• Title/Summary/Keyword: Virtual Reality(VR)

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Awareness of health science students' use of virtual reality devices for learning (일부 보건계열 학생들의 VR 학습매체 활용 인식에 대한 연구)

  • Yong-Keum, Choi;Da-Young, Ryu;Hyun-Sun, Jeon
    • Journal of Korean Dental Hygiene Science
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    • v.5 no.2
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    • pp.61-72
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    • 2022
  • Background: This study was aimed at surveying the health science students' interest, demand, and awareness of virtual reality (VR) devices for learning to accumulate data necessary to develop and implement a curriculum with VR devices. Methods: We investigated the perception of health science students regarding VR device application and utilization. Statistical analyses were performed using SPSS 25.0 (IBM SPSS Statistics). Frequency and descriptive analyses were performed for the perception level of VR device use for university education. An independent twosamples t-test was performed to statistically analyze the perception level according to the VR device experience. A p-value < 0.05 was set to indicate statistical significance. Results: To the question "Do you wish to use VR devices for educational purposes?," 73% of the participants answered "yes." To the question "Do you think VR is necessary for the course curriculum?," over 65% answered "yes." Conclusion: In this study, health science students reported a great need for VR devices for education. VR-based classroom curriculum is expected to improve students' concentration, interest, and motivation.

Effects of Dementia Experience using Virtual Reality on Public Awareness and Attitude toward Dementia Patients (3D 가상치매체험 프로그램이 치매에 대한 태도와 인식변화에 미치는 효과)

  • Jeong, Ji Woon;Kim, Hyun Taek;Park, June Hyuk
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.5-14
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    • 2018
  • The Empathy for Dementia using Virtual Reality (EDuVR) system, developed by the Jeju Provincial Dementia Center, is a 3D video system capturing the experience of dementia in a first-person perspective using 360 degree vritual reality (VR) technology. It was developed to create a greater understanding of dementia and to help people empathize with individuals with dementia through an immersive VR experience. The EDuVR shows how a dementia patient has impairments in memory, orientation, language, judgment and problem solving, as well as problems with activities of daily living. The present study reported the effectiveness of the EDuVR experience in changing public awareness of, and attitude toward, dementia. Sixty-six participants were assigned to the EDuVR (n = 34) or the conventional education (n = 32) groups, and two types of questionnaires - attitude and awareness questionnaires - were administered to the subjects before and after the EDuVR experience or education. The simulator sickness and presence questionnaires were administered to the EDuVR group to assess cybersickness and presence of the VR experience. As a results, the attitude and awareness toward dementia patients changed positively in both the EDuVR and the conventional education groups, and these changes did not differ between two groups. Only one person reported a significant level of cybersicness after experiencing the EDuVR system. These results suggest that the EDuVR enhances the level of understanding and empathy for dementia and would be a useful tool for improving awareness in the general public.

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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.

Advertisement Analysis System with Eye Tracking VR HMD(Virtual Reality Head Mounted Display (시선추적형 가상현실기기를 통한 광고분석 시스템)

  • Park, Jaeseung;Seok, Yunchan
    • Smart Media Journal
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    • v.5 no.3
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    • pp.62-66
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    • 2016
  • The recent increase in virtual reality (VR) technology around the world has been VR work in cooperation with technology from other sectors to form new trends. In the case of advertising, it is difficult to trace if VR users viewed a certain piece of advertisement because the current technology does not allow them to interact with the screen. Eye tracking technology can act as a solution to the problem of tracing advertisement views as it allows for data extraction in relation to which advertisements were viewed and for how long. The research paper suggests a method of how to track the eyes of users in VR advertising. The suggested method includes communication between a server and VR HMD (virtual reality head mounted display) as well as a screen of output from the server.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

A Web-based 3D Virtual Reality Pavilion of Korean Traditional Music (웹 기반의 가상현실 3D 국악 박물관 제작)

  • Choi, Ji Ae;Shim, Jae Sun;Kim, Yoon Sang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.1
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    • pp.65-68
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    • 2008
  • In this paper, a web-based 3D virtual reality (VR) pavillion of Korean Traditional Music was implemented. The VR pavillion is used for the virtual demonstration and experience of Korean Traditional Music, which provides the information as well as multimedia experience on eight instruments to users through internet. It provides eight web-pages and one an audio-visual classroom on the instruments.

Effect of Virtual Reality-based Occupational Therapy Interventions for Disabled Children and Adolescents: A Systematic Review (장애 아동 및 청소년에게 가상현실(VR) 기반 작업치료 중재가 미치는 영향: 체계적 고찰)

  • Kim, Man-Je;Gil, Young-Suk;Kang, Set-Byul;Lee, Jae-Shin
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.1
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    • pp.34-46
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    • 2023
  • Objective : The purpose of this study was to systematically analyze the methods by which virtual reality (VR)-based occupational therapy interventions are applied to disabled children and adolescents and to assess their effectiveness. Methods : The RISS, DBpia, KCI, Science Direct, and CINAHL MEDLINE databases were searched for relevant literature from January 2012 to August 2022. The main search terms used were "virtual reality," "work therapy," "youth," "virtual reality," "occupational therapy," "child," and "adolescent." A total of 16 documents were selected for analysis by the 4th stage of the PRISMA flowchart. Results : In the 16 selected studies, VR-based occupational therapy when used with children and adolescents with disabilities and was shown to have meaningful effects. Among the types of cerebral palsy covered in the studies, the most common was hemiplegia, and the evaluation tools used for measurement of the VR effect were daily activities, cognition, exercise technology, social-interaction technology, and visual-perception evaluation. Nintendo wii and Microsoft Kinect produced the VR tools most commonly used to improve motor skills and daily life. Conclusion : The results of this study indicate that VR interventions can be used effectively in clinical practice. In the future, they may assist in the diagnosis of disabled children and adolescents, in helping to select VR tools that are suitable for the purposes of intervention, and in the presentation of specific methods.

Comparative Analysis of Visual Presentation and User Acceptability of Virtual/Augmented Reality Application for Architectural Design Review (설계검토를 위한 가상현실·증강현실 기술의 활용 효과 비교 분석)

  • Lee, Jin-Gang;Choi, Min-Ji;Lim, Yun-Ji;Seo, Joon-Oh
    • Journal of KIBIM
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    • v.9 no.4
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    • pp.1-9
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    • 2019
  • Visualized information platforms through building information modeling (BIM) such as virtual reality (VR) and augmented reality (AR) improves the efficiency of architectural information exchange. Despite that, less effort has been directed to evaluate the effectiveness of different BIM visualization platforms for architectural design review. This study fills these gaps and compares three BIM visualization tools for reviewing diverse architectural review factors and technology acceptance degree. Three main BIM visualization tools, which are desktop-based, virtual reality-based and augmented reality-based, were employed and different architectural review factors and user's technology acceptance degree was measured. As a result, VR and AR environment showed better visual presentation than desktop environment during design review. In terms of the technology acceptance level, VR and AR environments have received higher ratings compared to desktop environments. The detailed findings provide guidelines for participants and researchers involved in design review process to selectively adopt VR and AR system to various architectural design review components.

Virtual Reality to Help Relieve Travel Anxiety

  • Ahn, Jong-Chang;Cho, Sung-Phil;Jeong, Soon-Ki
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.6
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    • pp.1433-1448
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    • 2013
  • This study presents empirical evidence of the benefit of viewing narrative video clips on embedded virtual reality (VR) websites of hotels to relieve travel anxiety. As the effectiveness of using VR functions to relieve travel anxiety has been shown, we proposed that a VR website enhanced with narrative video clips could relieve travelers' anxiety about accommodations by showing the important aspects of a hotel. Thus, we created a website with a narrative video showing the escape route from a hotel room and another narrative video showing the surrounding neighborhood. We then conducted experiments by having human subjects explore the enhanced VR website and fill out a questionnaire. The results confirmed our hypothesis that there is a statistically significant relationship between relief from travel anxiety and the use of narrative videos on embedded VR websites of hotels.

The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.177-180
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    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to imbody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

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