• Title/Summary/Keyword: VR training

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The opportunities of virtual reality in the rehabilitation of children with attention deficit hyperactivity disorder: a literature review

  • Bashiri, Azadeh;Ghazisaeedi, Marjan;Shahmoradi, Leila
    • Clinical and Experimental Pediatrics
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    • v.60 no.11
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    • pp.337-343
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    • 2017
  • Attention deficit hyperactivity disorder (ADHD) is one of the most common psychiatric disorders in childhood. This disorder, in addition to its main symptoms, creates significant difficulties in education, social performance, and personal relationships. Given the importance of rehabilitation for these patients to combat the above issues, the use of virtual reality (VR) technology is helpful. The aim of this study was to highlight the opportunities for VR in the rehabilitation of children with ADHD. This narrative review was conducted by searching for articles in scientific databases and e-Journals, using keywords including VR, children, and ADHD. Various studies have shown that VR capabilities in the rehabilitation of children with ADHD include providing flexibility in accordance with the patients' requirements; removing distractions and creating an effective and safe environment away from real-life dangers; saving time and money; increasing patients' incentives based on their interests; providing suitable tools to perform different behavioral tests and increase ecological validity; facilitating better understanding of individuals' cognitive deficits and improving them; helping therapists with accurate diagnosis, assessment, and rehabilitation; and improving working memory, executive function, and cognitive processes such as attention in these children. Rehabilitation of children with ADHD is based on behavior and physical patterns and is thus suitable for VR interventions. This technology, by simulating and providing a virtual environment for diagnosis, training, monitoring, assessment and treatment, is effective in providing optimal rehabilitation of children with ADHD.

A Study on the Development of Software Education Program to Activate Employment for the Disabled

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.209-216
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    • 2022
  • In this paper, we propose an effective software education program to promote employment of the disabled and verify the effectiveness of SW education through pilot operation. In this SW education program, we develop a SW curriculum consisting of the basic course, Unity programming course, and the advanced course, AR/VR digital content development course. The SW education achievement standard develops the basic and advanced course achievement standards in consideration of the level of the virtual reality content production job of the National Competency Standards(NCS) and the SW education achievement standards of youth with visual, hearing, and physical disabilities. SW education materials are developed on a project basis so that one AR/VR digital content can be implemented step by step according to the intellectual level of the disabled based on Unity. SW education pilot training is conducted as online education based on Blended Learning due to COVID-19. In order to derive the SW education effect and each learner's individual SW education academic achievement for the SW education pilot training, a survey is conducted on learners, and the results are analyzed. In the basic course, 77.3% of learners achieved academic achievement above excellent(80-90), and in the advanced course, 48.8% of learners achieved academic achievement above excellent(80-90). These results verify that the SW education program for the disabled developed in this paper is effective in activating employment for the disabled.

Comparative Studies on The Relationship between Presence and Physiological Arousal in Virtual Reality and Desktop Based Driving Simulator (VR 및 Desktop 기반 운전 시뮬레이터 사이의 실재감과 생리적 각성 반응에 관한 비교연구)

  • Lee, Myoung-Hee;Kim, Gerard J.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1239-1245
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    • 2009
  • 가상현실의 자연스러운 응용분야는 작업 훈련(Task Training) 분야이다. 이러한 작업 훈련 분야에서 가장 중요한 요소 중 하나는 각성 수준(Arousal Level)으로, 적절한 각성 수준은 과제 훈련의 효과를 결정짓는다. 본 연구는 VR 환경과 Desktop 환경의 자동차 운전 시뮬레이터에서 피험자가 실험을 위하여 설계된 2 개의 시나리오를 수행하는 동안 피험자의 생리 신호를 측정하고, 실험 후 각 환경에 대한 주관적인 실재감을 측정하여, 두 실험 환경 사이에 피험자의 주관적인 실재감이 유의한 차이가 있는지 알아보고, 피험자가 수행한 시나리오와 시나리오에 종속된 실험 태스크에 대하여, 각성 수준을 평가할 때 유용한 지표로 활용되는 피부전도도(GSR) 반응이 피험자의 주관적인 실재감의 결과와 어떠한 관계를 보이는지 살펴 보았다. 실험 결과 두 실험 환경 사이의 피험자의 주관적인 실재감은 유의한 차이가 있었고, VR 환경에서 더 높게 나왔다. 그러나 두 실험 환경 사이의 피험자의 생리적 각성 반응은 실재감의 결과처럼 유의한 차이를 보여주지 못했으며, 오히려 시나리오에 종속된 실험 태스크에 따라서 유의한 차이를 보여주었다. 따라서 실재감과 피부전도도 (GSR)측정에 의한 각성도 는 직접적인 관계가 적은 것으로 생각되며, 이는 피부전도도(GSR)를 실재감의 한 척도로 쓰기에는 적합하지 않을 수 있다는 것을 의미한다.

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Effects of Virtual Reality Program on Standing-Balance in Stroke with Sensory Deficit (가상현실 프로그램이 감각이상이 있는 뇌졸중 환자의 균형능력에 미치는 영향)

  • Lee, Seong-Ran;Bae, Sung-Soo
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.1
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    • pp.63-70
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    • 2010
  • Purpose : The purpose of this study was to investigate the effects of virtual reality(VR) program on standing balance in stroke with sensory deficit. Methods : Subjects were assigned randomly to either VR group (n=28) or the control group (n=31) when study began. Both groups were conducted electricity therapy, exercise therapy 5 times per week during six weeks, and a group who have VR group 3 times per week during six weeks. Both groups assessed for standing balance before and after virtual reality program. Results : In standing balance, the virtual reality program which have sensory deficit in stroke group, open eyes from the center area of the body and center line significantly reduced the training period(p<.05). The virtual reality program to instantly move the weight through maximum voluntary safety limits to sensory deficit of virtual reality program(p<.05). Conclusion : Stroke patients with sensory deficit affects the recovery of the standing balance. In addition, virtual reality program was stroke patients with sensory deficit affects the recovery of standing balance.

Measurement Method of Musculoskeletal Health Status by the Motion Analysis on VR Contents based Agricultural Work (가상현실 콘텐츠 기반의 농작업 동작 분석을 통한 근골격계 건강상태 측정방법)

  • Youn, Jae-Hong;Lee, Min-Tae;Kim, Eun-Seok
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1481-1492
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    • 2018
  • Musculoskeletal disorders show symptoms of pain and dysfunction caused by accumulation of minute damage on nerves and blood vessels which are related to specific body parts. This is more likely to occur in the elderly. In Korea, 40.3% of the agricultural population is over 65 years old. In these cases, the portion of musculoskeletal disorders is more than 80% in acute/chronic diseases related to agricultural work. Therefore, measures for physical health care and safety prevention of elderly farmers are needed. In this study, we intend to propose a method to measure musculoskeletal health condition through the motion recognition device and VR contents. For this, we analyze the agricultural work causing musculoskeletal disorders of farmers, and suggest a motion analysis algorithm that can measure the health condition of the musculoskeletal system. In addition, we are going to propose a training method customized for farmers on the basis of VR contents in order to prevent musculoskeletal disorders.

Design of Block Codes for Distributed Learning in VR/AR Transmission

  • Seo-Hee Hwang;Si-Yeon Pak;Jin-Ho Chung;Daehwan Kim;Yongwan Kim
    • Journal of information and communication convergence engineering
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    • v.21 no.4
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    • pp.300-305
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    • 2023
  • Audience reactions in response to remote virtual performances must be compressed before being transmitted to the server. The server, which aggregates these data for group insights, requires a distribution code for the transfer. Recently, distributed learning algorithms such as federated learning have gained attention as alternatives that satisfy both the information security and efficiency requirements. In distributed learning, no individual user has access to complete information, and the objective is to achieve a learning effect similar to that achieved with the entire information. It is therefore important to distribute interdependent information among users and subsequently aggregate this information following training. In this paper, we present a new extension technique for minimal code that allows a new minimal code with a different length and Hamming weight to be generated through the product of any vector and a given minimal code. Thus, the proposed technique can generate minimal codes with previously unknown parameters. We also present a scenario wherein these combined methods can be applied.

VR-based Training Application for Improving Reality and Understandability of Fire Actions (현실감 및 정확성 증진을 위한 VR 기반 화재 대처 교육 어플리케이션)

  • Han, Jin;Kim, Young-Gyeun;Yoo, Kwan-Hee;Hong, Jang-Eui
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.953-954
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    • 2017
  • 화재, 지진 등과 같은 대규모의 재난에 대비하는 것은 최근 매우 중요한 활동으로 인식되고 있다. 그러나 이러한 재난 대비 및 대처의 중요성 인식에도 불구하고, 많은 사람들이 실제 발생하는 재난 상황에서 적절한 대처를 하지 못하여 인명 또는 재산상의 피해가 발생하고 있다. 본 논문에서는 화재가 발생하는 경우의 신속한 대처를 지원하기 위한 가상현실 기반의 화재 대처 어플리케이션을 개발하고자 한다. 이는 화재 발생시, 소화전이나 소화기를 정확하고 올바르게 사용할 수 있도록 도와줄 뿐만 아니라, 대규모의 학생들에 대한 교육에도 매우 유용하게 활용될 수 있을 것이다.

VIRTUAL REALITY SHIP SIMULATOR

  • Yim, Jeong-Bin
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2000.06a
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    • pp.93-105
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    • 2000
  • This paper describes prototype Virtual Reality Ship Simulator (VRSS) that we have recently developed next-generation training equipment based on the virtual reality (VR) technology. The inherent defects of conventional ship simulators are enormous costs and difficult system upgrade due to the system construction, such as large mock-up bridge system, wide visual presentations, In this paper, to cope with those problems, we explored VR technology that can give realistic environments in a virtual world. Then we constructed prototype VRSS system, which is, consists of PC-based human sensors, and Databases set having 3D object models and coefficients of Head Related Transfer Functions (HRTFs). 3D-WEBMASTER authoring tool was used as Virtual Reality Modeling Language (VRML). Using the VRSS system, we constructed Port an Passage Simulator for the harbor of INCHON in Korea, and Ship and Sea State Simulator for an arbitrary given sea environmental states by user. Through many simulation tests, we testified the efficiency of developed prototype VRSS by subject assessment with five participants. Then, we present results on the simulation experiments and conclude with discussion of evaluation results.

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Online Guide for Power System Troubleshooting Using VR (전력 기기 및 시스템 고장에 대한 VR을 이용한 온라인 가이드)

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • Proceedings of the KIEE Conference
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    • 2002.11b
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    • pp.189-192
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    • 2002
  • When a large scale system and its machinery have a trouble, an inexperienced personnel has a difficulty to find out a countermeasure and to understand the situation quickly. In this paper, a Online Guide Application using 3D Virtual Reality is proposed, and it will be used for operator to work out a countermeasure quickly and to see a trouble situation widely. This application shows possibility of minimizing effects of an incident by presenting effective troubleshooting process. moreover, this is expected to be applied to training program.

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Virtual reality-based rehabilitation training program using bio-signals and gyro sensors (생체 신호와 자이로 센서를 이용한 가상현실 기반의 재활 훈련 프로그램)

  • Lee, Jaejun;Kim, Ung Gyu;Nasir, Atiqah Binti Muhammad;Lee, Young Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1031-1033
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    • 2017
  • 본 논문에서는 EMG(Electromyogram) 신호 기반의 재활 치료용 VR(Virtual Reality) 플랫폼을 제안한다. EMG 신호는 근육의 움직임을 확인할 수 있는 생체 신호로, EMG 신호를 활용하면 근육에 직접적인 움직임이 없어도 환자의 행동 의도를 확인할 수 있다. 본 논문에서는 EMG 신호를 이용하여 환자의 근육 움직임을 확인하며, 해당 움직임을 나타내는 VR 콘텐츠에 대한 제안과 실제 제작 콘텐츠를 소개한다. 실험 결과는 실제 근육 움직임에 대한 인식률을 확인하였다.