• Title/Summary/Keyword: Virtual Reality Program

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Development and Application of Virtual Geological Field Trip Program using 3D Panorama Virtual Reality Technique (3D 파노라마 가상 현실 기술을 이용한 지질 답사 학습 자료의 개발과 적용)

  • Kim, Hee-Soo
    • Journal of the Korean earth science society
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    • v.35 no.3
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    • pp.180-191
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    • 2014
  • In this study, a geological field trip learning program using 3 Dpanorama virtual reality (PVR) techniques is developed to learn about the Chaeseokgang area located in a national park near Byeonsan-bando, Jeonbuk, Korea. The developed $360^{\circ}{\times}180^{\circ}$ PVR program can show every face of observational points and interact as zoom-in, zoom-out and image rotation. For the educational effects of the materials, it is provided with a compass, a protractor for measuring the dip of strata and observation of specimen of observational points. It also assists students to learn by providing enlarged images, pop-up windows, and expert explanation main observational points. The program is applied to the class of 35 gifted students in middle school to investigate the effectiveness of the program. The results showed that positive responses of the students were 85% or more. It is suggests that this program be used as indirect situated learning material and a solution to geological field trip problems like cost, safety, distance, and so on geological learning of middle school science.

The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • v.2 no.1
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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A Study on the Development of Computer Aided Design Software for Interior Architectural Design-From CAD(Computer Aided Design) to Virtual Reality of Transforting (실내 건축 설계를 위한 CAD 소프트웨어 개발에 관한 연구-CAD로부터 가상현실 GRAPHIC PROGRAM으로의 전환을 통하여-)

  • 이남수
    • Korean Institute of Interior Design Journal
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    • no.12
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    • pp.40-49
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    • 1997
  • What's the direction of INTERIOR ARCHITECTURAL DESIGN in 21 Century High Tech\ulcorner The purpose of this research is to show not only practical use of Computer Graphic(CG) as simple tool function, but offering conversation with computer and other ways of method. When we consider poor CG market, investment on the research of VR(Virtual Reality) is the most urgent. The investment on VR will solve various problems. Firstly. It will solve the problems drived from Interior design process by making spatial images like reality. Secondly, It will solve high wages and financial difficulties caused by raise cost funds. Thirdly, It prevents in a road from foreign company that will bring enormous program, caused by opening the domestic market. Also, It help interior designer check in advance the problems in constructure through showing him a supposed imagination including the system and location of equipments. But it is reality that even ordinary American can't offer VR(Virtual Reality) System. We should have noted that it is normal to spend 10 billion won for such presentation as Model House in the large corporation. We must acknowledge that it is such a waist of money nationally. Therefore, investment on CG & VR System is essential in order to save cost more effective presentation & interior design. We will see great result within a year. As we can see, there is huge area we have make develop. One of them is specific technical plan on VR System and study of flow chart. We close with simple methodological way to use VR System and will study Computer System. Which is fitting to CG that we have to solve the link of hardware and software on VR System\ulcorner We know from the cases in other countries that continuous research on this subject has great value for Interior Architectural Design and its effective use. When we try hard not only for methodological use but practical use, the purpose of CG and VR System will be a factor to contribute on this subject for better Interior design & presentation.

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Effects of Visual Feedback Treadmill Gait Training Program Combined with Virtual Reality Technology and a Force Plate Measurement System on Gait Ability and Quality of Life in Stroke Patients (가상현실과 힘판을 통한 시각적 되먹임 트레드밀 보행훈련이 뇌졸중 환자의 보행능력과 삶의 질에 미치는 영향)

  • Lee, Dong-Ryul
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.363-373
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    • 2020
  • The purpose of this study was to improve the gait ability and quality of life of stroke patients by combining virtual reality technology and a visual feedback gait training program with entertainment elements. Ten stroke patients with circumduction gait were selected. The visual feedback treadmill gait training program using virtual reality technology and a force plate measurement system was conducted 30 minutes a day, 5 days a week, with 25 sessions in 5 weeks. To investigate the effects of this gait training program, evaluations using the joint range-of-motion test, muscle activity tests, Berg balance scale (BBS), gait analysis, and stroke-specific quality-of-life scale (SS-QOL) were performed before and after intervention. Statistically significant differences were found in the joint range of motion and muscle activity of the affected side from the initial swing phase to the mid-swing phase of the gait cycle, dynamic balance, gait function, and quality of life (p <0.05). The results of this study indicate that the gait training program improved the foot drop, muscle activity, dynamic balance, and gait ability of stroke patients with circumduction gait, thereby improving the quality of life of the patients. Therefore, we recommend the application of the visual feedback treadmill gait training program using virtual reality technology and a force plate measurement system to improve gait ability and quality of life of stroke patients with circumduction gait.

Design of Next-Generation Ship Simulator System Using Virtual Reality (가상현실을 이용한 차세대 선박 시뮬레이터의 시스템 설계)

  • 임정빈;박계각
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.1-9
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    • 2000
  • The paper describes system design of next-generation Ship Simulator using Virtual Reality (VRSS), well known as human-computer interaction. VRSS system is required to have special condition that comprises multiple user participants such as captain, officer, pilot, and quartermaster. To cope with that condition, core technologies were explored and proposed multi-networking system with broker server. The evaluation of the proposed system was done with PC-based immersion-type VR device, constituted with HMD (Head Mounted Display), Head Tracking Sensor, Puck, Headphone, and Microphone. Using the VR device, assessment test was carried out in a virtual bridge with 3D objects, which are created by VRML (Virtual Reality Model Language) program. As results of tests, it is shown that the cybernetic 3D objects were act as if real things in a real ship's bridge. Therefore, interesting interaction with participants can be obtained in the system, Thus, we found that the proposed system architecture can be applicable to VRSS system construction.

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Virtual Reality and Internet GIS for Highway Simulation Based on the ASE

  • Choi Hyun
    • Korean Journal of Remote Sensing
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    • v.21 no.5
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    • pp.433-443
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    • 2005
  • This paper show that, without installation of expensive VR (Virtual Reality) program, the sharing information is possible through posting three-dimensional road structures on the web, and avoiding the conventional top-down decision making method, fast bottom-up communication is possible base on the Virtual GIS (Geographic Information System). In this paper, using Viewpoint Scene Builder, internet-based software, the transformation was conducted to give pertinent type for web posting. In order to use the completed route at the scene builder, the output with ASCII Export is required, and ASE (ASCII Scene Export) contains the property information including the coordinate and frame of mesh vertex. Through in advance recognition of the problems regarding route design and petition due to environmental rights infringement, the time and cost due to design alteration can be reduced. It's difficult to provide VR based on the internet because file that embodied with internet GIS was complicated and its capacity comes to scores of mega-bites. But, this study provides VR with internet according to a basis by simplification of files.

The Gender-Related Effects of a Web-Based Virtual Reality Program and a Paper-Based Program on Spatial Visualization Skills of Middle School Students (웹 기반 가상현실 프로그램과 지필 학습 프로그램이 공간시각화 능력에 미치는 영향 -성별을 중심으로-)

  • 권오남
    • The Mathematical Education
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    • v.41 no.1
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    • pp.45-58
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    • 2002
  • This study was conducted to investigate the gender-related effects of two instructional programs on spatial visualization skills of ninth grade students. Two instructional programs were developed for this study: a web-based virtual reality program and a paper-based program. 194 ninth graders from two middle schools in Seoul participated in this study. Six classes were divided into experimental groups and control groups. The Middle Grades Mathematics Projects (MGMP) Spatial Visualization Test was used to measure spatial visualization skills. The data analysis indicated that both the web-based and paper-based programs were effective to improve spatial visualization skills to treatment groups. Although boys'test mean scores were higher than girls' in the pretest, when deleting the effect of covariance of pretest, there were no statistical significance in the post-test. Girls in the treatment groups favored the paper-based spatial visualization program. These results imply that spatial training may benefit girls' performance more than that of boys and mode of instructional programs can create gender-related differences regarding spatial visualization skills.

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Effect of Taping and Virtual Reality Combined Exercise on Static and Dynamic Balance With Functional Ankle Instability

  • Kim, Ki-jong;Gang, Mi-yeong
    • Physical Therapy Korea
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    • v.27 no.4
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    • pp.292-297
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    • 2020
  • Background: Ankle sprain is one of the most common musculoskeletal injuries in the sports population or during usual daily life activities. The sprain can cause functional ankle instability (FAI), and it is very important to treat FAI. However, the optimum intervention method for FAI has yet to be determined. Objects: This study investigated the impact that virtual reality (VR) training program on balance with ankle kinesio taping for FAI. Methods: Twenty-two people were selected for the study and randomly divided into the experimental (n = 11) and the control group (n = 11). The experimental group had attached kinesio taping on the ankle and then implemented a virtual reality exercise program for 30 minutes a day. Nintendo Wii Fit Plus was used for the VR intervention three times a week for four weeks. The control group performed only two measurements without intervention. Results: There were no statistically significant differences in overall, anterior-posterior (AP), medial-lateral (ML) index of the static balance, and significant differences in overall, AP, ML index of the dynamic balance when taping and VR exercise were applied at the same time (p < 0.05). There were no significant differences in overall and ML index of static and dynamic balance compared with before and after assessment between the experimental and the control group, and found differences in AP index of static and dynamic balance (p < 0.05). Conclusion: Kinesio taping may not influence the balance of FAI as great as people expected. VR approach does not affect the static balance of FAI, but it influences dynamic balance in overall, AP, ML index. The authors suggest that VR-based exercises can be used as an additional concept in clinicians for FAI or as part of a home program because the exercises still have limitations.

Effect of Virtual Reality Program for Alleviating Behavioral and Psychological Symptoms of Dementia Patients (치매 환자의 행동심리 증상완화를 위한 가상현실 프로그램의 효과)

  • Park, Seon-Min;Choi, Seung-Yi;Kim, Jung-Hee
    • Journal of Korean Academy of Nursing
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    • v.52 no.2
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    • pp.121-133
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    • 2022
  • Purpose: This study examined the impact of a virtual reality intervention program based on psychological needs on behavioral and psychological symptoms, apathy, and quality of life (QOL) in patients with dementia or mild cognitive impairment living in nursing facilities. Methods: This study is nonequivalent control group pretest-posttest design of quasi-experimental study. The study collected data from November 18, 2020 to July 24, 2021 from patients with dementia or mild cognitive impairment (30 in the experimental group and 30 in the control group) at three nursing facilities in G city using self-reporting and caregiver-informant reporting methods. The analysis employed the chi-square test, Fisher's exact test, paired t-test, independent t-test, Wilcoxon signed rank test, Mann-Whitney U, repeated measures ANOVA, GEE, using SPSS/WIN 27.0. Results: The severity of behavioral and psychological symptoms (Wald 𝛘2 = 2.68, p = .102) and the care burden of caregivers (Wald 𝛘2 = 1.72, p = .190) were not significant and was no significant time and group interaction effect (Wald 𝛘2 = 0.63, p = .426, Wald 𝛘2 = 0.52, p =. 471). The difference in apathy and QOL score were statistically significant for the group-time interaction (F = 43.65, p < .001; F = 4.35, p = .041). Conclusion: The virtual reality intervention program of this study shows a positive effect on the apathy reduction and QOL of patients with dementia or mild cognitive impairment residing in nursing facilities.

The Effect of Virtual Reality based Intervention Program on Communication Skills in Cafe and Class Attitudes of Students with Intellectual Disabilities (가상현실 기반 중재 프로그램이 지적장애학생의 카페에서의 의사소통 능력과 수업태도에 미치는 효과)

  • Lee, Taesu
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.157-165
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    • 2019
  • The purpose of this study was to verify effects of virtual reality based intervention program on communication skills in cafe and class attitudes of students with intellectual disabilities. To do this, 30 students with intellectual disabilities were participated in this study and placed an experimental group and a control group. An experimental group took part in the virtual reality based intervention program on communication skills in cafe and a control group joined in the traditional intervention program at summer vacation from July, 22 to August, 24. Intervention programs of an experimental group and an control group were conducted 5 times in a week for 4 weeks and a class time of each class was 50 minutes. Evaluations of two groups were carried out in pre-test and post-test and data of evaluation was analyzed by independent t-test. In Results of study, communication skills of experimental group were improved higher than control group's. Also, class attitudes of experimental group were changed more positive than control group's on job training class. We knew that virtual reality based intervention program was effectively utilized in transitional education for students with intellectual disabilities.