• Title/Summary/Keyword: Virtual Reality

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Effects of Transcranial Direct Current Stimulation and Virtual Reality Program Application on the Cognition and Depression of Mild Cognitive Impairment Patients (경두개 직류자극과 가상현실프로그램 적용이 경도인지장애 환자의 인지 및 우울에 미치는 영향)

  • Kim, Ko-Un;Kim, Bo-Ra;An, Tae-Gyu
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.3
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    • pp.155-164
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    • 2021
  • Purpose : The purpose of this study is to investigate the effects of transcranial direct current stimulation and virtual reality program application on cognition and depression of patients with mild cognitive impairment, and to find an intervention method that can enhance active participation of patients with mild cognitive impairment. Methods : In this study, 50 mild cognitive impairment patients were divided into a treatment group (25 patients) and a control group (25 patients). The treatment group was applied with a transcranial direct current stimulation and a virtual reality program, while the control group received a placebo transcranial direct current stimulation and a virtual reality program. Both groups received five 50-minute sessions per week (one session per day) for six weeks (total of 30 sessions). NCSE was used to evaluate the cognitive functions of the patients before and after treatment intervention. Moreover, K-BDI was conducted to examine the depression of the patients. Results : As a result of the transcranial direct current stimulation and a virtual reality program intervention, the cognitive function of both treatment and control group significantly (p<.05) improved, and the depression of both treatment and control group significantly (p<.05) decreased. Moreover, the changes in cognitive functions and depression were significant between the two groups¸ treatment and control group (p<.05). Conclusion : The results of the study showed that the application of the transcranial direct current stimulation and virtual reality program significantly improved the cognitive function of mild cognitive impairment patients and decreased the depression of them. Therefore, it could be concluded that the transcranial direct current stimulation and virtual reality program was an intervention method which positively affects the cognitive function and depression of mild cognitive impairment patients.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

The Effect of Virtual Reality-Based Complex Cognitive Training Program on Cognitive Function, Depression, Digital Divide Reduction in the Elderly: An exploratory study (가상현실(Virtual Reality) 기반 복합인지중재 프로그램이 노인의 인지기능, 우울, 디지털 격차 해소에 미치는 영향: 탐색적 연구)

  • Bit-Na Cho;Pumsoo Kim;Dong-Gi Hong;Min-Jung Kwak
    • Journal of The Korean Society of Integrative Medicine
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    • v.12 no.1
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    • pp.109-124
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    • 2024
  • Purpose : The purpose of this study was to examine the effects of a virtual reality-based complex cognitive training program for depression, cognitive function, and digital divide reduction in the elderly who have not been diagnosed with dementia or MCI. Methods : We enrolled 16 participants who were over 65 years old and not been diagnosed with dementia or MCI. We randomly divided into three groups (A, B, C). Participants underwent an 8-week virtual reality-based complex cognitive training program (60 minutes each session, twice per week). At a baseline, all participants completed questionnaires on general features, depression and cognitive function. After four weeks, all participants completed questionnaires on depression and cognitive function. After the end of the last program, participants conducted questionnaires on depression, cognitive function, and usability evaluation. Results : At the 8-week follow-up, 16 participants completed the program. Compared to the baseline, the average score of cognitive function was increased (from 26.5 to 28.5), although it was not statistically significant (p<.061). There were no significant differences between baseline and post-training evaluations on depression scores. The average score of usability evaluation was 75.56, which corresponds to good. Conclusion : Even though the results showed no statistically significant findings in cognitive function and depression after the virtual reality-based complex cognitive training intervention, this pilot study proposed the possibility of utilizing the virtual reality program as a tool that provides active learning opportunities for the elderly and helps improve their cognitive function through multi-sensory components. Also, the findings of this study suggested a positive reevaluation of the elderly's digital access capabilities while reducing the digital divide. A virtual reality-based complex cognitive training program improved the social network of the elderly. We expect that it will expand in size and help with their social participation of the elderly.

Virtual World On-line Lecture System based on Mixed Reality (혼합현실 기반의 가상 세계 온라인 강의 시스템)

  • Kwon, Oh-Young;Seo, Hyo-Seok;Teles, Gustavo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.97-102
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    • 2011
  • Learning system on virtual environment gives the immersive feeling that lacks in existing E-Learning system, excites user's interest, and offers dangerous and expensive education contents. In this paper, we classified the learning categories into four classes: realtime lecture, anytime study, practice education, and the activity of study group. We built the on-line lecture system using Second Life that supports 3D virtual world and mixed reality. We provided virtual learning environment as running developed virtual world on-line lecture system.

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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.

The Method of Virtual Reality-based Surgical Navigation to Reproduce the Surgical Plan in Spinal Fusion Surgery (척추 융합술에서 수술 계획을 재현하기 위한 가상현실 기반 수술 내비게이션 방법)

  • Song, Chanho;Son, Jaebum;Jung, Euisung;Lee, Hoyul;Park, Young-Sang;Jeong, Yoosoo
    • The Journal of Korea Robotics Society
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    • v.17 no.1
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    • pp.8-15
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    • 2022
  • In this paper, we proposed the method of virtual reality-based surgical navigation to reproduce the pre-planned position and angle of the pedicle screw in spinal fusion surgery. The goal of the proposed method is to quantitatively save the surgical plan by applying a virtual guide coordinate system and reproduce it in the surgical process through virtual reality. In the surgical planning step, the insertion position and angle of the pedicle screw are planned and stored based on the virtual guide coordinate system. To implement the virtual reality-based surgical navigation, a vision tracking system is applied to set the patient coordinate system and paired point-based patient-to-image registration is performed. In the surgical navigation step, the surgical plan is reproduced by quantitatively visualizing the pre-planned insertion position and angle of the pedicle screw using a virtual guide coordinate system. We conducted phantom experiment to verify the error between the surgical plan and the surgical navigation, the experimental result showed that target registration error was average 1.47 ± 0.64 mm when using the proposed method. We believe that our method can be used to accurately reproduce a pre-established surgical plan in spinal fusion surgery.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Exploring Application Ways of Virtual Reality Technology in Science Education (과학교육에서 가상현실 기법의 활용 모색)

  • Shim, Kew-Cheol;Park, Jong-Seok;Kim, Hyun-Sup;Kim, Jae-Hyun;Park, Young-Chul;Ryu, Hai-Il
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.725-737
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    • 2001
  • Virtual reality technology is very useful for the 21C science education, and is able to contribute to the development of new teaching and learning methods in science education. One of these computer-based technologies, virtual reality, is possible to use in many directions. It is a new communication medium that is receiving a lot of attention, and is usually identified by a collection of technological hardware. Virtual reality is defined as a highly interactive, computer-based, multimedia environment in which the user becomes the participant, with the computer in a virtual real world. A key feature of virtual reality is real-time interactivity, in that the computer is able to detect user inputs and instantaneously modify the virtual world. It is being used in a wide variety of fields including physics, chemistry, human biology, biomedical sciences, military, architecture, industry and the entertainment. In classroom, using science educational program developed by virtual reality technology can increase the interests of students, promote understanding of basic science concepts, help laboratory skills, and encourage creative learning for them.

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Construction of Visual Algorithms for the Visual System Analysis of Virtual Reality HMD Devices -Through Interactive Visual System Analysis that Appears in Media Art- (가상현실 HMD기기의 시각체계 분석을 위한 시각 알고리즘 구축 -미디어 아트에서 나타나는 인터렉티브형 시각체계 분석을 통해-)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.721-727
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    • 2020
  • The change in 21st century imaging media technology is changing our modern visual system. Virtual reality HMD devices, one of the core technologies of 5G, reproduce the new visual system. However, there is a lack of analysis and understanding of the visual operating system to understand the visual system of the fast-changing variety of imaging media. This study analyzed the three visual systems appearing in the recent imaging media art area and presented an engineering perspective algorithm for its procedures and methods. Through these results, we want to build algorithms that understand the visual system of virtual reality HMD devices.