• Title/Summary/Keyword: Medical Reality

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The Development of Virtual Reality Telemedicine System for Treatment of Acrophobia (고소공포증 치료를 위한 가상현실 원격진료 시스템의 개발)

  • Ryu Jong Hyun;Beack Seung Hwa;Paek Seung Eun;Hong Sung Chan
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.52 no.4
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    • pp.252-257
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    • 2003
  • 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. Recently, the patient can take diagnose from a medical doctor in distance with the telemedicine system. The hospital and doctors can get the medical data, audio, video, signals in the actual examination room or operating room via a live interactive system. Audio visual and multimedia conference service, online questionary, ECG signal transfer system, update system are needed in this system. Virtual reality simulation system that composed with a position sensor, head mount display, and audio system, is also included in this telemedicine system. In this study, we tried this system to the acrophobia patient in distance.

Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.196-201
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    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.

Study on the Medical Information of OhjuYeonmunJangjeonSango (『오주연문장전산고(五洲衍文長箋散稿)』 소재 의학정보에 대한 연구)

  • Park, Sang-Young
    • The Journal of Korean Medical History
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    • v.28 no.2
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    • pp.97-103
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    • 2015
  • The medical information of Lee-Kyukyeong has been considered as one of the cases delivering western medical knowledge, attracting public attention. The medical theories delivered from western countries were very unfamiliar and unique however he knew that e dissection information of East Asia was more detailed compared to the dissection theories of East Asia left in East Asia. And, he made a valuation of the East Asian traditional medical information related to human body in the book. However, the information that he left was mixed with medical books, many written statements and encyclopedias in fashion etc. and many information written by him delivers very unique legends with the confirmation of the information about the human body. Therefore, there are many cases that these information are hard to be discussed at the same level and there are wrong information in therms of 'Fact' and introductions in terms of opposite contetns in the same article. This is originated from the advantages and limits that "OhjuYeonmunJangjeonSango" has, whose author tried to collect the knowledge as much as possible in the same frame under the identical topic. This is the example that shows the climate of the some intellectuals who made an example by accepting all kinds of information and making information of their own. This intelligent climate clearly shows the discordance between medical information suggested by Ohju and the medical reality that Ohju faced. In other words, there were latest information in "Ohju-Yeonmun-Jangjeon-Sango", but had to be sensitive in supply of medicines for Ohju who used to live in the backwoods. Therefore, the medical benefits that he could choose were single - medicine prescription that is closer to conventional medicine and experiential prescription and Yangsaengsoo which medical costs do not occur. These facts imply that the stories about the latest opinion that was in fashion to look at the medical reality in late Chosun Dynasty and detailed research on the daily life that one person faced should be accompanied.

Literature Review about Virtual Reality-Based Education for Healthcare Students

  • Junghee, Park;Byoung-Gil, Yoon;Yong-Seok, Kim;Hyunjung, Lee
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.345-354
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    • 2022
  • The purpose of this study was to analyzed the current status of the of the Virtual Reality-based education for healthcare students in Korea. Five databases (KoreaMed, KMbase, NDSL, KISS, KiSTi) were searched prior to July 2022. A total 10 articles met the inclusion criteria. 5 articles developed VR-based education contents and the other 5 articles were using vSim already developed as a VR education program and evaluated the effectiveness. As a result of this literature review, VR-based education program was found to be effective in improving the healthcare students' competency. VR-based education program could be considered to improve the healthcare students' clinical practice ability.

Postural Balance Rehabilitation using Virtual Reality Technology (가상현실기술을 이용한 자세균형재활훈련에 관한 연구)

  • 이정수;정진석
    • Journal of Biomedical Engineering Research
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    • v.17 no.3
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    • pp.313-318
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    • 1996
  • We proposed a new system for the postural balance rehabilitation training. For the purpose, we used the virtual hiking system using virtual reality technology. We evaluated the system by measuring the parameters such as path deviation, path deviation velocity, cycling time, and head movement. From our results, we verified the usefulness of virtual reality technology in rehabilitation. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

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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
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    • v.31 no.4
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    • pp.279-288
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    • 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.

A Survey on VR-Based Annotation of Medical Images

  • Mika Anttonen;Dongwann Kang
    • Journal of Information Processing Systems
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    • v.20 no.4
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    • pp.418-431
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    • 2024
  • The usage of virtual reality (VR) in healthcare field has been gaining attention lately. The main use cases revolve around medical imaging and clinical skill training. Healthcare professionals have found great benefits in these cases when done in VR. While medical imaging on the desktop has lots of available software with various tools, VR versions are mostly stripped-down with only basic tools. One of the many tool groups significantly missing is annotation. In this paper, we survey the current situation of medical imaging software both on the desktop and in the VR environment. We will discuss general information on medical imaging and provide examples of both desktop and VR applications. We will also discuss the current status of annotation in VR, the problems that need to be overcome and possible solutions for them. The findings of this paper should help developers of future medical image annotation tools in choosing which problem they want to tackle and possible methods. The findings will be used to help in our future work of developing annotation tools.

Analysis of Educational Reality and Expectations Regarding Competencies Defined in "The Role of Korean Doctor, 2014" ("한국의 의사상, 2014"의 역량 규정에 대한 의과대학의 교육현실과 기대수준 분석)

  • Yang, Eunbae B.;Shin, Hyekyung;Suh, Dukjoon;Han, Jae Jin
    • Korean Medical Education Review
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    • v.20 no.3
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    • pp.164-172
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    • 2018
  • The aim of this study is to determine whether the 65 competencies, defined in "the role of Korean doctor, 2014", are suitable for basic medical education phase in Korea. It seeks to analyze the gap among the educational reality and expectation, assessment situation of the competencies above. We also try to define issues of the development, application and assessment phases of competency-based medical education (CBME) at individual medical schools. We designed survey tools based on the Miller's assessment pyramid (knowledge, explanation, demonstration, and performance) for each of the 65 competencies. The survey distributed to 41 medical schools in April 2015 and 38 replies were received (92.7%). Competencies that matched both the educational reality and expectation were numbers 1 (patient care), 33 (social accountability), and 49 (professionalism). However, all the other competencies ranked lower in current status than that of desirable level. 54 out of 65 competencies (83.07%) remained at the knowledge and explanation level when each competence were assessed. In the development, application, and assessment phases of CBME, common issues that medical schools commonly noted were difficulty linking competencies to curriculum preparation and student assessment, the lack of faculty's understanding, difficulty to reach consensus among faculties, and absence of teaching and learning methods and assessment tools that fits CBME. For the successful settle down of CBME, there is a need for efforts to develop the model of graduate outcomes, to share information and experience, and to operate faculty development program by the medical education communities.

Research of 3D image processing of VR technology in medicine based on DNN

  • ZhaoZhe, Gong;XiaoDong, Li;XiaoYing, Shi;Geng, Liu;Bin, Chen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.5
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    • pp.1584-1596
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    • 2022
  • According to a survey published in an authoritative journal in January 2020, the globalincidence rate of mental illness is 8.3% for men and 10.6% for women, which indicates thatmental illness has become a globally recognized obstacle. Therefore, specific psychotherapy including mental illness will become an important research topic. It is very effective forpatients with special mental diseases, such as mental illness, to reduce their mental reaction byexposure therapy; the system uses the virtual reality system of medical images processed by learningalgorithm to reproduce the effect of virtual reality exposure method of the high scene of transparent ladder. Compared with the old invasive exposure scene, the results show that theimprovement of both conditions has obvious effect, and the effect of human treatment underthe two conditions is not good. There are obvious differences, which show that virtual reality model will gradually replace the on-the-spot feeling. Finally, with more and more researchers have put forward a variety of other virtual reality image processing models, the research of image processing has gradually become more and more interested.

Applications and Effects of EdTech in Medical Education (의학교육에서의 에듀테크(EdTech)의 활용과 효과)

  • Hong, Hyeonmi;Kim, Youngjon
    • Korean Medical Education Review
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    • v.23 no.3
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    • pp.160-167
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    • 2021
  • Rapid developments in technology as part of the Fourth Industrial Revolution have created a demand for educational technology (EdTech) and a gradual transition from traditional teaching and learning to EdTech-assisted learning in medical education. EdTech is a portmanteau (blended word) combining the concepts of education and technology, and it refers to various attempts to solve education-related problems through information and communication technology. The aim of this study was to explore the use of key EdTech applications in medical education programs. A scoping review was conducted by searching three databases (PubMed, CINAHL, and Educational Sources) for articles published from 2000 to June 2021. Twenty-one studies were found that presented relevant descriptions of the effectiveness of EdTech in medical education programs. Studies on the application and effectiveness of EdTech were categorized as follows: (1) artificial intelligence with learner-adaptive evaluation and feedback, (2) augmented/virtual reality for improving learning participation and academic achievement through immersive learning, and (3) social media/social networking services with learner-directed knowledge generation, sharing, and dissemination in medical communities. Although this review reports the effectiveness of EdTech in various medical education programs, the number of studies and the validity of the identified research designs are insufficient to confirm the educational effects of EdTech. Future studies should utilize suitable research designs and examine the instructional objectives achievable by EdTech-based applications to strengthen the evidence base supporting the application of EdTech by medical educators and institutions.