• Title/Summary/Keyword: 가상 훈련

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A Study on Delay of VR Game Operation for Experienced Game Users (숙련된 게임유저에게 발생되는 VR 게임 조작 지연에 관한 연구)

  • Jung, Won-Joe;Lee, Chang-Jo
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.19-26
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    • 2018
  • In this study, the hardcore game user verified the manipulation delay that occurred during VR game play because of the experienced game. Based on the HCI - based research approach, we created a 2D, 3D, and VR prototype game with user manipulation cycle hypothesis. Based on this, 121 users were experimented with 2D, 3D, VR format user interface. The average user manipulation period extracted by the experiment was compared with the independent sample T test. Based on the test results give the average time difference between the user's operation of the 2D VR format has been verified. User operation period of the average time difference in 3D VR format proved the null hypothesis of no significant difference has been adopted.

The Effects of Virtual Reality-Based Task Training Using a Smart Glove on Upper Extremity Function and Activity of Daily Living in Stroke Patients (스마트 글러브를 이용한 가상현실기반 과제 훈련이 뇌졸중 환자의 상지 기능과 일상생활 수행에 미치는 영향)

  • Ko, Keun-Bum;Moon, Sang-Hyun
    • PNF and Movement
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    • v.17 no.3
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    • pp.369-378
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    • 2019
  • Purpose: This study investigated the effects of virtual reality-based task training (VRBTT) using a smart glove on upper extremity function and activity of daily living in stroke patients. Methods: Twenty-nine patients with chronic stroke disease were randomly allocated to two groups: the VRBTT group (n=14) and the control group (n=15). All patients received 30 minutes of standard occupational therapy, 5 times a week, for 8 weeks. The VRBTT group performed an additional 30 minutes of virtual reality-based rehabilitation training, 5 times a week, for 8 weeks. Results: Both groups showed significant improvements in upper extremity function, yielding an increase in FMA and K-WMFT (p<0.05). There was a more significant increase in the VRBTT group before and after interventions (p<0.05). There was no significant difference in MAS for the control group (p>0.05); however, there was a significant increase for the VRBTT group (p<0.05). In the activities of daily living, there was a significant difference in the values for K-MBI (p<0.05). In addition, both groups showed a significant increase for K-MBI and K-RNLI (p<0.05). Conclusion: This study showed that VRBTT using smart gloves can have a more positive effect on upper extremity function and activities of daily living in stroke patients than conventional intervention methods. A variety of virtual reality-based contents and glove-shaped wearable devices will help stroke patients in rehabilitation clinics recover and return to society.

The training system based on virtual environments to protect workers and to prevent incidents and accidents during decommissioning of nuclear facilities (원자력시설 해체 작업자 보호 및 사고 예방을 위한 가상현실 기반의 훈련 시스템)

  • Jeong, KwanSeong;Moon, Jei-Kwon;Choi, Byung-Seon;Yoon, TaeMan
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2015.11a
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    • pp.294-297
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    • 2015
  • Decommissioning of nuclear facilities should be accomplished by assuring the safety of workers because decommissioning activities of nuclear facilities are under high radioactivity and work difficulty. It is necessary that before decommissioning, the radiation exposure dose of workers has to be evaluated and assessed under the principle of ALARA (as low as reasonably achievable). Furthermore, to improve the proficiency of decommissioning environments, method and system need to be developed. The legacy methods of exposure dose measurement and assessment had the limitations to modify and simulate the exposure dose to workers prior to practical activities because those should be accomplished without changes of working routes under predetermined scenarios. To simulate a lot of decommissioning scenarios, decommissioning environments were designed in virtual reality. To simulate and assess the exposure dose to workers, human model also was designed in virtual environments. These virtual decommissioning environments made it possible to real-time simulate and assess the exposure dose to workers. It can be concluded that this system is able to protect from accidents and enable workers to improve his familiarization about working environments. It is expected that this system can reduce human errors because workers are able to improve the proficiency of hazardous working environments due to virtual training like real decommissioning situations. In the end, the safety during decommissioning of nuclear facilities will be guaranteed under the principle of ALARA.

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Implement of Search Cases of Environmental Data Based on Fuzzy Criteria for Development of Environmental Scenario Generator (환경 시나리오 발생기 개발을 위한 퍼지 논리 기반 환경 자료의 검색 사례 구현)

  • Park, Jongchul;Kim, Man-Kyu
    • Journal of the Korea Society for Simulation
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    • v.26 no.3
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    • pp.73-86
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    • 2017
  • Environmental data plays an important role to enhance the reliability of experimental results in M&S(Modeling and Simulation). Especially in Military M&S, extreme weather events can be used for virtual training and simulation importantly. However, the environmental data is huge and it is dispersed among multiple organizations. It is difficult for M&S operators to select the date and area where the weather phenomenon occurs in the real environmental data and to acquire them. Environmental data retrieval technology based on Fuzzy criteria is one of the important technologies for developing Environmental Scenario Generator. As a result of this study, a fuzzy retrieval algorithm composed of four main parameters(RV, MF, FRA, and MRV) was presented. This study suggests that the RV can be used as 14 m/s for wind speed and 80 mm/d for precipitation to search the date of storm accompanied by high wind. The MF, the FRA, and MRV can be used sigmoid, 0.2, and 1 respectively. The algorithm proposed in this study is expected to be very useful for searching the date on which weather phenomena necessary for simulation occurred.

Utilization and Prospect of Big Data Analysis of Sports Contents (스포츠콘텐츠의 빅데이터 분석 활용과 전망)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.19 no.1
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    • pp.121-126
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    • 2019
  • The big data utilization category in the sports field was mainly focused on the big data analysis to improve the competence of the athlete and the performance. Since then, 'big data technology' which collect and analyze more detailed and diverse data through the application of ICT technology such as IoT and AI has been applied. The use of big data of sports contents in future has value and possibility in the smart environment, but it is necessary to overcome the shortage and limitation of platform to manage and share sports contents. In order to solve such problems, it is important to change the perception of the companies or providers that provide sports contents and cultivate and secure professional personnel capable of providing sports contents. Also, it is necessary to implement policies to systematically manage and utilize big data poured from sports contents.

Implementation of Speech Recognition and Flight Controller Based on Deep Learning for Control to Primary Control Surface of Aircraft

  • Hur, Hwa-La;Kim, Tae-Sun;Park, Myeong-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.57-64
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    • 2021
  • In this paper, we propose a device that can control the primary control surface of an aircraft by recognizing speech commands. The speech command consists of 19 commands, and a learning model is constructed based on a total of 2,500 datasets. The training model is composed of a CNN model using the Sequential library of the TensorFlow-based Keras model, and the speech file used for training uses the MFCC algorithm to extract features. The learning model consists of two convolution layers for feature recognition and Fully Connected Layer for classification consists of two dense layers. The accuracy of the validation dataset was 98.4%, and the performance evaluation of the test dataset showed an accuracy of 97.6%. In addition, it was confirmed that the operation was performed normally by designing and implementing a Raspberry Pi-based control device. In the future, it can be used as a virtual training environment in the field of voice recognition automatic flight and aviation maintenance.

Simulation of Fire Evacuation Induction System Using Smartphone Navigation Application

  • Shin, Dongmin;Jeon, Seongman;Lee, SungPil;Cho, Byungjun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.243-251
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    • 2020
  • This study is intended to verify the efficiency of the information system by using the navigation application in case of fire. In the demonstration scenario simulation, it was assumed that a fire occurred 6th floor in Korea Institute of Industrial Design Promotion located in C city, K province. Eighty juniors students from K University's department of paramedics of science participated. As a result of the experiment, the demonstration simulation using the navigation application showed that the evacuation time was faster than the case of evacuation guidance in a fire situation. The need for a fire prevention system and fire prevention awareness before and after the implementation of the demonstration scenario simulation increased the need for a fire prevention system and fire prevention awareness score after the experiment.

Investigation of English Program in Korea: Focusing on the possibility of VR use in orientation and training programs (EPIK프로그램 분석: 오리엔테이션 및 교육 프로그램에 VR 활용방안의 가능성을 중점으로)

  • Park, Seong-Man;Im, Hee-Joo
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.159-166
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    • 2021
  • The introduction of the communicative approach in the English language education brings in a Korean the English Program in Korea (EPIK), which is a Korean government sponsored program established 1995. by the Korean Ministry of Education improve Korean students' and teachers' communicative competency in English within the public school system in Korea. For this goal, EPIK invites English speakers from 7 major English-speaking countries. However, the effectiveness of this program has been questioned in Korea. Thus, the objective of this paper is to explore the current status, problems, and the directions for the program to be aimed at, and for the effectiveness of EPIK through investigation of the program. Then this paper presents some possible solutions and suggestions including the possibility of VR use in orientation and training programs in order to empower both Korean teachers of English and English native teachers in Korea.

Effects of Robot Assisted Gait Training Combined Virtual Reality on Balance and Respiratory Function in Chronic Stroke Patients (가상현실을 접목한 로봇보행훈련이 만성 뇌졸중 환자의 균형과 호흡기능에 미치는 영향)

  • Wook Hwang
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.2
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    • pp.221-230
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    • 2023
  • Purpose : This study was performed to evaluate the effects of virtual reality combined robot assist gait training (VRG) on improvement of balance and respiratory function in chronic stroke patients. Methods : A single-blind, randomized controlled trial (RCT) was conducted with 35 chronic stroke patients. They were randomly allocated 2 groups; VRG group (n=18) and conservative treatment group (CG; n=17). The VRG group received 30 minutes robot assisted gait training combined virtual reality training, robot assisted gait training was conducted in parallel using a virtual reality device (2 sessions of 15 minutes in a 3D-recorded walking environment and 15 minutes in a downtown walking environment). In the conservative treatment group, neurodevelopmental therapy and exercise therapy were performed according to the function of stroke patients. Each group performed 30 minutes a day 3 times a week for 8 weeks. The primary outcome balance and respiratory function were measured by a balance measurement system (BioRescue, Marseille, France), Berg balance scale, functional reach test for balance, Spirometry (Cosmed Micro Quark, Cosmed, Italy) for respiratory function Forced vital capacity (FVC), forced expiratory volume in 1 second (FEV1), and maximum expiratory volume (PEF) were measured according to the protocol. The measurement were performed before and after the 8 weeks intervention period. Results : Both groups demonstrated significant improvement of outcome in balance and respiratory function during intervention period. VRG revealed significant differences in balance and respiratory function as compared to the CG groups (p<.05). Our results showed that VRG was more effective on balance and respiratory function in patients with chronic stroke. Conclusion : Our findings indicate that VRG can improve balance and respiratory function, highlight the benefits of VRG. This study will be able to be used as an intervention data for recovering balance and respiratory function in chronic stroke patients.

Effects of Virtual Reality Training Combined with Thermal Stimulation on Upper Extremity AROM and Function in Chronic Stroke Patients (열자극을 병행한 가상현실훈련이 만성 뇌졸중 환자의 위팔 능동가동범위와 기능에 미치는 영향)

  • Dong Hoon Kim
    • Journal of Korean Physical Therapy Science
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    • v.30 no.1
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    • pp.62-71
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    • 2023
  • Background: This study was performed to evaluate the effects of Thermal stimulation combined virtual reality training (TV) on improvement of upper extremity AROM and function in patient with chronic stroke. Design: Two groups pre-post randomized controlled design. Methods: A single-blind, randomized controlled trial was conducted with 30 chronic stroke patients. They were randomly allocated two groups; the TV group (n=15) and Virtual Reality training group (VT) (n=15). The TV group received treatment for 30 min - 15 min of Thermal stimulation, and 15 min of VR training. The VT group received 15 min of VR training. Each group performed 30 minutes a day 3 times a week for 8 weeks. The primary outcome upper extremity AROM and function were measured by a active range of motion test, Manual Function Test (MFT) and Jebsen-Taylor hand function Test (JTT). The upper extremity active range of motion was evaluated using a digital dual inclinometer. MFT and JTT were used to evaluate the hand function. The measurement were performed before and after the 8 weeks intervention period. Results: Both groups demonstrated significant improvement of outcome in muscle strength and upper extremity function during intervention period. TV group revealed significant differences in AROM and upper extremity function as compared to the VT groups (p<.05). Our results showed that TV was more effective on upper extremity AROM and function in patients with chronic stroke. Conclusion: Both groups demonstrated significant improvement of outcome in muscle strength and upper extremity function during intervention period. TV group revealed significant differences in AROM and upper extremity function as compared to the VT groups (p<.05). Our results showed that TV was more effective on upper extremity AROM and function in patients with chronic stroke.