• 제목/요약/키워드: VR Test

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핵심기본간호술 VR 교육 콘텐츠 개발을 위한 융복합 연구 (A Convergence Research for Development of VR Education Contents for Core Fundamental Nursing Skills)

  • 김정기;유혜연;이영수
    • 한국콘텐츠학회논문지
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    • 제21권9호
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    • pp.714-722
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    • 2021
  • 본 연구에서는 가상현실을 이용한 VR 기본간호술 교육 콘텐츠를 제안하고자 하였다. 핵심기본간호술 20가지 중 간이혈당검사와 인슐린피하주사 항목은 간호술 항목에서 빈번히 수행하는 기본간호술 중 하나이며, 당뇨환자들에게 자가관리 교육을 할 때도 사용할 수 있는 항목이다. 본 연구는 이 항목을 가지고 학습자의 체험을 중심으로 가이드, 미션, 피드백의 3단계로 나누어 몰입형 VR기반 핵심기본간호술 콘텐츠를 설계하였다. 이 콘텐츠에서는 실제 간호술처럼 콘트롤러를 사용하지 않고 손가락 관절인식을 통해 손의 움직임을 트랙킹하여 몰입하며 훈련할 수 있다. 이 연구는 임상 수행 능력 향상을 도울 수 있는 VR 간호술 교육 콘텐츠 개발에 도움이 될 것이다.

Decreased Pain Sensitivity of Capsaicin-Treated Rats Results from Decreased VR1 Expression

  • Lee, Soon-Youl;Hong, Young-Mi;Oh, Uh-Taek
    • Archives of Pharmacal Research
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    • 제27권11호
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    • pp.1154-1160
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    • 2004
  • We investigated the neurotoxic effects of capsaicin (CAP) on pain sensitivity and on the expression of capsaicin receptor, the vanilloid receptor (VR1), in rats. High-dose application of CAP has been known to degenerate a large fraction of the sensory neurons. Although the neurotoxic effects of CAP are well documented, the effects of CAP on the vanilloid receptor (VR1) are not yet known. In this paper, we investigated the effects of high-dose application of CAP on the expression of VR1 in rats. Thermal and mechanical pain sensitivity was reduced when neonatal rats were treated with a high dose of CAP. This reduction of pain sensitivity was significantly decreased after initiating carrageenan-induced inflammation. The expression of VR1 in dorsal root ganglia (DRG) isolated from the CAP-treated rats was reduced compared to that from the vehicle-treated rats. Therefore, we can conclude that the neurotoxic effect of CAP is related to the decrease of VR1 expression.

Moderating Effects of Mindset Types on the Relationship Between Experience and Perceived Quality in VR Contexts

  • KIM, Juran;BAE, Joonheui;KANG, Seungmook
    • 산경연구논집
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    • 제13권11호
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    • pp.21-30
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    • 2022
  • Purpose: This study investigates the moderating effect of mindset types on experience and perceived quality in virtual reality (VR) contexts and identify the relationships among mindset types, experience, perceived quality, attitude, and purchase. Research design, data and methodology: Using a survey, a total of 250 participants were recruited from South Korea. Participants were asked whether they have been VR users who had experienced VR before participating in the survey. We used the partial least squares method to test the hypotheses based on structural equation modeling. Results: The results show that experience, including spatial, reality, and sensory experiences, has positive effects on perceived quality. Additionally, the mindset moderates the relationship between experience and perceived quality such that consumers with experience are more likely to have greater perceived quality when they have a growth mindset compared to those with a fixed mindset. The VR context's perceived quality exerts positive effects on attitude toward the VR context, while attitude has positive effects on purchase intention. Conclusion: We suggest that the consumer's mindset might work as an essential moderating factor that influences the relationship between experience and perceived quality. Our findings can help marketers plan promotion strategies more effectively and cater to the different objectives of their contexts.

가상현실(Virtual Reality) 기반 해부학 교육 프로그램이 간호대학생의 학습실재감, 기술수용성, 학습동기 및 해부학 지식에 미치는 효과 (The Effect of Virtual Reality-Based Anatomy Education Program on Learning Presence, Technology Acceptance, Learning Motivation, and Knowledge for Nursing Students)

  • 김민경;송영아;손동민
    • 동서간호학연구지
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    • 제29권2호
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    • pp.141-149
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    • 2023
  • Purpose: The purpose of this study was to verify the effects of virtual reality (VR) based anatomy education program on nursing students' learning presence, technology acceptance, learning motivation, and knowledge. Methods: A nonequivalent control group pre-test and post-test design was employed. The study participants included 113 nursing students (56 in the experimental group and 57 in the control group) from Ansan City. Data collection was conducted from June 1 through 23. Data were analyzed using χ2-test, Fisher's exact test, and t-test using SPSS 23.0 program. Results: The experimental group had a significant increase in learning presence, technology acceptance, and knowledge before and after the intervention compared to the control group. Conclusion: Virtual reality based anatomy education is an effective learner-centered educational program. From an educational perspective, VR anatomy education programs can improve anatomy knowledge by increasing students' acceptance of VR technology and increase their motivation to learn by increasing their sense of presence.

전정기능저하 어지럼 환자를 위한 자기효능증진 전정재활운동 교육의 효과 (Effectiveness of Self-efficacy Promoting Vestibular Rehabilitation Program for Patients with Vestibular Hypofunction)

  • 이현정;최스미
    • 대한간호학회지
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    • 제46권5호
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    • pp.710-719
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    • 2016
  • Purpose: In this study an examination was done of the effect of self-efficacy promoting vestibular rehabilitation (S-VR) on dizziness, exercise self-efficacy, adherence to vestibular rehabilitation (VR), subjective and objective vestibular function, vestibular compensation and the recurrence of dizziness in patients with vestibular hypofunction. Methods: This was a randomized controlled study. Data were collected 3 times at baseline, 4 and 8 weeks after beginning the intervention. Outcome measures were level of dizziness, exercise self-efficacy, and level of adherence to VR. Subjective and objective vestibular function, vestibular compensation and the recurrence of dizziness were also obtained. Data were analyzed using Windows SPSS 21.0 program. Results: After 4 weeks of S-VR, there was no difference between the groups for dizziness, subjective and objective vestibular functions. However, exercise self-efficacy and adherence to VR were higher in the experimental group than in the control group. After 8 weeks of S-VR, dizziness (p =.018) exercise self-efficacy (p <.001), adherence to VR (p <.001), total-dizziness handicap inventory (DHI) (p =.012), vision analysis ratio (p =.046) in the experimental group differ significantly from that of the control group. The number of patients with recurring dizziness were higher in the control group than in the experimental group (p <.001). Conclusion: The results indicate that continuous 8 weeks of S-VR is effective in reducing dizziness, and improving exercise self-efficacy, subjective vestibular function and adherence to VR. Objective vestibular function and vestibular compensation were also improved in the experimental group at the end of 8 weeks of S-VR.

초등학교 외관 색상 면적에 관한 색상인상 테스트 (The Exterior Primary School of the Color test by Area Size)

  • 최경재;송만용;이동훈;이성필
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2007년도 춘계학술대회 및 국제감성 심포지엄
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    • pp.53-56
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    • 2007
  • 본 연구는 아동들이 선호하는 색상을 초등학교의 사용시 과연 현재 적용되고 있는 색상과 이론적 배경에서의 색상이론이 면적대비에 상응하는 것인가에 대한 연구이다. 본 연구에서는 VR-Test를 통하여 아동의 색채선호 색상이 건물외벽에 적용시 면적효과에 따라 색채선호도의 변화량을 측정하는데 그 목적이 있다.

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CHARACTERISTICS OF RESIDUAL CARBON DERIVED FROM THE COMBUSTION OF VACUUM RESIDUE IN A TEST FURNACE

  • Park, Ho-Young;Seo, Sang-Il
    • Environmental Engineering Research
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    • 제12권3호
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    • pp.109-117
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    • 2007
  • The characteristics of carbonaceous particles collected from the combustion of Vacuum Residue (VR) in a test furnace have been investigated. The physical and chemical characterization includes particle size, scanning electron microscopy of the surface structure, measurement of porosity, surface area and density, EDX/XRD analyses and measurement of chemical composition. The studies show that the carbonaceous VR particles are very porous and spheroidal, and have many blow-holes on the surface. The particles become smaller and more sponge-like as the reaction proceeds. The present porosity of VR particles is similar to that of cenospheres from the combustion of heavy oil, and the majority of pores are distributed in macro-pores above $0.03\;{\mu}m$ in diameter. Measurements of pore distribution and surface area showed that the macro-pores contributed most to total pore volume, whereas the micro-pores contributed to total surface area.

A Study on MTL Device Design and Motion Tracking in Virtual Reality Environments

  • Oh, Am-Suk
    • Journal of information and communication convergence engineering
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    • 제17권3호
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    • pp.205-212
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    • 2019
  • Motion tracking and localization devices are an important building block of motion tracking systems in a virtual reality (VR) environment. This study is about improving the accuracy of motion and location for enhancing user immersion in experience type VR environment to position tracking technique. In this study, we propose and test a design of such a device. The module data test of the attitude and heading reference system shows that the implementation with the MPU-9250 sensor is successful and adequate to be used with short operation time. We consider various sensor hardware dependencies of VR, and compare various correction methods and filtering methods to lower the motion to photon (MTP) time that user movement is fully reflected on the display using sensor devices. The Kalman filter is used to combine the accelerometer with the gyroscope in the sensing unit.

가상현실을 이용한 가스플랜트의 VR Monitoring System 개발 (Development of VR Monitoring System for Gas Plant)

  • 서명원;조기용
    • 대한기계학회논문집A
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    • 제25권5호
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    • pp.788-796
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    • 2001
  • VR(Virtual reality) technologies have given engineers the ability to design, test, and evaluate engineering systems in a virtual environment. The virtual plant is the highlight of the application of the VR technology to plant engineering. Plant design, maintenance, control, management, operation are integrated in the virtual plant. The VR monitoring system including the concept of the virtual plant is developed to replace a current control room that has number of gages and warning lamps in two-dimensional panels which shows the operating status of a plant. The operating status of the plant is displayed in the VR monitoring system through the realistic computer graphics. Sophisticated, realistic and prompt control becomes possible. The VR monitoring system consists of advanced visualization, walk-through simulation and navigation. In the virtual environment, a user can navigate and interact with each component of a plant. In addition, the user can access the information by just clicking interesting component. The VR monitoring system is operated with various modules, such as (1) virtual plant constructed with Graphic Management System (GMS), (2) Touch & Tell System, and (3) Equipment DB System of Part. In order to confirm the usefulness of the VR monitoring system, a pilot gas plant which is currently being used for plant operator training is taken as application. The end of the paper gives an outlook on the future work and a brief conclusion.

치위생학과 학생의 가상현실(VR) 적용 두경부해부학 수업태도 및 만족도 (Attitude and satisfaction of head and neck anatomy class using virtual reality (VR) in dental hygiene students)

  • 조혜은
    • 한국치위생학회지
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    • 제21권6호
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    • pp.813-820
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    • 2021
  • Objectives: This study was conducted to verify the effectiveness of the VR-applied head and neck anatomy class and to be used as basic data for the development of a teaching method using VR in the basic dental hygiene field. Methods: A convenience sample was extracted from 128 students and graduates who completed the head and neck anatomy class at the department of dental hygiene at a university in Gwangju. From June 1 to July 31, 2021, an online survey was conducted on class attitude and satisfaction, and statistical analysis was performed using frequency analysis and independent sample t-test. Results: Class attitude (3.79), interest (3.64), attention (3.88), learning motivation (3.80), and achievement motivation (3.84) were all high in the head and neck anatomy VR application group (p<0.01). Satisfaction (3.99), relevance of class content (4.06) and class achievement (3.96) were high in the head and neck anatomy VR application group (p<0.01). The suitability of class attitude (3.65) and class content (sub-item of class satisfaction) (4.13) was high in the group with the 4th industrial revolution education experience (p<0.05). Conclusions: The effect of VR application in the head and neck anatomy class was confirmed to increase students' class attitude and satisfaction. In the basic dental hygiene curriculum, it will be necessary to develop and utilize teaching methods related to the 4th industrial revolution and VR application classes.