wall collision test. Mathematical model of the proposed system considering virtual wall collision is developed and tuned by comparing force responses from simulation and experiment with free motion. To verify the effectiveness of the proposed model, a range of collision tests against virtual wall are accomplished, conditioned on different collision speeds to virtual wall. In addition, hybrid PI control scheme is applied to improve the performance of the proposed haptic system in virtual wall collision experiments.
Recently, a lot of smart devices such as smart phones have been spread. The research on smart education based on the devices are being actively investigated. A typical example of them is EPub3.0 proposed by the IDPF. Even if the educational content has supported multimedia such as image, video, text to speech and etc, it does not support a 3D virtual content yet. So a virtual reality-based education has not been achieved. In this paper, we propose an educational content system in which a virtual education simulation is possible through smart devices. To do it, the proposed system consists of an authoring tool creating 3D virtual educational content, and a viewer visualizing the content. The experimental results showed possibility of virtual experience education.
Recently, a lot of smart devices such as smart phones have been spread. The research on smart education based on the devices are being actively investigated. A typical example of them is EPub3.0 proposed by the IDPF. Even if the educational content has supported multimedia such as image, video, text to speech and etc, it does not support a 3D virtual content yet. So a virtual reality-based education has not been achieved. In this paper, we propose an educational content system in which a virtual education simulation is possible through smart devices. To do it, the proposed system consists of an authoring tool creating 3D virtual educational content, and a viewer visualizing the content. The experimental results showed possibility of virtual experience education.
Recently, Korea Air Force has been facing a lot of problems in its pilot training system such as training time shortage due to the expensive gas price, noise pollution and difficulties in finding airspace for training. To tackle these problems, a new training system (called L-V training system) using both aircraft and its simulator has been suggested. In the system, a data link is established between aircraft and simulator to exchange their flight information. Using the flight information of simulator, aircraft can perform various air missions with or against imaginary aircraft (i.e., simulator). For this system, it is crucially important that fair fighting condition has to be guaranteed between aircraft and simulator. In this paper, we suggested an approach to impose a maneuvering restriction to simulator in order to provide fair fighting condition between aircraft and simulator.
This study aims to compare the ease of men's slim pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The study selected four educational materials and one industrial pattern of slim pants for a total of five items. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing and opacity, and a comparison was performed regarding the clothing pressure when the virtual model was standing and walking. The results of our comparison of the patternmaking for slim pants showed that pattern C pants had the greatest ease on the waist circumference, while B pants showed no ease. The C and E pants also had the most ease on the hip measurement. In the appearance evaluation, A pants received the most favorable results, followed by D, E, B, and C, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem when standing in all pants, so the clothing pressure was high. While walking, the stress appeared to be different for the left and right parts of the body, and the most significant difference was observed on the thigh area.
This paper proposes the design and implementation of a system to provide a web-based ubiquitous 3D virtual reality education environment for secondary students to help experiment freely with safety by computer simulation in physics education. To realize this system, ThreeJS, one of the famous 3D graphics libraries based on javascript, has been used to support WebGL(Web Graphic Library). Hence the system became browser independent to give flexibility for most users. It is designed to make the mouse control change the position of the camera of the 3D graphics, so that the user can observe the virtual motion in various viewpoints. In contrast to the other local PC based education systems, this web-based system is much easier for distribution and management.
This study aims to compare the ease of shirt patterns in the men's wear market that have been constantly developing, and to analyze the fitness and appearance through the 3D virtual try-on system. The study selected three industrial patterns and two educational materials of classic-fit and slim-fit shirts for a total of ten items. The experiments involved virtual wearing, a stress contact point perspective map, and appearance evaluations. First, the ease differed significantly in the chest, waist, and sleeve cap height according to the patterns. Second, based on the stress, contact point, and transparency, there was ease in the order of Nam, D-brand, J-brand, Park, and S-brand in the classic-fit shirts while the order of D-brand, Nam, J-brand, Park, and S-brand resulted in the slim-fit shirts. Third, in the appearance evaluation, higher points resulted in the order of J-brand, Park, S-brand, D-brand, and Nam in both classic-fit and slim-fit. The results showed that proper ease differs greatly by shirt-fit and target age. Also, the shirts with more ease tended to be evaluated less favorably in the appearance evaluation. Based on the results, the study suggests that the proper ease in chest circumference is 18cm for the classic-fit shirts and 6 cm for the slim-fit shirts.
Virtual metrology(VM) is a promising technology which can convert off-line sampling inspection into on-line total inspection at the manufacturing process. This paper provides an economic evaluation model of VM system which predicts the defects of a target process with Bernoulli sampling inspection. For this purpose, we build M/G/1 queueing models of two systems. One is VM non-applied system and the other is VM applied one. We derive total costs per unit time of each system and conduct sensitivity analysis according to variations of input parameters such as defect rates, various process costs and VM prediction error rates. The proposed analysis model is expected to be used for evaluating economic values of VM system implementation projects.