• Title/Summary/Keyword: VIRTUAL REALITY

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The Effect of Training Using Virtual Reality System on Sitting Balance and Activities of Daily Living for the Patient with Spinal Cord Injury (가상현실 시스템(Virtual Reality System)을 이용한 훈련이 척수손상환자의 앉기 균형 및 일상생활동작에 미치는 영향)

  • Chung, Jae-Hoon
    • The Journal of Korean Physical Therapy
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    • v.21 no.2
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    • pp.31-38
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    • 2009
  • Purpose: This study was examined the effect of training using a Virtual Reality System on the sitting balance and Activities of Daily Living for patients with a spinal cord injury. Methods: The subjects were divided into an experimental (6 persons) and control group (5 persons). The experimental group trained the 5 programs, three times per week for 6 weeks using the Virtual Reality System and five days for week using conventional physical therapy. The control group trained five days for a week using conventional physical therapy. Results: The difference in the mean Spinal Cord Independence Measurement (SCIM) score in the experimental and control groups was increased to 8.33 and 6.60 (p=0.79), respectively. The difference in the mean functional reaching test in experimental and control group increased to 4.21 and 1.09 (p=0.25), respectively. The difference in the mean sitting time in experimental and control group increased to 41.05 and 10.33 (p=0.66), respectively. There was a difference in the mean of all variances but these differences were not statistically significant. Conclusion: These results suggest that training using the Virtual Reality System increased the SCIM, functional reaching test and sitting time in people with a spinal cord injury.

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A Study on The Influence of Virtual Program Accompanied by Cognitive Activities on The Balance of Elderly (인지활동을 병행한 가상현실 프로그램이 노인의 균형 능력에 미치는 영향)

  • Kim, Bora
    • Journal of The Korean Society of Integrative Medicine
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    • v.1 no.4
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    • pp.49-56
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    • 2013
  • Purpose : This study aimed to understand the influence of the virtual reality program combined with cognitive activity on elderly people's balance ability. Method : We randomly divided 14 elderly people receiving daytime protection service from D daytime protection center for senior citizens located in Busan-si into a group(seven) with cognitive activity combined with virtual reality program, and the other group(seven) with only virtual reality program. In order to compare the balance ability before/after the therapeutic intervention, the Berg Balance Scale was carried out. The Mini-Mental State Examination-Korea(MMSE-K) was also conducted to compare their cognitive functions. Result : Both groups showed statistically significant differences in balance ability before/after the therapeutic intervention(p<.05) while there were no statistically significant differences in balance ability after the therapeutic intervention(p>.05). The cognitive functions before/after the therapeutic intervention were not statistically significantly different in both groups(p>.05). Conclusion : The findings showed that the application of virtual reality program combined with cognitive activity could improve elderly people's balance ability. It is considered that the application of virtual reality program can have positive influence on the improvement of elderly people's balance ability, as an intervention method for improving balance ability in the future.

A Comparative Study of Virtual Reality Content Creation Education by Learner (학습자에 따른 가상현실 콘텐츠 제작 교육의 비교 연구)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.585-592
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    • 2018
  • As the software education which utilizes the virtual reality in the education field becomes more interested in the teachers and the students, researches are being conducted for the education of virtual reality contents production. The purpose of this study is to analyze the curriculum, outcomes, and evaluation results of virtual reality contents production for educational students, elementary school students, and middle school students. As a result of analysis on each group, there was no difference in adaptability to specific tools, differences in ability of object production in production, and self-confidence and interest in production and utilization of virtual reality in learning attitude.

A Study on Elementary Students' Virtual Reality Content Production Education (초등학생의 가상현실 콘텐츠 제작 교육에 관한 연구)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.33-40
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    • 2018
  • This study highlights the experiences and lessons learned, through the introduction and production of virtual reality in elementary school classes. We analysed the effects of virtual reality-contents production education using the data from the K.A.P survey, as well as the results from the class using virtual reality. We used Cospaces as a tool for coding the virtual reality content. It was not difficult for students to learn its functions because it could be coded with blockly based programmes. We analysed the results in the practice area. Based on these results, we suggest how to apply this to the elementary school field.

Effects of a Virtual Reality Simulation and a Blended Simulation of Care for Pediatric Patient with Asthma (천식 아동 간호에 대한 가상현실 시뮬레이션과 블렌디드 시뮬레이션 교육 효과)

  • Kim, Mikang;Kim, Sunghee;Lee, Woo Sook
    • Child Health Nursing Research
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    • v.25 no.4
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    • pp.496-506
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    • 2019
  • Purpose: The purpose of this study was to examine the effects of a virtual reality simulation and a blended simulation on nursing care for children with asthma through an evaluation of critical thinking, problem-solving processes, and clinical performance in both education groups before and after the educational intervention. Methods: The participants were 48 nursing students. The experimental group (n=22) received a blended simulation, combining a virtual reality simulation and a high-fidelity simulation, while the control group (n=26) received only a virtual reality simulation. Data were collected from February 25 to 28, 2019 and analyzed using SPSS version 25 for Windows. Results: The pretest and posttest results of each group showed statistically significant improvements in critical thinking, problem-solving processes, and clinical performance. In a comparison of the results of the two education groups, the only statistically significant difference was found for critical thinking. Conclusion: Simulation-based education in child nursing has continued to involve high-fidelity simulations that are currently run in many programs. However, incorporating a new type of blended simulation, combining a virtual reality simulation and a high-fidelity simulation, into the nursing curriculum may contribute to the further development of nursing education.

Effect of Virtual Reality Rehabilitation Program with RAPAEL Smart Glove on Stroke Patient's Upper Extremity Functions and Activities of Daily Living (라파엘 스마트 글러브를 이용한 가상현실 재활프로그램이 뇌졸중환자의 상지 기능과 일상생활활동 수행에 미치는 영향)

  • Kim, Koun
    • Journal of The Korean Society of Integrative Medicine
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    • v.7 no.2
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    • pp.69-76
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    • 2019
  • Purpose : This study examined the effects of a virtual reality rehabilitation program on stroke patients' upper extremity functions and activities of daily living (ADL). Methods : The subjects were equally and randomly divided into an experimental group (n=16) to whom a virtual reality rehabilitation program was applied and a control group (n=16) who received traditional occupational therapy. The intervention was applied five times per week, 30 minutes per each time, for six weeks. Jebsen-Taylor hand function test was conducted and the subjects' Manual Function Test was measured to examine their upper extremity functions before and after the treatment intervention, and a Korean version of modified Barthel index was calculated to look at their activities of daily living. Results : After the intervention, the upper extremity functions and activities of daily living of the participants in both groups significantly improved (p<.05). However, the improvements in these parameters among the participants in the virtual reality rehabilitation program were significantly greater than those in the control group (p>.05). Conclusion : The virtual reality rehabilitation program is a stable and reliable intervention method for enhancing the upper limb functions and activities of daily living of stroke patients.

Comparison of satisfaction, interest, and experience awareness of 360° virtual reality video and first-person video in non-face-to-face practical lectures in medical emergency departments (응급구조학과 비대면 실습 강의에서 360° 가상현실 영상과 1인칭 시점 영상의 만족도, 흥미도, 경험인식 비교)

  • Lee, Hyo-Ju;Shin, Sang-Yol;Jung, Eun-Kyung
    • The Korean Journal of Emergency Medical Services
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    • v.24 no.3
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    • pp.55-63
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    • 2020
  • Purpose: This study aimed to establish effective training strategies and methods by comparing the effects of 360° virtual reality video and first-person video in non-face-to-face practical lectures. Methods: This crossover study, implemented May 18-31, 2020, included 27 participants. We compared 360° virtual reality video and first-person video. SPSS version 25.0 was used for statistical analysis. Results: The 360° virtual reality video had a higher score of experience recognition (p=.039), vividness (p=.045), presence (p=.000), fantasy factor (p=.000) than the first-person video, but no significant difference was indicated for satisfaction (p=.348) or interest (p=.441). Conclusion: 360° virtual reality video and first-person video can be used as training alternatives to achieve the standard educational objectives in non-face-to-face practical lectures.

The Effects of 4 Weeks Training using Virtual Reality Game on Balance and Gait Ability, Depression of Elderly People (가상현실 게임을 이용한 4주간 훈련이 노인의 균형 및 보행 능력과 우울증에 미치는 효과)

  • Lee, Sang-Yeol;Lee, Su-Kyung;Kim, Young-Hoon;Chae, Jung-Byung
    • PNF and Movement
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    • v.10 no.2
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    • pp.41-46
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    • 2012
  • Purpose : This study investigated the effect of 4 weeks training of virtual reality game on balance and gait ability, depression of elderly people. Methods : The subjects of this study were 12 elderly people over 65 age. The subjects were treated by training using virtual reality gam (during 60 minutes, 3 times a week for 4 weeks). The results of the experiment were analyzed using paired T-test along with averages and standard deviations as the statistical methods for data analyses. Results : In comparison of depression, gait and balance ability between pre-test and post-test, there were statistically significant differences. Conclusion : Our study finding indicate that training using virtual reality game could improve balance and gait ability, depression in elderly people. According to our study, training using virtual reality game is judged to be used for elderly people with gait and balance problems, depression to prevent fall down.

Factors Affecting the Usability of Virtual Reality based Anatomy Education Programs of Nursing Students (간호대학생의 가상현실 기반 해부학교육 프로그램의 사용성에 영향을 미치는 요인)

  • Lee, Jonglan;Hwang, inju
    • Journal of Korean Academy of Rural Health Nursing
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    • v.18 no.1
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    • pp.49-57
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    • 2023
  • Purpose: This study was conducted to confirm the usability of virtual reality-based anatomy education programs for nursing college students and to identify factors that affect their usability. Methods: Data were collected from 143 nursing college students in Gyeonggi-do using a structured questionnaire from May to June 2022. The data analysis was analyzed using real numbers, percentages, means and standard deviation, ANOVA, Scheff's test, Pearson's correlation, and multiple regression using the SPSS/WIN 23.0 program. Results: The subject's usability was 4.26 points (out of 5). The variable that has the greatest influence on the usability of virtual reality-based anatomy education programs is perceived innovation (β=.370, p<.001), followed by perceived pleasure (β=.295, p=.001), perceived ease (β=.253, p<.001), smartphone usage time per day (β=.102, p=.031). These variables explained 70.6% of the usability of virtual reality-based anatomy education programs. Conclusion: The results of this study can be utilized as basic data for a virtual reality-based anatomy education program that will be developed and applied to nursing students in the future.

The educational needs of virtual reality simulation training for novice nurses' adaptation to clinical practice: A mixed methods study (신규간호사의 임상실무 적응을 위한 가상현실 시뮬레이션 교육 요구도 조사: 혼합연구 적용)

  • Lee, Mikyoung;Eom, Jeong Hee;Kim, Jinyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.29 no.4
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    • pp.339-351
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    • 2023
  • Purpose: The purpose of this study is to identify the educational needs of virtual reality simulations that can be applied to novice nurses during the waiting period before starting work in a hospital. Methods: A convergent mixed methods was used. The survey data were collected from 230 novice nurses, and a focus group interview was conducted with 6 new nurses. The data were collected from November 2022 to January 2023. Descriptive statistics, a frequency analysis, independent t-test, and an Importance-Performance Analysis were performed using SPSS 24.0. Results: Appropriate topics for virtual reality simulation education were indicated to be medications and intravenous injections, which are high priority topics in quantitative and qualitative research. The novice nurses wanted group activity training three to four times a week for two weeks before beginning work in a hospital. They also wanted an immersive virtual reality system based on a real hospital environment. Conclusion: Based on the above results, this study provides basic data for the development of a virtual reality simulation education that can improve the adaptation of novice nurses to clinical practice. A strategy was suggested to utilize the waiting time before beginning work in a hospital as educational time.