• Title/Summary/Keyword: Virtual Reality Program

Search Result 318, Processing Time 0.041 seconds

The Effects of Virtual Reality Exercise Program with Wii-FitTM on Dynamic Balance and Walking Ability in Patients with Stroke (Wii-FitTM을 이용한 가상현실 운동프로그램이 뇌졸중 환자의 균형 및 보행능력에 미치는 영향)

  • Kim, Jung-Hee;Lee, Jong-Soo;Lee, Su-Hyun;Kim, Seong-Sik;Lee, Byoung-Hee
    • Journal of Korean Medicine Rehabilitation
    • /
    • v.21 no.2
    • /
    • pp.227-238
    • /
    • 2011
  • Objectives : This study was to investigate the effects on using Virtual reality exercise program($Wii-Fit^{TM}$) for dynamic balance and walking ability in patients with stroke. Methods : The 22 subjects were randomly selected from the patients of the S hospital who met the study conditions. They were divided into a $Wii-Fit^{TM}$ balance game group of 12 patients and a conventional physical therapy group of 10 patients. The $Wii-Fit^{TM}$ balance game group received $Wii-Fit^{TM}$ balance game group general physiotherapy for 5 days a weeks, 30 minutes a day, for a 4 weeks and the conventional physical therapy group received general physiotherapy for the same period. The subjects were measured and compared for Brunel balance assessment, functional gait assessment, 6 minute walk test, GAITRite system before and after the program. Results : The experimental group tend to improve more than control group in shifting the weight to the affected side(p=0.040) and tap test(p<0.001). The experimental group tend to improve more than control group in FGA(p=0.016). The experimental group improved significantly more than control group in 6MWT(p=0.008). The experimental group improved significantly more than control group in gait speed, cadence, stride length. Conclusions : Virtual Reality program($Wii-Fit^{TM}$) with conventional physical therapy shows the benefits on dynamic balance and gait parameters in patients with stroke.

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
    • /
    • v.21 no.4
    • /
    • pp.725-737
    • /
    • 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.

  • PDF

Analysis of Visual Attention of Students with Developmental Disabilities in Virtual Reality Based Training Contents (가상현실기반 훈련 콘텐츠에서 발달장애인의 시각적 주의집중도 분석)

  • Jo, Junghee
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.2
    • /
    • pp.328-335
    • /
    • 2021
  • In the era of 'Untact', virtual reality-based job training platforms are actively being used as part of non-face-to-face education for students with developmental disabilities. Because the people with developmental disabilities may lack sufficient cognitive abilities, it is difficult to conduct untact training seamlessly without the help of a third party. Therefore, it is necessary for training programs to identify the right timing to provide help so that the training can be continued. This research analyzed the visual attention of students with developmental disabilities in virtual reality-based job training program in order to determine the point of time when an intervention is required by the trainee. Results showed that students who completed the mission tended to have intense visual attention on a small number of objects for a certain period of time; the visual attention of the students who failed tended to shift erratically among multiple objects.

Development of 360° virtual reality videos and common videos for cardiac arrest recognition : A sequential mixed methods study (심장정지 인지를 위한 360° 가상현실과 일반 동영상 개발 : 순차적 혼합 연구)

  • Jung, Eun-Kyung;Shin, Jun Ho
    • The Korean Journal of Emergency Medical Services
    • /
    • v.25 no.2
    • /
    • pp.55-69
    • /
    • 2021
  • Purpose: This study aimed to develop 360° virtual reality videos and common videos for cardiac arrest recognition. Methods: A sequential mixed methods study was conducted, using qualitative interviews (with a total of seven experts) and a quantitative survey. Results: First, the cardiac arrest situation should be developed within 2-3 minutes after witnessing the patient collapse, for each of the four cardiac arrest videos about apnea, gasping, seizure, gasping, and seizure. Second, the education program should be designed so that the education on cardiac arrest recognition can proceed before CPR practice begins. Conclusion: 360° virtual reality videos and common videos for cardiac arrest recognition can play an important role in the education of the general public about cardiac arrest experience.

Motion Visualization of a Vehicle Driver Based on Virtual Reality (가상현실 기반에서 차량 운전자 거동의 가시화)

  • Jeong, Yun-Seok;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
    • /
    • v.11 no.5
    • /
    • pp.201-209
    • /
    • 2003
  • Virtual human models are widely used to save time and expense in vehicle safety studies. A human model is an essential tool to visualize and simulate a vehicle driver in virtual environments. This research is focused on creation and application of a human model fer virtual reality. The Korean anthropometric data published are selected to determine basic human model dimensions. These data are applied to GEBOD, a human body data generation program, which computes the body segment geometry, mass properties, joints locations and mechanical properties. The human model was constituted using MADYMO based on data from GEBOD. Frontal crash and bump passing test were simulated and the driver's motion data calculated were transmitted into the virtual environment. The human model was organized into scene graphs and its motion was visualized by virtual reality techniques including OpenGL Performer. The human model can be controlled by an arm master to test driver's behavior in the virtual environment.

Effects of Virtual Reality Programs on Proprioception and Instability of Functional Ankle Instability

  • Kim, Ki Jong;Jun, Hyun ju
    • Journal of International Academy of Physical Therapy Research
    • /
    • v.6 no.2
    • /
    • pp.891-895
    • /
    • 2015
  • We investigated the effects of a Virtual reality(VR) program on the proprioception and instability of functional ankle instability(FAI) patients. Among the 20s old individuals who lived in Republic of Korea; 20 people were selected through a public participation process. The 20 participants were then randomly divided into two groups, one of strength exercise(n=10) and one of balance exercise(n=10). Of the patients who had experienced an ankle sprain in the past and currently felt ankle instability, those who recorded 24 points or less on the Cumberland ankle instability tool(CAIT) were determined to have FAI. We selected the strength exercise and balance exercise in the Nintendo Wii Fit Plus as a VR program. The subjects used the program on the Wii Balance Board three times per week for 20 minutes and total 10-minute warm-up and down for four weeks. Proprioception and CAIT of the balance exercise group were improved significantly after the exercise compared to before the exercise(p<.05). Authors recommend that the balance exercise in the VR program be used as an aid for physical therapeutic intervention.

STUDY ON 3-D VIRTUAL REALITY FOR STEREOSCOPIC VISUALIZATION OF FLOW FIELD DATA (유동장 데이터의 입체적 가시화를 위한 3-D 가상현실 기법의 적용)

  • Ha, J.H.;Kim, Byoung-Soo
    • 한국전산유체공학회:학술대회논문집
    • /
    • 2010.05a
    • /
    • pp.347-351
    • /
    • 2010
  • In this paper, our effort to apply 3-D Virtual Reality system for stereoscopic visualization of flow data is briefly described. This study is an extension of our previous and on-going research efforts to develop DATA(Data Analysis and Visualization Application) program, which is a data visualization program developed by using Qt as GUI development environment and OpenGL as graphic library. The program is developed upon the framework of object-oriented programming and it was originally developed by using Qt 3.3.3 environment. In this research the program is converted into a Qt 4.3.3-compatible version, and this new version is developed on Visual Studio 2005. And to achieve a stereoscopic viewing capability, two graphic windows are used to render its own viewing image for the lift and right eye respectively. These two windows are merged into one image using 3D monitor and the viewers can see the data visualization results with stereoscopic depth effects by using polarizing glasses. In this paper three dimensional data visualization with stereoscopic technique combined with 3D Monitor is demonstrated, and the current achievement would be a good start-up for further development of low-cost high-quality stereoscopic data visualization system.

  • PDF

The Effect of Cognitive Rehabilitation Program Using Virtual Reality (VR) Contents on Cognitive function, Depression, Upper Extremity Function and Activities of Daily Living in the Elderly (가상현실(Virtual Reality) 콘텐츠를 활용한 인지재활프로그램이 노인의 인지기능, 우울감, 상지기능 및 일상생활능력에 미치는 영향)

  • Kim, Young-June;Park, Jin-Hong;Cho, Young-Suk;Kim, Keum-Sook
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.8
    • /
    • pp.203-212
    • /
    • 2020
  • The purpose of this study was to investigate the effects of cognitive rehabilitation programs using Virtual Reality(VR) content on the daily living abilities such as cognitive abilities, depression, and upper extremity functions of the elderly. The study group analyzed the effectiveness by separating the experimental group, which is the virtual reality cognitive rehabilitation application group, and the control group, the universal cognitive stimulation program application group. As a result of the study, the MMSE-K score improved by 13.0% in the experimental group and 2.3% in the control group. The improvement in each area of the experimental group was found to be 3.1% MBI, 7.1% MFT(Rt.), 3.5% MFT(Lt.), and 25.4% K-GDS. As a result of comparing the pre-post score change between each group, there was a significant difference between groups in daily living ability (p<.001) and MFT(Rt.)(p<.01). In addition, as a result of comparing the changes in absolute alpha waves to confirm the degree of depression through brain waves, there was no statistically significant difference. However, in the experimental group, it was confirmed that the average value increased to a positive value. This study is an experiment to verify the effectiveness of the cognitive rehabilitation program using virtual reality contents, and suggests a new intervention method to maintain and improve the daily life ability, cognitive function, depression and upper extremity function of the elderly.

A Development of Fire Training Simulator Based on Computational Fluid Dynamics Simulation (전산수치해석 기반 화재훈련 VR 시뮬레이터의 개발)

  • Cha, Moo-Hyun;Lee, Jai-Kyung;Park, Seong-Whan;Choi, Byung-Il
    • Korean Journal of Computational Design and Engineering
    • /
    • v.14 no.4
    • /
    • pp.271-280
    • /
    • 2009
  • An experience based training system concerning various fire situations which may result many casualties has been required to make rapid decision and improve the responsiveness. Recently, the necessity of virtual reality (VR) based training system which can replace a dangerous full-scale fire training and be easily adopted to the training or evaluation process is increasing. This study constructed tile virtual environment according to pre-defined scenarios, utilized the FDS(Fire Dynamics Simulator), three dimensional computational fire analysis program, to derive numerically simulated data on the propagation of fire. Finally, by visualizing the realistic fire and smoke behavior through virtual reality technique and implementing real-time interaction, we developed a VR-based fire training simulator. Also, in order to ensure the sense for tile real of a virtual world and reaI-time performance at the same time, we proposed appropriate data processing and space search algorithms, demonstrate d the value of proposed method through experiments.

A Virtual Reality System for the Cognitive and Behavioral Assessment of Schizophrenia (정신분열병 환자의 인지적/행동적 특성평가를 위한 가상현실시스템 구현)

  • Cho, Won-Geun;Kim, Ho-Sung;Ku, Jung-Hun;Kim, Jae-Hun;Kim, Byoung-Nyun;Lee, Jang-Han;Kim, Sun I.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2003.05a
    • /
    • pp.94-100
    • /
    • 2003
  • Patients with schizophrenia have thinking disorders such as delusion or hallucination, because they have a deficit in the ability which to systematize and integrate information. Therefore, they cannot integrate or systemize visual, auditory and tactile stimuli. In this study we suggest a virtual reality system for the assessment of cognitive ability of schizophrenia patients, based on the brain multimodal integration model. The virtual reality system provides multimodal stimuli, such as visual and auditory stimuli, to the patient, and can evaluate the patient's multimodal integration and working memory integration abilities by making the patient interpret and react to multimodal stimuli, which must be remembered for a given period of time. The clinical study showed that the virtual reality program developed is comparable to those of the WCST and the SPM.

  • PDF