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가상 MCR 협동 훈련 시스템(Virtual MCR Collaboration training System)에 관한 연구 (A Study on Development of Virtual MCR Collaboration Training System)

  • 유현주;이용관;이명수;홍진혁;최진호
    • 전력전자학회:학술대회논문집
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    • 전력전자학회 2001년도 전력전자학술대회 논문집
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    • pp.124-127
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    • 2001
  • 가상현실 기술을 이용한 컴퓨터 지원 교육훈련 시스템 (VR-CATS: Virtual Reality based Computer Assisted Training System) 개발에 대한 연구를 전력연구원에서는 계속 수행해 왔다. 본 논문에서는 New VR-CATS (울진 3호기 참조)중 가상현실에서의 공동 협동 훈련 시스템(Virtual Reality Collaboration Training System)의 설계에 관하여 서술한다. 공동작업은 발전소 MCR(Main Control Room)을 3D 데이터 모델링 후 가상현실화하고 MCR 내부를 Navigation 할 수 있도록 가상패널(Virtual Panel)을 개발 및 에에 대한 엔지니어링 데이터베이스환경을 작성하여 추후 정확하고 신속한 계기 정보를 얻을 수 있도록 하며 훈련생들이 시뮬레이터실로 가지 않고 MCR에서 발전소를 운전하는 것과 같은 효과를 강의실에서 얻을 수 있다. 또한 설계기준사고 중의 하나인 LOCA 사고 복구 훈련 시나리오를 통하여 실제와 동일한 복구 훈련을 하므로서 효율적이며 현장감있는 교육훈련 수행을 가능케 한다.

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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.

360° 가상현실 동영상과 일반 동영상 교육 콘텐츠의 경험인식 비교 분석 (Comparison of experience recognition in 360° virtual reality videos and common videos)

  • 정은경;정지연
    • 한국응급구조학회지
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    • 제23권3호
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    • pp.145-154
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    • 2019
  • Purpose: This study simulates cardiac arrest situations in 360° virtual reality video clips and general video clips, and compares the correlations between educational media and experience recognition. Methods: Experimental research was carried out on a random control group (n=32) and experimental group (n=32) on March 20, 2019. Results: The groups where participants were trained with the 360° virtual reality video clips and a higher score of experience recognition (p=.047) than the group where participants were trained with the general video clips. Moreover, the subfactors of experience recognition including the sense of presence and vividness (p=.05), immersion (p<.05). experience (p<.01), fantasy factor (p<.05). and content satisfaction (p<.05) were positively correlated. Conclusion: Enhancing vividness and the sense of presence when developing virtual reality videos recorded with a 360° camera is thought to enable experience recognition without any direct interaction.

가상현실재활프로그램이 뇌졸중 환자의 상지기능, 인지와 일상생활활동에 미치는 효과 (The Effect of Virtual Reality Rehabilitation Program on Upper function, Cognition and Activity of Daily of Living in the with Stroke Patients)

  • 박우권;부정아;김보중
    • 문화기술의 융합
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    • 제9권4호
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    • pp.195-200
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    • 2023
  • 본 연구의 목적은 가상현실재활프로그램이 뇌졸중 환자의 상지기능, 인지와 일상생활활동에 미치는 영향을 조사하는 것이다. 프로그램 참여한 25명 중 무작위로 실험군 13명과 대조군 12명으로 분류하였다. 실험군 가상현실재활훈련 기기를 활용하여 재활훈련을 주 3회와 일반 작업치료 주 2회 적용하였고, 대조군은 일반 작업치료만 매주 5회, 회당 30분씩 진행하였다. 가상현실재활프로그램 진행한 결과 인지기능은 가상현실재활프로그램 실시한 실험군은 3.39점 증가 하였고, 일반 작업치료만 실시한 대조군은 실험 후 1.5점이 증가하였다, 상지기능은 가상현실재활프로그램 실시한 실험군은 4.84점 증가 하였고, 일반 작업치료만 실시한 대조군은 1.34점이 증가하였다, 일상생활활동은 가상현실재활프로그램 실시한 실험군은 20.38점 증가 하였고, 일반 작업치료만 실시한 대조군은 7.61점이 증가하였다, 이 결과를 통해 가상현실프로그램이 뇌졸중 환자의 상지기능, 인지와 일상생활활동도 효과가 있다는 것을 확인할 수 있다.

가상현실기반과 고전적 스쿼트 운동 방법에 따른 정적, 동적 균형지수 간 상관분석 (The Correlation between Static and Dynamic Balance Index according to the Virtual Reality-Based Squat and Conventional Squat Exercise)

  • 윤정규
    • 대한통합의학회지
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    • 제7권1호
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    • pp.1-8
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    • 2019
  • Purpose : The purpose of this study was to examine the correlation between static and dynamic balance according to the virtual reality-based squat and conventional squat exercise. Methods : Twenty four participants were randomly assigned to the virtual reality-based squat (VRS) group (n=12) or conventional squat (CS) group (n=12). The static balance (C90 area, C90 angle, trace length, sway average velocity) and dynamic balance (forward, rearward, leftward, rightward) were measured using a force plate by BT4. The VRS group used the virtual reality system during 4 weeks, while the CS group underwent classical squat training. Independent t-test was used to test the homogeneity of the general characteristics of the subjects. The collected data was analyzed using the paired t-test for static and dynamic balance comparisons before and after exercise in both groups and Pearson's test for the correlation between static and dynamic balance according to the measured time. The significance level was set to 0.05. Results : There was no significant correlation between group and static and dynamic balance related variables (p>.05). There was a significant correlation between measurement time and static and dynamic balance related variables (p<.05). According to the measurement time, the static balance parameter C90 area in the VRS group after exercise was significantly decreased (p<.05). The values of forward, leftward and rightward in the VRS group were significantly increased after exercise (p<.05). Conclusion : It is suggested that 20 normal healthy adult men and women who have normal balance ability can improve their ability to control their posture by improving the balance ability when applying virtual reality-based squat exercise.

The Effects of Joystick-controlling and Walking-around on Navigating a Virtual Space

  • RYU, Jeeheon;PARK, Sanghoon;YANG, Eunbyul;JEONG, Museok
    • Educational Technology International
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    • 제21권2호
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    • pp.125-153
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    • 2020
  • The advancement of virtual reality technology offers various locomotion options that support users' navigation behaviors in a virtual reality environment. This study was aimed at examining the effects of two navigation methods-joystick-controlling and walking-around-on users' perceived usability, behavioral engagement, and virtual presence. Fifty South Korean college students were recruited in the study, and they were assigned randomly to one of the two navigation conditions. Participants from each group were asked to observe a 3D object and complete the surveys. They were then asked to repeat the procedure with a 2D image. Using repeated-measures ANOVAs and MANOVA, we found that users using joystick-controlling reported higher usability and showed superior performance to the walking-around group on two tasks. Participants reported a higher behavioral engagement when observing the 2D image. Besides, they perceived a significantly higher virtual presence when observing the 2D image. Finally, we discussed the implications of the findings for the navigation method design.

Virtual Reality Community Gait Training Using a 360° Image Improves Gait Ability in Chronic Stroke Patients

  • Kim, Myung-Joon
    • The Journal of Korean Physical Therapy
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    • 제32권3호
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    • pp.185-190
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    • 2020
  • Purpose: Gait and cognitive impairment in stroke patients exacerbate fall risk and mobility difficulties during multi-task walking. Virtual reality can provide interesting and challenging training in a community setting. This study evaluated the effect of community-based virtual reality gait training (VRGT) using a 360-degree image on the gait ability of chronic stroke patients. Methods: Forty-five chronic stroke patients who were admitted to a rehabilitation hospital participated in this study. Patients meeting the selection criteria were randomly divided into a VRGT group (n=23) and a control group (n=22). Both these groups received general rehabilitation. The VRGT group was evaluated using a 360-degree image that was recorded for 50 minutes a day, 5 days per week for a total of 6 weeks after their training. The control group received general treadmill training for the same amount of time as that of the VRGT group. The improvement in the spatiotemporal parameters of gait was evaluated using a gait analyzer system before and after training. Results: The spatiotemporal gait parameters showed significant improvements in both groups compare with the baseline measurements (p<0.05), and the VRGT group showed more improvement than the control group (p<0.05). Conclusion: Community-based VRGT has been shown to improve the walking ability of chronic stroke patients and is expected to be used in rehabilitation of stroke patients in the future.

가상현실을 활용한 소집단 협력학습에서 팀 구성원으로서의 역할 수행이 학업성취도와 만족도에 미치는 영향 (The Effect of Performing Leader's Role on Academic Achievement and Satisfaction in Small Group Collaborative Learning in Virtual Reality)

  • 김미화
    • 디지털융복합연구
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    • 제15권11호
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    • pp.67-76
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    • 2017
  • 본 연구는 실제 학교 현장에서 첨단 테크놀로지를 활용한 소집단 학습을 적용한 연구를 행하고자 고등학교 국사수업에 세컨드라이프라는 가상현실을 활용한 소집단 협력학습을 실시하고, 가상현실을 활용한 협력학습 활동에서 팀 구성원으로서의 역할(리더, 팀원) 수행이 학업성취도와 만족도에 미치는 효과를 검증하고자 하였다. 이를 위해 고등학교 2학년 2개 학습을 선정 후, 무선적으로 20개 팀으로 구성하고 이를 또 팀별 리더 집단(20명)과 팀원집단(40명)으로 무선 할당하였다. 학업성취도와 학업활동 만족도를 측정도구로 활용하여 양적자료를 수집하고, 독립표본 t 검증을 실시하였다. 그 결과 가상현실을 활용한 협력학습 활동에서의 리더 역할 수행이 고등학생의 학업성취도와 학업활동 만족도 증진에 긍정적인 효과를 지니는 것으로 나타났다. 마지막으로 연구 결과를 기반으로 향후 가상현실을 활용하는 소집단 협력학습의 교육 현장에서의 활용 및 개선에 대한 제언이 논의되었다.

가상현실 운동프로그램이 파킨슨병 환자의 균형, 보행 및 낙상 효능감에 미치는 영향 (The Effect of Virtual Reality-Based Exercise Program on Balance, Gait, and Falls Efficacy in Patients with Parkinson's Disease)

  • 김용균;강순희
    • 대한물리의학회지
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    • 제14권4호
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    • pp.103-113
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    • 2019
  • PURPOSE: The purpose of this study was to determine if virtual reality-based exercise was effective in balance, gait, and falls efficacy in patients with Parkinson's disease (PD). METHODS: Thirty patients with PD were assigned randomly to the experimental (n=15) or control groups (n=15). The experimental group performed virtual reality-based exercise and the control group underwent conventional physical therapy for 30minutes, five times per week for four weeks. A force platform system, the Korean version of the Berg Balance Scale (K-BBS), the six-minute walking test (6MWT), and the Korean Version of the Falls Efficacy Scale (K-FES) were used to evaluate balance, gait, and falls efficacy. Wilcoxon signed-rank test and Mann-Whitney U test were used to examine the within- and between-group differences after training, respectively. RESULTS: Changes in the K-BBS score (p<.001) and fall efficacy (p<.01), following the intervention were significantly greater in the experimental group than in the control group whereas significant group difference were not observed for the anterior-posterior and mediolateral postural sway lengths. The change in the ground reaction force (p<.001) and 6MWT values (p<.05) were significantly greater after intervention in patients in the experimental group than in the control group, whereas a significant group difference was not observed for the step and stride lengths. CONCLUSION: This study indicates that virtual reality-based exercise is an effective intervention for improving balance, gait, and fall efficacy in patients with PD.

정상성인에서의 완전 몰입형 가상현실 동작과 실제 동작에서의 근수축 개시시간의 분석 (Analysis of Muscle On-set Time of Fully Immersive Virtual Reality Motions and Actual Motions in Healthy Adults)

  • 박태성;강종호;김인배
    • 융합정보논문지
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    • 제8권1호
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    • pp.173-177
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    • 2018
  • 본 연구는 완전 몰입형 가상현실 게임을 통하여 완전 몰입형 가상현실 동작과 실제 동작에서의 근수축 개시시간을 비교 하여 보고자 한다. 정상성인 30명을 대상으로 가상현실 동작(펀치, 활쏘기)과 실제 동작(펀치, 활쏘기)에서의 근수축 개시시간을 비교하여 보았다. 본 연구 결과 가상현실 동작과 실제 동작에서의 근수축 개시시간에는 유의한 차이가 없었다(p>0.05). 본 연구를 통하여 물리치료와 완전 몰입형 가상현실을 융합하여 새로운 완전 몰입형 가상현실 콘텐츠를 개발 하여 물리치료에 적용 할 수 있을 것으로 생각되며, 다양한 치료 방법이 개발 될 것으로 보인다. 또한 추후 연구에서 뇌졸중 환자를 대상으로 완전 몰입형 가상현실을 적용하여 치료에 적용 할 수 있을지 알아볼 필요가 있다.