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1

Driving Performance Analysis of the Adaptive Cruise Controlled Vehicle with a Virtual Reality Simulation System

Kwon Seong-Jin, Chun Jee-Hoon, Jang Suk, Suh Myung-Won

[Kisti 연계] 대한기계학회 Journal of mechanical science and technology Vol.20 No.1 2006 pp.29-41

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원문보기

Nowadays, with the advancement of computers, computer simulation linked with VR (Virtual Reality) technology has become a useful method for designing the automotive driving system. In this paper, the VR simulation system was developed to investigate the driving performances of the ASV (Advanced Safety Vehicle) equipped with an ACC (Adaptive Cruise Control) system. For this purpose, VR environment which generates visual and sound information of the vehicle, road, facilities, and terrain was organized for the realistic driving situation. Mathematical models of vehicle dynamic analysis, which includes the ACC algorithm, have been constructed for computer simulation. The ACC algorithm modulates the throttle and the brake functions of vehicles to regulate their speeds so that the vehicles can keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamics simulation with VR rendering. With the developed VR simulation system, several scenarios are applied to evaluate the adaptive cruise controlled vehicle for various driving situations.

2

A systematic review and meta-analysis of studies on extended reality-based pediatric nursing simulation program development

김은주, 임지영, Geun Myun Kim

[NRF 연계] 한국아동간호학회 Child Health Nursing Research Vol.29 No.1 2023.01 pp.24-36

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Purpose: This systematic literature review and meta-analysis explored extended reality (XR)-based pediatric nursing simulation programs and analyzed their effectiveness. Methods: A literature search was conducted between May 1 and 30, 2022 in the following electronic databases: MEDLINE, Embase, Cochrane Central Register of Controlled Trials (CENTRAL), and CINAHL. The search period was from 2000 to 2022. In total, 6,095 articles were reviewed according to the inclusion and exclusion criteria, and 14 articles were selected for the final content analysis and 10 for the meta-analysis. Dataanalysis was performed using descriptive statistics and the Comprehensive Meta-Analysis program. Results: XR-based pediatric nursing simulation programs have increased since 2019. Studies using virtual reality with manikins or high-fidelity simulators were the most common, with six studies. The total effect size was statistically significant at 0.84 (95% confidence interval=0.50-1.19, z=4.82, p<.001). Conclusion: Based on the findings, we suggest developing standardized guidelines for the operation of virtual pediatric nursing simulation education and practice. Simultaneously, theapplication of more sophisticated research designs for effect measurement and the combined applications of various virtual simulation methods are needed to validate the most effective simulation methodology.

3

Effects of virtual reality-based simulation education for nursing students: a systematic review and meta-analysis

정연희, Her Jihoo

[NRF 연계] 한국기초간호학회 Journal of korean biological nursing science Vol.28 No.1 2026.02 pp.43-65

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Purpose: This study conducted a systematic analysis of the effects of virtual reality (VR)-based simulation education on nursing students’ learning outcomes.Methods: Studies involving undergraduate nursing students who received immersive or non-immersive VR?based simulation education, compared with conventional nursing education, were identified from Cochrane CENTRAL, EMBASE, PubMed, CINAHL, ACM Digital Library, NDSL, KISS, DBpia, and RISS, from database inception through February 28, 2025. The primary outcomes were nursing skill performance and knowledge, while the secondary outcomes were self-efficacy and confidence in nursing performance. Only randomized controlled trials were included. A total of 21 studies met the inclusion criteria and were synthesized using a random-effects meta-analysis. Effect sizes were calculated as standardized mean differences (SMDs) with 95% confidence intervals (CIs).Results: Across 21 randomized controlled trials, the meta-analysis showed that VR-based simulation education had no statistically significant effects on nursing skill performance (n = 759, SMD = 0.18; 95% CI: ?0.47 to 0.82) or confidence in nursing performance (n = 1,157, SMD = 0.12; 95% CI: ?0.20 to 0.43). In contrast, statistically significant positive effects were observed for knowledge (n = 1,009, SMD = 0.32; 95% CI: 0.08 to 0.57) and self-efficacy (n = 696, SMD = 0.46; 95% CI: 0.11 to 0.81).Conclusion: VR-based simulation education represents an effective educational approach for improving nursing students’ knowledge and self-efficacy. Future implementations should align the type and complexity of VR simulations with specific educational goals and content, while accounting for potential variation related to instructional design, learner characteristics, and outcome measures.

4

Effects of Health Education Using Virtual Reality for Adolescents: A Systematic Review and Meta-Analysis

Park, SoMi, Chung, ChaeWeon, Kim, Gaeun

[Kisti 연계] 한국간호과학회 Journal of Korean academy of nursing Vol.53 No.2 2023 pp.177-190

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Purpose: This study aimed to evaluate the effects of health interventions using virtual reality (VR) on improving knowledge, attitudes, and skills; and inducing behavioral change among adolescents. Methods: This study is a systematic review and meta-analysis following PRISMA guidelines. We searched Cochrane, MEDLINE, Embase, CINAHL, Scopus, Web of Science, and Korean databases between database inception and April 10, 2021. Based on heterogeneity, a random- or fixed-effects model was used, as appropriate, to calculate effect sizes in terms of the standardized mean difference (SMD) and odds ratio (OR). Studies were selected if they verified the effects of health education using VR on adolescents; there was an appropriate control group; and if the effects of education were reported in terms of changes in knowledge, attitudes, skills, or behaviors. Results: This analysis included six studies (n = 1,086). The intervention groups showed greater responses in knowledge and attitudes (SMD = 0.57, 95% confidence interval (CI) [0.12 to 1.02]), skills related to health behavior (SMD = - 0.45, 95% CI [- 0.71 to - 0.19]), and behavioral change after 12 months (OR = 2.36, 95% CI [1.03 to 5.41]). Conclusion: The results confirm the effectiveness of health interventions using virtual reality (VR). Although the analysis include a small number of studies, a case can be made for health interventions using VR to be utilized as educational methods and strategies to prevent risky behaviors among adolescents.

5

Verification of the Reliability and Validity of a Virtual Reality Cognitive Evaluation System Based on Motion Recognition Analysis Evaluation

Jeonghan Kwon, Subeen Kim, Jongduk Choi

[Kisti 연계] 한국전문물리치료학회 한국전문물리치료학회지 Vol.30 No.4 2023 pp.306-313

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Background: As social problems due to the acceleration of the aging era and the increase in the elderly population are becoming serious, virtual reality (VR)-based healthcare is emerging as an approach for preventing and managing health issues. Objects: This study used validity and reliability analyses to examine the clinical efficacy that is, the clinical value and usability of a novel VR cognitive evaluation system index that we developed. Methods: We developed a VR cognitive evaluation system based on motion recognition analysis evaluation for individuals aged 65 to 85. After conducting the Korean version of the Mini-Mental State Exam (K-MMSE) cognitive evaluation, the evaluation score was verified through correlation analysis in the VR cognitive evaluation system. To verify the construct validity of the two groups, the Global Deterioration Scale (GDS) grades were categorized into a normal cognitive group (GDS grade 1) and a cognitive impairment group (GDS grades 2 and 3). The data were measured twice to determine the reliability between the two measurements and assess the stability and clinical value of the evaluation system. Results: Our evaluation system had a high correlation of 0.85 with the widely used K-MMSE cognitive evaluation. The system had strong criterion-related validity at the 95% confidence interval. Compared to the average score of GDS grade 1 in the VR cognitive evaluation system, the average score of GDS grades 2 and 3 in the VR cognitive evaluation system was statistically significantly lower while also having strong construct validity at the 95% confidence interval. To measure the reliability of the VR cognitive evaluation system, tests-retests were conducted using the intraclass correlation coefficient (3,1), which equaled 0.923 and was statistically significant. Conclusion: The VR cognitive evaluation system we developed is a valid and reliable clinical tool to distinguish between normal cognitive status and mild cognitive impairment.

6

5,800원

7

5,100원

This study is to focuses on a user’s attitude toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users had a significant effect on spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications to analyze user perspective using immersion, which was found a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

8

6,400원

This study is to focuses on users’ attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

9

The Korea Convergence Society A Study on the Optimization of Manufacturing Process through Motion Analysis and Virtual Reality KCI 등재

Hyun-Jong Kim, Jung-Wan Hong, Yen-Woo You

한국융합학회 한국융합학회논문지 제8권 제7호 2017.07 pp.23-28

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4,000원

제조업에 있어 효율적인 제조공정을 위해 기업의 생산성 향상 및 원가절감은 현 제조기업의 절실한 과제 이다. 효율적인 제조공정 설계와 생산성향상을 위해 동작분석 및 가상현실기반의 테스트베드 연계시스템을 활용하 여 불필요한 요소제거를 통해 효율적인 제조공정 방법을 연구한다. 가상의 사전 공정배치 시뮬레이션을 통한 최적 화 검증 후 작업라인을 구축할 경우 추가적인 공정 수정 또는 보완에 소요되는 비용을 절감하고, 이는 결과적으로 기업의 제조경쟁력 향상이라는 실질적 효과를 도출할 수 있다. 본 연구를 통해 설계기간 단축, 설비개선, 자동화, 인간공학 실현, 프로세스 개선 등을 하여 생산성 향상, 품질 향상, 비용절감뿐만 아니라 안전 및 건강에 대한 직원 만족을 달성할 수 있다.

For manufacturing industry to achieve efficient manufacturing process, improving a company’s productivity and reducing cost is a required task of the current manufacturing companies. For design of efficient manufacturing process and improvement of productivity, efficient manufacturing process method is studied through removal of unnecessary elements analyzing motions and using test-bed linkage system based on virtual reality. When building process line after verifying optimization through virtual process arrangement simulation in advance, it is available to save additional cost for process modification or supplement to result in practical effects of improving a company’s manufacturing competition. Reducing design period, improving equipment, making automation, realizing ergonomics, and improving process through this study, it will be available to achieve improvement of productivity, enhancement of quality, cost reduction as well as employees’ satisfaction for safety and health.

10

4,200원

최근 가상현실 기술이 대중들에게 인기와 관심을 가지기 시작하면서 다양한 콘텐츠가 등장하고 있다. 특히 가상현실 디바이스를 활용한 가상현실 게임이 사용자와 시장에서 많은 관심을 받고 있으며 가상 현실 게임이 많이 개발되고 있는 추세이다. 가상현실 게임의 특징은 가상현실 디바이스를 통해 현존감 을 느끼며 몰입감을 극대화 시킬 수 있다는 장점을 가지고 있다. 이러한 장점을 활용하여 가상현실의 공간형 디스플레이 환경에서 디바이스의 인터페이스를 통해 여러 상호작용 아이템과의 상호작용을 할 수 있어 현존감 있는 경험이 가능하다. 이러한 특징을 극대화하여 사용자에게 보다 높은 몰입감과 흥 미를 발생 할 수 있는 방안을 연구 하고자 한다. 설계 방안을 제시하기에 앞서 대중화된 가상현실 게 임내의 상호작용 아이템과 인터페이스 설계방식을 분석하여 몰입감을 증대 시킬 수 있는 방안을 찾는 것이 본 연구에 목적이다. 연구에서 게임의 인터페이스와 상호작용 아이템간의 관계를 정리하였고 이 를 기반으로 가상현실 게임 사례를 들어 가상현실 게임 내의 아이템 인터페이스의 설계 방식을 비교 분석하는 연구를 진행하였다. 연구를 통해 보다 몰입감이 높은 가상현실 게임의 인터페이스 설계 방안 의 기반이 되는 선행연구가 될 것으로 기대한다.

As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence

11

Financial Analysis of Thai Banks : Effectiveness of Augmented Reality Visualization

Uthai Tanlamai, Aim-Orn Jaikengkit, Teerayout Wattanasupachoke

한국정보기술응용학회 JITAM Vol.24 No.3 2017.09 pp.51-61

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4,200원

The objective of the study is to examine the acceptance and usability of Augmented Reality (AR) visuals developed for industry analysis of Thai Banks and whether these visuals can outperform the table of numbers in representing financial accounting data. Convenient samples were used and the data were collected with self-assessed questionnaires from 109 users with minimum prior experiences with financial analyses. The results from descriptive statistics indicates that despite having over 80% of respondents with little prior experience in analyzing financial performance of banking industry, the majority of them were able to correctly make prediction (96.4%), identify trend (82.6%) and compare banks’ performance (70.6%). Their attitudes and perception towards Bank-AR visuals were above average. Although the overall usability score is average (53%), the respondents rated the Bank-AR visuals to be highly useful and had high intention to use them in the future.

12

WHEN OLD MEETS NEW : AN ANALYSIS OF KOREAN TRADITIONAL NARRATIVE IN THE CONTEMPORARY REALITY TV SHOW INFINITE CHALLENGE SCOPUS KCI 등재 A&HCI

By YOON TAE-IL, KIM SAE-EUN, KIM SOOAH, SOHN BYUNG-WOO

계명대학교 한국학연구원 Acta Koreana VOLUME 20 NUMBER 2 2017.12 pp.423-448

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6,400원

In an attempt to explore how local traditional narrative manifests in a globalized media format, we analyzed five aesthetic elements of Korean traditional performances in Infinite Challenge (Muhan tojŏn) in terms of the sinmyŏng narrative. In the Infinite Challenge show, the personae release pent-up energy through endless challenges, sustain positive attitudes towards life by wiping away tears through laughter, have fun with playful deception games or word play, act like childish fools (pabo) and pranksters (kŏndal ) who indulge their unbound desires, and interact with participatory audiences in an open structure. Coupled with previous research confirming that traditional communication styles shape modes of expression in contemporary media content, we believe this study can provide empirical evidence to substantiate the creative potential of local traditional narrative in indigenizing global media programs.

13

4,000원

본 연구의 목적은 참여자 간 상호작용이 있는 집단 맥락에 통합된 가상현실(VR) 정신건강 중재의 근거를 종합하여 대안적 전달 방식으로서의 가능성을 평가하는 것이다. PRISMA 2020에 따라 7개 데이터베이스에서 15개 연구(16개 보고)를 선정하고, 통제 연구(k=7)와 단일군 설계(k=6)를 분리하여 REML-Hartung-Knapp 모형으로 분석하고 GRADE로 평가하였다. 단일군 연구는 유의한 집단 내 개선(g=0.51)을 보였고, VR 집단 중재는 다양한 임상 영역에서 일관된 수용성과 실행 가능성을 보였다. 통제 연구의 통합 효과는 양의 방향이었으나(g=0.85) 적용 영역이 다양한 초기 단계의 특성상 이질성이 커(I²=93.6%) 유의하지 않았지만, 능동 비교군과 유의한 차이가 없다는 소견은 대안적 전달 방식의 가능성에 부합한다. 본 연구는 VR 집단 중재의 근거 현황을 제시하여 근거 기반 디지털 정신건강 정책의 기초자료를 제공한다. 다만 근거 확실성이 매우 낮은 만큼 다중사용자 가상환경에 대한 사전등록 무작위 대조시험이 필요하다.

Background/Objectives: Although virtual reality (VR) has been widely studied in individual psychotherapy, VR interventions integrated into group contexts involving interaction among real participants have not been systematically synthesized. This review synthesized this evidence and evaluated the viability of VR as an alternative format for delivering group-based care. Methods/Statistical analysis: Following PRISMA 2020, seven databases were searched. Eligible studies used VR in group-based formats involving real participant interaction—co-located group sessions, shared multi-user virtual environments, or individually delivered components embedded within group programs; single-user VR with only virtual agents was excluded. Fifteen studies (16 reports) were included. Single-group studies showed significant within-group improvement (g=0.51 [0.28, 0.75]), and VR-based group interventions were consistently acceptable and feasible across diverse clinical domains. Controlled evidence was positive in direction (g=0.85 [-0.10, 1.81]) but highly heterogeneous (I²=93.6%), reflecting the diversity of applications at this early stage, and did not reach statistical significance; the absence of a significant difference from active comparators (g=0.36 [-0.82, 1.54]) is consistent with viability as an alternative delivery format rather than superiority. Certainty was very low. Application/Improvements: These findings provide an evidence base for digital mental health policy. Given the very low certainty, adequately powered, prospectively registered randomized controlled trials, particularly of shared multi-user virtual environments, are required.

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6,900원

경찰공무원의 경우 내근자를 제외하고 대부분이4교대 내지는3교대제도에 따 라 뒤바뀐 생활을 영위하는 경우가 많은 실정이다. 이와 같이 경찰관은 직무특성상 격무와 스트레스에 장기간 그리고 반복적으로 노출되는 상황에 처해있고 매년 평균 283명이 암 진단을 받고, 무려 10,000여명이 질병 내지는 상해로 입원치료 를 받고 있는 실정이다. 이러한 경찰관들에게 업무적 특성을 감안한 건강검진과 정신건강검사와 진료 등 의료지원을 제공하는 일은 국가적으로 중요한 과제인 것 이다. 또한 경찰관의 질병과 건강에 관한 현황을 조사하는 일과 야간 교대 근무 등 외상 후 스트레스 문제를 풀어주는 일은 역시 시급한 국가과제이다. 경찰청은 이 과제를 해결하기 위해 2012년 8월 23일 마침내「경찰공무원 보건안전 및 복지 기본법」을 시행에 옮기게 되었다. 이에 대한 후속과제를 달성하기 위해 경찰청 복지정책과는 2013년 6월「경찰공무원 보건안전 및 복지 기본계획」을 수립하게 되었다.동시에 경찰청은 이 기본계획에 따라 전국의10만 경찰공무원들을 위해 2013년 3월부터 12월 31일까지 사업예산 6억 3,400만원(조달수수료 및 부가세 포함)을 들여「경찰관 정신건강 증진프로그램」에 따라 심리진단 및 상담을 받도 록 조치하였다. 또한 본 법에 힘입어 이미 2010년부터 시행중인「심리상담 프로 그램」도 더욱 활성화될 수 있는 계기가 마련된 것은 다행스러운 일이다. 국민의 생명과 재산을 지키는 경찰관들의 건강보호는 아무리 강조해도 지나치 지 않는 것이다. 국민을 위해 밤낮으로 수고하는 경찰관들의 복지 향상이 경찰공 무원 보건안전 및 복지기본법의 시행을 계기로 해서 나날이 발전되기를 기대한다.

In case of police officers, it is the reality that most of them work in 4-shifts or 3-shifts with an unbalanced life except for those indoor-service officers. As such, police officers are in situation where they are repeatedly exposed to heavy workload and stress for long term due to the nature of their work. On average, about 282 people are diagnosed for cancer, and about 10,000 receive hospital treatment due to disease or injury. For these police officers, providing medical support in consideration for the nature of their work through those such as medical examination and mental health check-up is a nationally important task. Also, the task of investigating the status on the disease and the health of police officers and the task of resolving post-traumatic stress such as those from night shifts are other urgent national tasks. To resolve these tasks, the National Police Agency finally has executed on August 23, 2012, the「Health, Safety and Welfare for Police Officers Act」. Accordingly, to achieve the follow-up tasks of this, the Welfare Policies Department in the National Police Agency has established in June 2013 the 「Basic Plans for the Health, Safety and Welfare for Police Officers」. At the same time according to these basic plans, the National Police Agency spent a total of 634 million Korean Won (including procurement charges and surtax) from March to December 31, 2013 for the 100,000 police officers in the country to make them receive psychological diagnosis and consultations as per the 「Police Officer Mental Health Improvement Program」. Also, on the strength of this law, it is fortunate that a foundation is laid to vitalize the「Psychological Consultation Program」, which has already been executed since the year 2010. Protecting the health of police officers that protect the lives and the properties of the people is a matter that cannot be over-emphasized. It is expected that the increase in welfare for police officers, who work hard day and night for the people, continuously develop based on the execution of the Health, Safety and Welfare for Police Officers Act.

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경주시 지역개발정책의 실태와 개선방안

박병식

경주지역발전협의회 부설 경주발전연구원 경주연구 제8집 1999.04 pp.239-254

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4,900원

17

초등학교 환경교육을 위한 학교조경 실태분석 -서울시 사례연구-

조세환, 김태현

[Kisti 연계] 한국조경학회 한국조경학회지 Vol.32 No.1 2004 pp.127-135

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

This study aims to suggest the directions of the elementary school landscaping in terms of environmental education. The 96-case of school landscaping projects had been implemented for 2001 - 2002 in Seoul was selected, and the trends and contents of the projects for improving the school landscape was reviewed. Also, specially the 9-case among them was selected and analyzed whether or not the projects were effective for the environmental educational places. The paper showed that it was not fully matched with the environmental education programs in the textbooks that need the actual spaces and facilities including woods, outdoor class, kitchen garden, breeding farm and ecology pond etc. Also, it appeared that the teachers and students did not satisfied with the projects for improving the school landscape. Finally, this paper suggested that the species diversity of plants and animal, water and forest environment should be emphasized on the school landscaping.

19

가상현실(Virtual Reality)에서 사용자들을 이해하고 사용자 경험을 높일 수 있는 방법을 도출하기 위해 VR사용 중에 수집되는 센서 데이터 활용을 통한 연구가 활발히 진행 중이다. 특히 센서 데이터의 종류에 따라 설명할 수 있는 VR사용자의 특징이나 상황이 다르기 때문에, 다양한 역할을 할 수 있는 센서 데이터의 수집과 분석을 통한 연구가 필요하다. 하지만 많은 선행 연구에서는 이에 대한 고려가 부족한 것으로 파악된다. 본 논문에서는 VR센서 데이터 관리 파이프라인(VR sensor data handling pipeline)을 지원하는 통합시스템인 Virtual Reality Data Analysis Tool (V-DAT)을 소개한다. V-DAT은 센서와 실시간 통신을 기반으로 시각, 음성, 생체신호, 몸움직임 데이터를 수집 및 분석하고 데이터의 특성에 따른 시각화를 VR 영상과 동기화하여 제공한다. 우리는 V-DAT 구축 과정 및 분석 기능에 대해서 설명한다.

20

성과기반군수(PBL) 문헌연구 및 적용실태 분석을 통한 발전방향 연구 KCI 등재후보

원봉연, 이상진

한국방위산업학회 한국방위산업학회지 제25권 제3호 2018.09 pp.65-82

※ 기관로그인 시 무료 이용이 가능합니다.

5,200원

한국군이 2010년부터 시작한 성과기반군수(PBL)는 비용절감과 효과성 제고를 가져왔는가 에 대해 논란이 있어 왔다. 본 연구는 이러한 논란을 해결하기 위해 선행연구에서 제시한 개선방안을 고찰해보고, 한국뿐만 아니라 PBL 선도국의 적용실태를 분석하여 선행연구의 한계점을 보완할 수 있는 발전방향을 제시하였다. 선행연구에서는 장비가동률과 연계된 성 과지표를 사용하고, 확정계약 방식의 원가절감보상계약, 원가절감유인계약을 적용해야 한다 고 개선방안을 제시하였다. 하지만 한국군의 PBL 지원수준과 적용범위로 인해 성과지표가 장비가동률과 연계성 있는 설명이 제한된다. 또한, 예정가격 결정에 대한 부담으로 원가절 감보상계약, 원가절감유인계약은 실효성이 부족하다. 이러한 한계점을 보완하기 위해 다음 과 같이 발전방향을 제시하였다. 첫째, 효과성 제고를 위해 사업목적에 따라 성과지표를 세 분화, 계층화하며, 비용 성과를 측정할 수 있는 성과지표를 사용한다. 둘째, 확정계약 방식 을 지향하되 장기옵션계약 제도를 활성화하고, 비용절감을 유도할 수 있는 인센티브 제도 를 도입한다. 이와 같은 발전방향을 적용한다면 군의 요구사항 충족뿐만 아니라 총소유비 용 절감을 달성할 수 있을 것이다.

There has been controversy over whether the Performance-Based Logistics(PBL) initiated by ROK armed forces in 2010 has resulted in cost saving and improved effectiveness. This study reviewed the preceding researches to solve these controversies, and analyzed the actual state of PBL application in Korea and the leading countries of PBL. The following suggestions were made in the preceding researches. First, only PBL metrics related to availability were emphasized. Second, preceding researches have suggested the cost saving compensation contract and the cost saving incentive contract. However, due to the level and scope of PBL in ROK armed forces, PBL metrics related to availability have some limitations to apply. And due to the burden of determining the planned price, the cost saving compensation contract and the cost saving incentive contract has been ineffective. To overcome these limitations, we suggest the followings. First, we decompose and stratify our PBL metrics according to business objectives to enhance effectiveness. We propose to use PBL metrics to measure the degree of cost savings. Second, we propose to use the long-term option contract and aiming at a fixed price contract type. And incentive mechanisms are applied to reduce costs. Applying these direction of developments would not only meet the warfighter's requirements, but also reduce total ownership cost.

 
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