• 제목/요약/키워드: Participation reality

검색결과 180건 처리시간 0.027초

The Effects of Virtual Reality Games in Posture Correction Exercise on the Posture and Balance of Patients with Forward Head Posture

  • Son, Ho-Hee
    • 대한물리의학회지
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    • 제15권2호
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    • pp.11-21
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    • 2020
  • PURPOSE: This study examined the effects of posture improvement exercise using virtual reality programs on the posture and balance of patients with forward head postures. METHODS: Thirty men and women in their 20 s, who had a forward head posture, were divided randomly into a group with posture correction exercise and a group with posture correction exercise combined with virtual reality programs. The posture correction exercise was composed of squats, XCO training, and chin-tuck exercise. In contrast, exercise with virtual reality games involved the Hot Squat, Climbey, and Baskhead programs while wearing a headset. Both groups performed the exercises 15 min a day, three times per week, for four weeks. The balance ability, distance between the acromion and earlobe, and neck joint range of motion were assessed before and after the exercises. RESULTS: Both groups showed significant reductions in the distance between the acromion and the earlobe, along with significant improvements in the range of joint motion. The group that performed the virtual reality exercises showed a significant increase in the limit of stability. Both groups showed a significant decrease in the sway length. In contrast, the group given the virtual reality exercises showed a significant reduction in the sway speed while standing with their eyes closed. CONCLUSION: Exercise applying virtual reality programs can be used in clinical and home programs to correct the postures of individuals with a forward head posture because they can trigger interest in inducing active participation.

초등학교 과학수업에서 AR 콘텐츠 활용이 학습 활동에 미치는 효과 (The Effects of Learning Activities on the Application of Augmented Reality Contents in Elementary Science Instruction)

  • 김경현
    • 컴퓨터교육학회논문지
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    • 제12권5호
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    • pp.75-85
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    • 2009
  • 본 연구는 초등학교 과학수업에서 AR 콘텐츠 활용이 학습 활동에 미치는 효과를 알아보기 위해 AR 콘텐츠 적용집단과 전통적 집단과의 차이를 비교하였다. 이를 위해 학습 활동의 하위요소로 학습집중도, 학습활동 소요변인, 학습참여의 능동성, 수업분위기의 네 영역에서의 효과를 검증하였다. 그 결과, 학습집중도는 AR과 전통적 집단간에 의미있는 차이가 발생하지 않은 반면 학습참여의 능동성은 행동적인 능동성 요소에 있어서 AR 적용 집단이 높았고 언어적 능동성은 집단 간 차이가 발생하지 않았다. 학습활동 소요변인 측면에서는 AR 집단이 전통적 집단보다 학습자의 다양한 학습활동을 촉진하였다. 수업분위기 측면에서는 AR 콘텐츠 활용수업이 전통적 수업에 비해 수업분위기를 긍정적으로 조장하는 것으로 나타났다. 따라서 AR 콘텐츠를 과학과 수업에 적용하면 교수 학습과정에서 학습자의 행동을 능동적으로 촉진하고, 다양한 학습활동을 촉진하며 수업 분위기를 긍정적으로 조장할 수 있는 것으로 나타났다.

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A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • 한국컴퓨터정보학회논문지
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    • 제29권6호
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    • pp.31-38
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    • 2024
  • 본 연구에서는 발달 장애가 있는 개인이 사회적 참여를 유도하고 사회활동에 참여하는 방법을 제안했다. 이를 위해 가상 현실 기술을 활용해 발달장애인이 안전하고 편리하게 실내에서 장애인 핸드볼 스포츠 경험을 할 수 있는 메타버스 시뮬레이터를 설계 및 개발했다. 이 시뮬레이터는 발달 장애가 있는 사람이 핸드볼 경기를 연습하고 경험할 수 있는 환경을 제공한다. 이를 위해 핸드볼 선수 캐릭터 모델링과 핸드볼 동작 제작을 위해 3D모델링과 모션캡쳐 기술을 적용했다. 이를 통해 핸드볼 경기에서 사용되는 동작을 메타버스 공간에 재현했다. 메타버스 기술 중 하나인 XR(Extended Reality)을 적용해 기초훈련(기본동작), 페널티쓰루, 타깃 게임을 제작했다. 본 연구를 통해 발달 장애가 있는 개인이 현실에서는 어려운 활동에도 더 쉽게 참여할 수 있도록 하는 체감형 보조 도구로 활용할 수 있다. 이로써, 발달장애인이 사회적 참여의 폭이 넓어지고, 발달장애인 삶의 질이 향상될 것으로 기대된다.

The PRISMA Statement: The Characteristics of Fashion Distribution Channels in Virtual Reality

  • Jae-Min LEE
    • 유통과학연구
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    • 제21권10호
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    • pp.85-95
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    • 2023
  • Purpose: Virtual reality's impact on fashion distribution extends beyond singular transactions, facilitating the emergence of novel collaborations. As investigating the characteristics of fashion distribution channels in virtual reality, this study explores how the fashion industry can utilize virtual reality distribution channels to their maximum capacity while minimizing potential disadvantages. Research design, data, and methodology: The approach used to gather previous studies for this study adheres to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. This method is widely acknowledged and recommended for its systematic and transparent approach to selecting relevant literature. This kind of literature search plays a vital role in a systematic evaluation as it informs the results. Results: The finding indicates consistently a total of eight kinds of characteristics of fashion distribution channels in virtual reality. The result means that the attributes of fashion distribution channels in virtual reality are causing significant changes in the fashion industry, revolutionizing the consumer experience, and redefining the parameters of creativity and collaboration. Conclusions: In sum, the global reach and accessibility of modern technology enhance the capacity of fashion companies to expand their market presence. This facilitates their participation in intercultural interactions and allows them to serve a wide range of customers.

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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    • 제15권2호
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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.

컴퓨터 기반 가상현실 프로그램의 국내 임상재활 적용 효과: 메타분석 (Effects of Computer Based Virtual Reality Program on Clinical Rehabilitation in Korea: A Meta-analysis)

  • 권재성
    • 디지털융복합연구
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    • 제13권7호
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    • pp.293-304
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    • 2015
  • 본 연구에서는 국내 임상재활 현장에서 적용된 컴퓨터 기반 가상현실 프로그램의 효과를 알아보기 위하여 ICF 분류 기준을 근거하여 메타분석을 실시하였다. 국내 논문 데이터베이스에서 1995년~2014년까지 게재된 연구들 중 15편을 선정하였다. 연구의 질적 평가는 PEDro score를 사용하였고 대상 논문들의 표본수와 사전-사후 평균, 표준편차를 사용하여 메타분석을 실시하였다. 연구결과 선정된 연구는 PEDro score 6점 이상이었고 연구 대상자는 338명이었다. 효과크기 분석 결과 분석대상의 통합된 효과크기는 1.030, ICF 분류의 활동과 참여 1.120, 감각기능 1.199로 큰 효과크기를 보였고 정신기능의 효과크기는 0.557로 중간효과크기를 나타내었다. 본 연구의 결과로 임상재활 현장에서 가상현실 프로그램이 전통적인 재활 치료에 대한 대체 또는 보조적 치료 프로그램으로서의 효과가 입증되었다. 특히 ICF 분류의 활동과 참여, 신체기능의 감각기능에 대한 효과가 입증되었고 신체기능의 정신기능에 대한 효과는 통계적 근거가 미흡하였다.

HMD 및 가상현실을 이용한 청소년 자살예방 교육방법의 효과에 대한 연구 (A Study on the Effect of Education Method for Adolescent's Suicide Prevention Using HMD and Virtual Reality)

  • 이윤길
    • 한국멀티미디어학회논문지
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    • 제19권2호
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    • pp.495-503
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    • 2016
  • The purpose of this study is to develop the education content that induce energetically the adolescent's participation and learning for the education of suicide prevention. In order to realize it, we suggested the novel education methods based on virtual reality and HMD (Head Mounted Display), and developed the prototype system. This study intends to evaluate the effect of the proposed prototype system as a new education method with experiment and survey. This approach can show us the different possibility of adolescent's suicide prevention education.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

중환자실 환자 가족의 경험: 의료인들과의 상호작용 (Experiences of Families in the Intensive Care Unit: Interactions with Health Care Providers)

  • 이미미;이명선
    • 성인간호학회지
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    • 제29권1호
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    • pp.76-86
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    • 2017
  • Purpose: The purpose of the study was to provide deep understanding of the reported experiences of families with their loved one in the intensive care unit (ICU), focusing on interactions with healthcare providers. Methods: The data were collected by individual interviews of eleven participants. The transcribed data were analyzed using qualitative content analysis to identify major themes and sub-themes that represented the experiences of families. Results: Five themes and 13 sub-themes emerged. "Captive of patients' delayed death: Fear and anxiety" describes psychological problems arising when the family member became critically ill enough to warrant being admitted to the ICU. "Families as the weak: Suppression and resistance" describes interpersonal difficulties arising due to lack of information and trust with healthcare providers. "Deprivation of authority and duty as families: Helplessness" illustrate situational barriers in attempting to protect and support family member. "Re-establishment of trust relationship with healthcare providers: Gratitude and appreciation" describes how they satisfied with themselves by regaining trust relationship. Lastly, "Acceptance of reality through direct care participation: Relief and peace" illustrates peace of mind by gaining sense of reality through active direct care participation. Conclusion: This study demonstrates the positive and negative experiences of families with ICU patients. The results will be useful in developing family-centered nursing interventions.

임상실습 초기와 종료 후의 임상실습에 대안 간호학생의 인식 변화 (Changes in Student Nurses' Perception between Initial and Final Clinical Practice)

  • 김명애;남승희;김효은
    • 기본간호학회지
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    • 제11권1호
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    • pp.21-30
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    • 2004
  • Purpose: The purpose of this study was to explore perception of clinical experience between the initial and final practice and to explore changes in the perception of clinical experience. Method: The study used a Q-method to measure perception of clinical practice. Thirty-six statements made up the finalized Q-sample. The P sample used thirty three nursing college students from K university. The initial collection was done in the first semester of their junior year and second collection was done in the last semester of their senior year. The Q-sorts by each student were coded and analysed with the Quanl PC program. Result: Many students classified as having the perception type 'alienation of ideal and reality' or 'perception of limitation of ability' in the initial clinical practice changed to the type, 'active participation' by the final clinical practice. Further, in the initial clinical practice, part of 'active participation' and 'perception of limitation of ability' changed to 'alienation of ideal and reality'. Conclusion: This study shows that perception of their clinical practice by student nurses changed in a positive direction through clinical experience and that this fact was related to the level of satisfaction with nursing. The knowledge and understanding obtained in this research provide insights for nursing faculty and students involved in nursing education.

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