• Title/Summary/Keyword: Virtual Reality Program

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Effects of Virtual Reality-Based Closed Kinetic Chain Exercise on Lower Extremity Muscle Activity in Chronic Stroke Patients (가상현실을 이용한 닫힌 사슬 운동이 뇌졸중 환자의 하지 근활성도에 미치는 영향)

  • Yang, Dae-Jung;Park, Sam-Heon;Lee, Min-Ki;Park, Seung-Kyu
    • Journal of the Korean Academy of Clinical Electrophysiology
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    • v.11 no.1
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    • pp.7-12
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    • 2013
  • Purpose : The purpose of this study was to identify effects of virtual reality-based closed kinetic chain (CKC) exercise on lower extremity muscle activity in chronic stroke patients Methods : Subjects were assigned randomly either to VR+CKC exercise group (n=15) or the CKC exercise group (n=15). When the study began, both groups received conventional physical therapy five times per week. The VR+CKC exercise group received virtual reality programs and the CKC exercise group received close kinetic chain exercises. Each exercise program was performed for six weeks (5 times per weeks; 20 minutes per time). Participants were measured on lower extremity muscle activity using EMG. Results : There was a significant increase of muscle activity (%RVC) in vastus lateralis and vastus medialis. Conclusion : In this study, the virtual reality-based closed kinetic chain exercise program was an effective exercise for improving lower extremity muscle activity in chronic stroke patients.

Genre Oriented Characteristics of Virtual Reality Programs (가상 리얼리티 프로그램의 장르적 특성)

  • Hong, Sook-Yeong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.202-212
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    • 2010
  • The purpose of this study is at clarifying what the genre oriented characteristics of virtual reality programs are. For this, the tests of 'We Are Married' being broadcasted in 'Sunday, Sunday Night' Part 1 of MBC from episode 1 to 8. As a result of analysis, this program was mixing together virtuality and reality by placing the image of virtual couple's life and presentness of entertainers existing in reality appearing at the studio. Also, it was forming sympathy with users as it satisfies fantasy and sense of reality toward marriage by the entertainer couples showing love and conflict that may happen between real couples after setting various categories of couple types. Also, through the device for the public space to confess private feelings through television, it shows the boundary between public domain and private domain breaking up. Along with this, it has implemented amusement characteristics by inspiring enjoyment of users by a substituted satisfaction through various forms of impressions presented to spouse such as materials, effort, gesture or language, etc. Accordingly, the virtual reality program shows authenticity, fiction and amusement by being mixed together and we can see that such genre oriented characteristics act as important strategy appealing to users based on breakup of boundary and genre oriented ambiguity.

Research Trends in Medical Simulation Education Based on Virtual Reality (VR) and Augmented Reality (AR) (가상현실 (VR) 및 증강현실 (AR) 기반 의료 시뮬레이션 교육에 관한 연구 동향)

  • Sung Hyun Kyung;Shin Na Min
    • The Journal of Pediatrics of Korean Medicine
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    • v.38 no.1
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    • pp.78-87
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    • 2024
  • Purpose To develop an educational program using virtual reality (VR) and augmented reality (AR) in oriental medicine education, this study investigated the status of programs currently being used mainly in the fields of medicine, nursing, and dentistry, and was the basis for developing an oriental medicine education program. We plan to use this for future research purposes. Methods To investigate medical simulation education using VR and AR technologies, 72 studies were searched using the ProQuest Central Database (period 1.1.2000 to 10.10.2023.) Of these, 22 were selected for analysis. Results Among the selected studies, the educational fields of the program were 59% (13 studies) in medicine, 32% (7 studies) in nursing, 9% (2 studies) in dentistry, 73% (16 studies) were VR in terms of applied technology, and 27% (6 studies) in AR. Conclusions Recently, research on VRand AR has increased in the medical field. As patient rights and medical environments change, clinical practice education programs using new technologies are needed, in addition to traditional face-to-face practice. Related research is expected to be active in the field of Oriental medicine in the future.

Effects of Virtual Reality-based Exercise on Static Balance and Gait Abilities in Chronic Stroke (가상현실을 이용한 재활 운동이 뇌졸중 환자의 정적 균형 및 보행에 미치는 효과)

  • Shin, Won-Seob;Song, Chang-Ho
    • The Journal of Korean Physical Therapy
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    • v.21 no.3
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    • pp.33-40
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    • 2009
  • Purpose: This study examined the effects of a virtual reality-based exercise program on the functional recovery of balance and gait in chronic stroke subjects. Methods: A total of 42 chronic stroke patients were enrolled in this study. The participants were allocated randomly to 2 groups: a VR (n=22) and control group (n=20). Both groups received treadmill training for 3 sessions (10 minutes each), 30 minutes per week over a 6 week period. The VR group practiced additional virtual reality programs consisting of 3 programs for 10 minutes each. The data was analyzed using a paired t-test and independent t-test to determine the statistical significance. Results: The virtual reality-based exercise group showed significant increases in gait velocity, cadence and stride length compared to the control group (p<0.05). However, there were no significant differences in static balance. Conclusion: These results support the perceived benefits of exercise programs that incorporate virtual reality to augment the balance and ambulation of stroke patients. Therefore, virtual reality is feasible and suitable for stroke patients

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A Development of The Remote Robot Control System with Virtual Reality Interface System (가상현실과 결합된 로봇제어 시스템의 구현방법)

  • 김우경;김훈표;현웅근
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.10a
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    • pp.320-324
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    • 2003
  • Recently, Virtual reality parts is applied in various fields of industry. In this paper we got under control motion of reality robot from interface manipulation in the virtual world. This paper created virtual robot using of 3D Graphic Tool. And we reappeared a similar image with reality robot put on texture the use of components of Direct 3D Graphic. Also a reality robot and a virtual robot is controlled by joystick. The developed robot consists of robot controller with vision system and host PC program. The robot and camera can move with 2 degree of freedom by independent remote controlling a user friendly designed joystick. An environment is recognized by the vision system and ultra sonic sensors. The visual mage and command data translated through 900MHz and 447MHz RF controller, respectively. If user send robot control command the use of simulator to control the reality robot, the transmitter/recever got under control until 500miter outdoor at the rate of 4800bps a second in Hlaf Duplex method via radio frequency module useing 447MHz frequency.

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A study on the compression test using virtual reality (가상현실을 이용한 압축 실험에 관한 연구)

  • Lee Ho-Yong;Lim Joong-Yeon;Jung Ji-Youn
    • Journal of Engineering Education Research
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    • v.2 no.1
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    • pp.51-58
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    • 1999
  • This paper is concerned with the compression test such as compression and ring compression tests, by using virtual reality. Engineering material laboratory can be carried out on personal computer without the real expensive experiment devices. The virtual laboratory is composed of three modules as input, calculation and output module on internet. Internet user can give the material's property and other parameters to the server computer at the input module. On the calculation module, simulator cimputes the results by analysis program and store the data as a file. The output module is the program that internet user can confirm a virtual compression results by showing a table, graph, and 3D animation. This program is designed by Internet language such as HTML, CGI, VRML, JAVA. And analysis program uses the finite element method with fortran language. Since the study of virtual reality on internet is rapidly increasing, the virtual experiment of technique will substitute many real experiments in the future.

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A Study on the Virtual Experience Evaluation(VEE) of Space Design through the Web3D - Focus on the Evaluation Criteria - (Web을 통한 공간설계의 가상체험평가(VEE)에 관한 연구 - 평가기준을 중심으로 -)

  • Lee Sang-Ho;Kim Tae-Hwan
    • Korean Institute of Interior Design Journal
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    • v.14 no.4 s.51
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    • pp.122-133
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    • 2005
  • This study could begin with the improvement of computer graphic technology The graphic technology is the standards of computer technology level and up-to-date technology intensive. Above all, the technology of virtual reality has developed rapidly and the development of the program has changed from professional one only for the experts to easy of access ones for the space designers. Moreover, the program which major internet user's can experience the virtual model has been made, as the development of virtual reality technology that is based on the web. These graphic technology and the development of the web helped to extract human experiences on the space design step. However, to find the meeting point with real recognition is not easy though the virtual reality technology develops. Because the real space is made up of various senses that people feel in their surroundings. But, this study was possible because most of the space recognition is based on the visual organ, even though it can't satisfy all sensible factors that we feel in reality. Therefore, the significant of this study is the standards and criteria of evaluation, the technological proposal, expecting to make more advanced alternative design than before.

Fully Immersive Virtual Reality Program Changes in the Autonomic Nervous System by Age According to Heart Rate Variability (완전몰입형 가상현실(FIVR) 프로그램이 심박변이도에 의한 연령별 자율신경계의 변화)

  • Been, Yu-Min;Park, Min-Chull
    • PNF and Movement
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    • v.16 no.2
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    • pp.207-216
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    • 2018
  • Purpose: This study aimed to investigate the fully immersive virtual reality (FIVR) program changes in the autonomic nervous system (ANS) by age according to heart rate variability (HRV). Methods: A total of 44 subjects were classified into group 1(aged 20-30), group 2(aged 40-60), and group 3(aged 70 and above). The study analyzed the HRV using a pulse wave analyzer and compared the ANS changes before and after applying the FIVR of the group. The LF, HF, RMSSD, and SDNN were measured. Fifteen minutes of virtual reality applications were applied to all subjects, and 1 min of rest was given in the middle of the session. A was used for anteroposterior comparisons of the ANS. Results: The HF, LF, RMSSD, and SDNN values were not statistically significant in all groups, but they all increased. The RMSSD value was statistically significant because it increased in group 3 (p<0.05). Those of the other two groups were not statistically significant (p<0.05). Conclusion: An FIVR program does not have a negative effect on the ANS response.

Development of Virtual Reality Program for Safety Improvement of Hydrogen Fueling Station (수소충전소의 안전성 향상을 위한 버츄얼리얼리티 프로그램 개발)

  • Kim, Eun-Jung;Kim, Young-Gyu;Moon, Il
    • Journal of the Korean Institute of Gas
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    • v.12 no.4
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    • pp.29-33
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    • 2008
  • The focus of this study is to develop a virtual reality program for safe training and virtual reality of hydrogen station. This programme consists of 4 modules such as hydrogen and safety module, hydrogen station module, hypothetical experience module, and accident scenarios module for hydrogen experts. User can experience with principles and operation condition and collect the information of hydrogen station by this programme and can simultaneously study the probable scenarios, emergency response plan/standard operating procedure about hydrogen stations. It makes it possible to educate and safety publicity for the trainee. This virtual reality program will be expected to be helpful for hydrogen station's construction propagation and technology development which is essential for hydrogen energy induction.

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Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.866-871
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    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.