• Title/Summary/Keyword: Virtual Reality Program

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Biomechanical Validation about Dumbbell Curl Exercise Effects of Virtual Environment (가상환경 변화에 따른 덤벨 컬 운동효과에 관한 운동역학적 검증)

  • Hong, Ah Reum;Kim, Jai Jung;So, Jae Moo
    • Korean Journal of Applied Biomechanics
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    • v.30 no.1
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    • pp.111-119
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    • 2020
  • Objective: The purpose of this study is to apply exercise learning effect to various subjects through training effect and information accumulation based on verification of the effect on dumbbell curl exercises applied with virtual reality. Method: To analyze the effect on the dumbbell curl exercise in the virtual environment, a total of 20 persons with 10 males and 10 females who does not have orthopedics diseases were selected. The dumbbell weight of the subjects was set to a weight of 70% strength of 1RM. At this time, the virtual environment situation was set to four types; presence/absence of virtual environment, preferred colors, and unfavorable colors to perform dumbbell curl exercise. The anaysis of muscle activity was conducted by adhering four surface electrodes (Biceps Brachii, Triceps Brachii, Brachioradialis Muscle, Extensor Carpi Radialis Longus Muscle) on the right upper limbs. Independent sample t-test using SPSS (24.0) program was carried out to analyze average values and standard deviations for each variable depending on the presence/absence of virtual environments and changes in color (preferred colors, unfavorable colors) and the level of significance was set to a=.05. Results: In the eccentric contraction, males showed high muscle activity in the Biceps Brachii under virtual reality. On the other hand, females had high muscle activity in the Biceps Brachii in the absence of virtual reality. Also, in case of a change of colors in the virtual environment, females had the high muscle activity in the unfavorable color in the eccentric contraction. Conclusion: During the dumbbell curl exercise, results of different exercises present depending on gender. When males put VR on and performs a basic dumbbell curl exercise, the effect of Biceps presents Brachii for them while exercising in unfavorable colors. However, since it is the basic research data of muscle exercise using virtual reality, it is necessary to verify whether or not it is effective for myopachynsis through long-term training rather than unity.

The Experiences of Virtual Reality-based Simulation in Nursing Students (간호대학생의 가상현실 시뮬레이션 실습 경험)

  • Lee, Soon Hee;Chung, Seung Eun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.151-161
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    • 2021
  • This study is a descriptive qualitative study to understand the virtual reality-based simulation experiences of nursing students. The study recruited 53 students who conducted virtual reality-based simulation while attending the course of Adult Nursing I and II in the third year of the department of nursing at a university. The data was analyzed using a content analysis method from a reflection journal created anonymously by students. The results emerged 5 categories and 12 subcategories. The categories were consisted of "realizing the necessity of nursing competence", "expanding nursing knowledge", "receiving safety psychologically", "thinking focused on problem" and "getting satisfaction". It suggests that virtual reality online program can have a positive effect on thoughts and expansion of knowledge in a safe educational environment. Therefore, it needs to develop various contents for the virtual reality education and training.

The effects of virtual reality training on gait, balance, and upper extremity function in patients with stroke: A meta-analysis

  • Lee, Hyun soo;Kim, You Lim;Lee, Hae ji;Lee, Byounghee
    • Journal of Korean Physical Therapy Science
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    • v.28 no.3
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    • pp.11-29
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    • 2021
  • Background: The purpose of this study is to investigate the effects of virtual reality on gait, balance, and upper extremity functions compared to other independent variables or no variables. Additionally, the possibility of virtual reality for stroke patients was discussed. Design: Meta-analysis. Methods: The search for this study was a search term that combined stroke, virtual reality, and training, and the electronic search was conducted through EMBASE, MEDLINE, and Cochrane Library. As a result of the search, 21 studies satisfying the selection criteria of the target study were confirmed as the final analysis target. This study consisted of 21 randomized experimental studies and 21 randomized controlled trials, and the total number of participants was 642. [Experimental group (n=314), control group (n=328); total 642]. As a result of the study, upper extremity function was assessed using a box and block test, a modified Ashworth scale, and a scale including range of motion. The balance was evaluated by the berg balance scale. Gait was a Timed Up and Go test (TUG), stride length, and gait function. Scales including a walking rate scale were evaluated. The effect size for the intervention of the analytical study was meta-analyzed with the RevMan 5.3.3 program of the Cochrane library. Results: The results of the study showed that the function of walking was statistically significant. Balance showed statistically significant results. The upper extremity function showed no statistically significant results. Conclusion: Through this rehabilitation treatment by applying virtual reality environment to the rehabilitation of stroke patients in the future can be proposed as an effective intervention method for the balance and gait function of stroke patients.

Effects of Self-motivated Virtual Reality Exercise Program on Heart Rate Variability and Quality of Life in the Hemodialysis Patients (자기주도 가상현실 운동프로그램이 혈액투석환자의 심박변이도, 삶의 질에 미치는 효과)

  • Cho, Hye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5578-5584
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    • 2014
  • In this study, 46 patients from a local hemodialysis center were enrolled to assess the effects of a self-motivated virtual reality (VR) exercise program on the heart rate variability and quality of life control in hemodialysis patients. The VR group (n = 23) completed a VR exercise program, where the subjects performed the exercise 40 min per session, 3 sessions per week, for 8weeks. After the exercise program, the heart rate variability and quality of life were measured. The VR group showed significant improvement in the heart rate variability and quality of life. The self-motivated VR exercise program provided both the role of supervisor as well as feedback, which is important for hemodialysis patients.Therefore, a self-motivated VR exercise program may be a useful tool for improving the psychosocial function in chronic disease patients undergoing hemodialysis.

Effect of the Virtual Reality Cognitive Rehabilitation Program on Cognition Ability and Activities of Daily Living in Patients with Mild Cognitive Impairment (가상현실 인지재활 프로그램이 경도인지장애 환자의 인지능력과 일상생활동작에 미치는 영향)

  • Kang, Hyeok-Jun;Kim, Sang-Ryul;Kim, Jeong-Heon;Song, Dae-Heon;Yang, Ji-Eun;Chu, Mi-Ran;Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.4
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    • pp.155-161
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    • 2020
  • PURPOSE: This study investigated the effect of a head-mounted display (HMD) based virtual reality (VR) cognitive rehabilitation program on the cognitive ability and activities of daily living in patients with mild cognitive impairment. METHODS: This study enrolled 5 mild cognitive impairment patients at the G welfare center in Gwangju metropolitan city. Patients were examined using the MMSEDS (Mini mental state examination-dementia screening). The VR cognitive rehabilitation program was applied twice a week for four weeks. The functional independence measure (FIM) and Loewenstein occupational therapy cognitive assessment-geriatric population (LOTCA-G) were compared before and after applying the VR cognitive rehabilitation program. RESULTS: Subsequent of application of the VR cognitive rehabilitation program, significant increase was observed in the LOTCA-G score. The FIM score was also perceived to increase, after the intervention, but was not statistically significant. CONCLUSION: Application of the VR cognitive rehabilitation program as a therapy is effective in improving the visual perception, and upper extremity executive ability, especially orientation, thinking organization, attention, and concentration.

Effects of Simulation Program using Immersive Virtual Reality: Meta-analysis (몰입형 가상현실 시뮬레이션 프로그램의 효과: 메타분석)

  • Choi, Moon-Ji;Kim, Kyeng-Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.381-388
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    • 2021
  • The purpose of this study is to analyze the effects of simulation program using virtual reality (VR). Examination of databases resulted in identification of 1,415 studies of which 3 satisfied the inclusion data. Data analysis was performed using R version 4.0.2 to calculate the effect sizes, explore possible causes of heterogeneity, and check for publication bias, using a funnel plot. The mean effect size of the simulation program was medium (g=0.35), along with the skill performance (g=0.59), satisfaction (g=0.38), knowledge (g=0.21). Finally a funnel plot was produced to check for publication bias, but no significant bias was detected. Based on these findings, the simulation program using VR affects nursing education.

Development of Exposure Level Prediction Program in Radioactive Waste Work (방사성 폐기물 작업 중의 피폭서량 예측 프로그램 개발)

  • Park, Won-Man;Kim, Yoon-Hyuk;Whang, Joo-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.24 no.2
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    • pp.71-77
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    • 2005
  • In spite of the importance of nuclear power as one of major electric energies in Korea, the nuclear safety has become the most serious social issue in the operation of the nuclear power plant. In this paper, a virtual work simulation program was developed to predict exposure dose during radiation work in radwaste storage. The work simulation program was developed. using $Java ^{TM}$applet and VRML-virtual reality modeling language. A numerical algorithm to find the optimal work path which minimize exposure dose during the given work, was developed and exposure dose on the optimal work path was compared with that on the shortest path. Comparing with the shortest path for the given work, the predicted optimal path consumed longer work time by II% but reduced total exposure dose by 46%. The simulation result showed that the exposure dose depended on not only work time, but also the distance between the worker and the radiation source. The developed simulation program could be a useful tool for the planning of radioactive waste work to increase the radiation safety of workers.

Application plan for radiological exposure model using virtual reality-based radiological exercise system

  • Lee, Dewhey;Lee, Byung Il;Park, Younwon;Kim, Dohyung
    • Nuclear Engineering and Technology
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    • v.50 no.5
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    • pp.745-750
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    • 2018
  • New exercise technology such as the virtual reality (VR)-based exercise system is required to meet soaring demand for target participants in exercises and to alleviate the difficulties in personnel mobilization through an alternative approach to the exercise system. In a previous study, event tree methodologies were introduced in setting up an exercise scenario of a VR-based radiological exercise system. In the scenario, the locations at which major events occur are rephrased as nodes, routes as paths, and public response actions as protective actions or contents of an exercise at individual locations. In the study, a model for estimating effective doses to the participants is proposed to evaluate the exercise system, using the effective dose rates at particular times and locations derived from a computer program. The effective dose received by a student when she/he follows a successful route is about a half of the dose received when she/he does not follow the exercise guide directions. In addition, elapsed time to finish an exercise when following a successful route is less than one-third of the time spent to finish an exercise when following the guide's directions.

Development of A Web-based Simulation System for Axi-Symmetric Deep Drawing (축대칭 디프드로잉 공정의 웹 기반 해석시스템 개발)

  • 정완진
    • Transactions of Materials Processing
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    • v.12 no.6
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    • pp.550-557
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    • 2003
  • In this study, a web-based system was developed by utilizing finite element method and virtual system designed using Virtual Reality Modeling Language (VRML). The simulation program for axi-symetric sheet forming is developed using finite flement method. The developed system consists of two modules, client module and server module. The client module was developed by using Active-X control. The input data for FEM calculation is transferred to the server module by using communication protocol. Then sever module performs several successive processes: input data generation, forming simulation, conversion of results to VRML format. After that, the results from the simulation can be visualized on the web browser in client computer. Besides, client module offers the capability to control and navigate on virtual forming machine and calculated result. By using this system simulation result can be investigated more realistically in virtual environment including forming machine.

English Conversation System Using Artificial Intelligent of based on Virtual Reality (가상현실 기반의 인공지능 영어회화 시스템)

  • Cheon, EunYoung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.55-61
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    • 2019
  • In order to realize foreign language education, various existing educational media have been provided, but there are disadvantages in that the cost of the parish and the media program is high and the real-time responsiveness is poor. In this paper, we propose an artificial intelligence English conversation system based on VR and speech recognition. We used Google CardBoard VR and Google Speech API to build the system and developed artificial intelligence algorithms for providing virtual reality environment and talking. In the proposed speech recognition server system, the sentences spoken by the user can be divided into word units and compared with the data words stored in the database to provide the highest probability. Users can communicate with and respond to people in virtual reality. The function provided by the conversation is independent of the contextual conversations and themes, and the conversations with the AI assistant are implemented in real time so that the user system can be checked in real time. It is expected to contribute to the expansion of virtual education contents service related to the Fourth Industrial Revolution through the system combining the virtual reality and the voice recognition function proposed in this paper.