• Title/Summary/Keyword: VR Test

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A Study on the Development of Physical Examination with VR Content and User Satisfaction (VR 콘텐츠를 이용한 신체검사 개발 및 사용자 만족도 연구)

  • An, Ho-Won;Kim, Jun-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.318-326
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    • 2021
  • This study aims to the effectiveness of physical examination using VR contents to solve problems such as the increase in chronic diseases and shortage of professional manpower in the health care field according to the aging and low birth rate, and to provide efficient healthcare. Therefore, this study implemented a one-stop VR content physical examination system by wearing HTC VIVE Pro VR and a stick controller. The system is from step 1 to step 5, and the final body age is determined and a simple solution is provided through five steps sequentially: color blind test, memory test, audiogram test, reaction speed test, and instantaneous cognitive ability test. In addition, for the one-stop VR content physical examination system developed by this study, as a result of verifying the user satisfaction for normal people who visited the health examination center and VR/AR clinical trial center of certified tertiary hospital in Daejeon, the overall satisfaction and the intention to reuse Was high, and according to gender, there was a significant difference in the 5-step test, and according to the age, there were significant differences in the 4-step test and the 5-step test.

Study on the possible application of Vibrated and Rolled reinforced concrete pipe to vertical.crossing water distribution system (진동 및 전압 철근 콘크리트관의 종.횡단배수관 적용성 검토에 관한 연구)

  • Park Do-Kyong;Lee Myung-Kue;Yang Keek-Young
    • Journal of the Korea Institute of Building Construction
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    • v.6 no.2 s.20
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    • pp.111-117
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    • 2006
  • In case of carrying out vortical crossing water distribution system in expressways or general roads construction, VR(Vibrated and Rolled reinforced concrete) pipes are restricted because of their specification of reinforced spun concrete pipe or on-site made pipe. Therefore, in order to apply VR pipes to those constructions, through the structural behavior experiments of the pipes, VR pipes are compared and verified with reinforced spun concrete pipe and the results are obtained as the following. From the experiments and analyses of Pipe Stiffness(PS) of the pipes, cracking loading is approved to satisfy the KS regulations. Through a direct load test, the cracking loading strength and the maximum load test of VR pipe is larger compared with reinforced spun concrete pipe. Particularly, even if side weld is thin, there is no little change in the cracking strength of VR pipe. The results of the direct load test analysis show that the structural behavior of VR pipe is equivalent or higher compared with reinforced spun concrete pipe in performance and VR pipe could be used as the water distribution pipe for roads. In this study, through pipe stiffness, direct load test and load teat on earth, reinforced spun concrete pipe and VR pipe are compared. And as a result, the structural behavior of VR pipe is comprehensively excellent. From the structural behavior tests, VR pipe's section shows more thickness and has uniform characteristics so that VR pipe is considered more favorable than reinforced spun concrete pipe.

The Effects of Virtual Reality Therapy With Compensation Inhibition and Feedback on Upper Extremity Function in Hemiplegic Patients With Chronic Stroke (보상작용 억제와 피드백을 제공한 가상현실 치료가 만성 뇌졸중 편마비 환자의 상지기능에 미치는 영향)

  • Chon, Seung-Chul;Chang, Ki-Yeon
    • Physical Therapy Korea
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    • v.18 no.2
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    • pp.67-75
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    • 2011
  • The purpose of this study was to investigate the effects of virtual reality (VR) therapy with compensation inhibition and feedback (CIF) on upper extremity function in chronic stroke patients. Seven chronic stroke patients participated in this study, which was a randomized controlled trial with a crossover design. Self upper extremity exercise, conservative VR therapy, and VR therapy with CIF were performed for one hour per session, 5 times per week, over a 3 week period. The main outcome measures involved range of motion (ROM) including shoulder, elbow, and wrist joints, a Manual Function Test (MFT), and a Motor Activity Log (MAL). Data were calculated as posttest and pretest changes in every session and were analyzed using Friedman and Wilcoxon signed-rank tests at p<.05. The results were as follows: 1) Statistically significant increase in ROM measurements of shoulder and elbow joints were seen with VR therapy with CIF compared to VR therapy and self upper extremity exercise (p<.05), whereas no significant increasing was noted for the wrist joint (p>.05). 2) Statistically significant increase in the MFT was seen with VR therapy with CIF compared with VR therapy and self upper extremity exercise (p<.05). 3) VR therapy with CIF also resulted in statistically significant increase in both activity of use (AOU) (p<.05) and quality of movement (QOM) (p<.05) on the MAL test when compared with VR therapy and self upper extremity exercise, respectively. In conclusion, VR therapy with CIF was more effective than conservative VR therapy and self upper extremity exercise in improving the upper extremity function in hemiplegic patients with chronic stroke.

The Effects of Virtual Reality-based Continuous Slow Exercise on Factors for Falls in the Elderly (가상현실에서 연속적 느린 운동이 노인의 낙상 요인에 미치는 영향)

  • Kim, Jung-Jin;Gu, Seul;Lee, Jin-Ju;Kim, Yu-Shin;Yoon, Bum-Chul
    • The Journal of Korean Physical Therapy
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    • v.24 no.2
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    • pp.90-97
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    • 2012
  • Purpose: The purpose of this study was to assess the effects of virtual reality-based continuous slow exercise on muscle strength and dynamic balance capacity, in older adults over 65 years of age. Methods: Twenty-six volunteers were randomly divided into two groups; a Virtual Reality (VR) exercise-group ($67.8{\pm}4.1$ yrs) and a Control group ($65.5{\pm}5.2$ yrs). The VR group participated in eight weeks of virtual reality exercise, utilizing modified Tai-Chi provided by a motion capture system, and the Control group had no intervention. The hip muscle strength and dynamic balance of the members of both the VR group and the Control group were measured at pre- and post-intervention, using a multimodal dynamometer, and backward stepping test, respectively. Results: 1. After the 8-week VR-based exercise, the VR group showed significant improvement of hip strength, compared to the control group: hip extension (p=0.00), flexion (p=0.00), abduction (p=0.00), and adduction (p=0.00). 2. After the 8-week VR-based exercise, the VR group showed significant improvement of dynamic balance capacity as ground reaction force, compared to the control group. Eyes opened backward stepping test: Fx (+) (p=0.00), Fy (-) (p=0.02), Ver (+) (p=0.02) direction. Eyes closed backward stepping test: Fx (+) (p=0.04), Fy (-) (p=0.04), Ver (+) (p=0.03) direction. Conclusion: The VR group showed improvement of their hip muscle strength, and dynamic balance capacity. Therefore VR-based continuous slow exercise would contribute to reducing the risk of falls in the elderly.

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.

A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

Correlation Between Knee Muscle Strength and Maximal Cycling Speed Measured Using 3D Depth Camera in Virtual Reality Environment

  • Kim, Ye Jin;Jeon, Hye-seon;Park, Joo-hee;Moon, Gyeong-Ah;Wang, Yixin
    • Physical Therapy Korea
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    • v.29 no.4
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    • pp.262-268
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    • 2022
  • Background: Virtual reality (VR) programs based on motion capture camera are the most convenient and cost-effective approaches for remote rehabilitation. Assessment of physical function is critical for providing optimal VR rehabilitation training; however, direct muscle strength measurement using camera-based kinematic data is impracticable. Therefore, it is necessary to develop a method to indirectly estimate the muscle strength of users from the value obtained using a motion capture camera. Objects: The purpose of this study was to determine whether the pedaling speed converted using the VR engine from the captured foot position data in the VR environment can be used as an indirect way to evaluate knee muscle strength, and to investigate the validity and reliability of a camera-based VR program. Methods: Thirty healthy adults were included in this study. Each subject performed a 15-second maximum pedaling test in the VR and built-in speedometer modes. In the VR speedometer mode, a motion capture camera was used to detect the position of the ankle joints and automatically calculate the pedaling speed. An isokinetic dynamometer was used to assess the isometric and isokinetic peak torques of knee flexion and extension. Results: The pedaling speeds in VR and built-in speedometer modes revealed a significantly high positive correlation (r = 0.922). In addition, the intra-rater reliability of the pedaling speed in the VR speedometer mode was good (ICC [intraclass correlation coefficient] = 0.685). The results of the Pearson correlation analysis revealed a significant moderate positive correlation between the pedaling speed of the VR speedometer and the peak torque of knee isokinetic flexion (r = 0.639) and extension (r = 0.598). Conclusion: This study suggests the potential benefits of measuring the maximum pedaling speed using 3D depth camera in a VR environment as an indirect assessment of muscle strength. However, technological improvements must be followed to obtain more accurate estimation of muscle strength from the VR cycling test.

Application of Virtual Reality in the Medical Field (가상현실(VR)의 의료분야 적용 동향)

  • Chun, H.S.
    • Electronics and Telecommunications Trends
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    • v.34 no.2
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    • pp.19-28
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    • 2019
  • In recent years, medical and health care fields have attracted attention for virtual reality (VR) applications. VR technology is emerging as a healthcare specialist and psychotherapy alternative to cope with the increase in the demand for the treatment of conditions such as psychological diseases caused by old age and stress. Using VR, virtual patients or organs can be trained, and the medical staff can plan and pre-test before surgeries. The use of VR technology for psychotherapy and rehabilitation of one-to-one, face-to-face treatment allows a single physician to respond to multiple health care needs.

Use of Immersive Virtual Technology in Consumer Retailing and Its Effects to Consumer

  • LEE, Won-Jun
    • Journal of Distribution Science
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    • v.18 no.2
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    • pp.5-15
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    • 2020
  • Purpose : Today's retailers are integrating new VR technology into their new marketing strategies. Thus, this research aims to understand the role of virtual experiences in the circumstance of sales channels. Research design, data and methodology : Our model hypothesizes that five key factors determine the consumer experience of VR in the virtual retailing context: smartness, vividness, interactivity, playfulness, escape. Information access and flow are mediating variables that connect key drivers and VR satisfaction. Information access and flow then give influence to satisfaction towards VR. Satisfaction serves as a mediator that determines changes in consumer's dual intention: intention to revisit VR and intention to visit the real site. Results : According to the test results, every path except the relationship between information access and satisfaction of VR is accepted as expected at the significance level of 0.05. Conclusions : This research emphasizes the potential importance of VR and continue VR marketing research as an advent research area. Through the dual-path model, this study found that the primary function of VR is information access and flow experience. This result shows that most VR users value emotional benefits rather than rational benefits provided by VR. Finally, the satisfaction of VR can stimulate both the intention to use the VR and the intention to visit real mall.

A Study on Effects of AR and VR Assisted Lessons on Immersion in Learning and Academic Stress

  • Han, Ji-Woo
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.19-24
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    • 2018
  • This study investigated the academic stress and the immersion in learning in relation to AR and VR assisted instructions compared to traditional approaches. To that end, 78 $8^{th}$ graders in T and S city in Gangwondo were assigned to experimental and control groups. The experimental group received the VR and AR lessons. The academic stress was measured with the pre- and post-test scores, while the immersion in learning was measured with the post-test scores. In brief, AR and VR assisted lessons made statistically significant differences in the academic stress and immersion in learning in comparison to the traditional approaches.