• 제목/요약/키워드: Virtual Reality Program

검색결과 319건 처리시간 0.024초

Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
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    • 제18권1호
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    • pp.49-71
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    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

간호학생을 위한 Head Monted Display기반 재가방문 가상현실(Virtual Reality) 시뮬레이션 프로그램 개발 및 효과 검증 (Development and Effects of Head-Mounted Display-Based Home-Visits Virtual Reality Simulation Program for Nursing Students)

  • 안민권;이정미
    • 대한간호학회지
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    • 제51권4호
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    • pp.465-477
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    • 2021
  • Purpose: This study aimed to evaluate the effects of head monted display based home-visits virtual reality simulation (HVRS) program developed for undergraduate nursing students. Methods: A nonequivalent control group with a non-synchronized design was utilized and 84 participants (experimental group, 44; control group, 40) were recruited from August 31, 2020 to November 8, 2020 in Gwangju metropolitan city. The HVRS program consisted of scenarios of three nursing cases, hypertension, diabetes mellitus, and stroke. Data were analyzed SPSS version 25.0 for Windows. Results: At the completion of HVRS, significant differences were found between groups in knowledge of home-visits (t = 4.73, p < .001), self-confidence (t = 6.63, p < .001), self-efficacy (t = 3.13, p = .002), and clinical competency (t = 4.13, p < .001). No significant difference was shown between groups in nursing knowledge about strokes, a subcategory of knowledge pertaining to home visits. Conclusion: The HVRS program developed for undergraduate nursing students is effective in improving knowledge of home-visits, self-confidence, self-efficacy, and clinical competency for nursing students.

가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향 (The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow)

  • 이민우;김성식
    • 컴퓨터교육학회논문지
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    • 제23권2호
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    • pp.65-72
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    • 2020
  • 본 연구의 목적은 가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 초등학생의 창의적 문제해결력 및 학습몰입에 미치는 영향을 검증하고자 한 것이다. 이를 위하여 초등학생이 다루기 쉽고, 공유가 쉬운 가상현실 콘텐츠 제작 플랫폼을 선정하고, 메이커 교육 교수·학습 모형 중 TMSI 모형의 단계별 활동을 가상현실 콘텐츠 제작 교육과 관련지어 재구성한 교육 프로그램에 적용하여 그 효과성을 분석하였다. 이를 바탕으로 본 연구에서 가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 초등학생의 창의적 문제해결력 및 학습몰입 향상에 긍정적인 영향을 미치는 것을 확인하였다.

360° 3D 파노라마 기술을 적용한 VFT 개발 및 효과 (Development and Effects of Virtual Geological Field Trip Program using 360° 3D Panorama Technique)

  • 김희수
    • 대한지구과학교육학회지
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    • 제8권2호
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    • pp.193-205
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    • 2015
  • In this study, a Virtual geological Field Trip(VFT) learning program using 3D panorama virtual reality techniques was developed to learn about the Gongju city 7 area located in Chungcheongnam-do, Korea. The developed $360^{\circ}$ 3D VFT 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, enlarged images, pop-up windows, etc.. The program was 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 90% or more. When geological field trip problems like cost, safety, distance occur in geological learning procedure of middle school science, this VFT program can become as a supplementary learning material and a solution.

Comparison of Balance and Fall Efficacy of Virtual Reality Program in Elderly Women with Fall Experience

  • Park, Seong-Doo;Kim, Jin-Young;Yu, Seong-Hun;Yang, Kyung-Hee;Song, Hyun-Seung
    • The Journal of Korean Physical Therapy
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    • 제26권6호
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    • pp.430-435
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    • 2014
  • Purpose: The objective of this study was a virtual reality-based balance training program effective for improvement in physical function, examined the balance ability and fall efficacy of elderly women with experienced falls, intending to examine the program's usefulness as an exercise program to prevent the recurrence of a fall. Methods: The participants were 30 elderly women aged 65 or older who met the conditions. The participants were randomly assigned to either a balance training group (BT) or a virtual reality-based balance training group (VT) and received the training three times per week, 30 minutes per day, for six weeks. To measure static balance, the Tetrax Portable Multiple System (Tetrax Ltd, Israel) were used. To measure dynamic balance, the Berg Balance Scale (BBS) and functional reach test (FRT) was used, and regarding fall efficacy, the Korean Fall Efficacy Scale (K-FES) was used. Results: Tetrax significantly improved after the intervention in both the BT group and the VT group (p<0.05). The comparison between the two groups was not significantly. BBS and FRT result significantly improved after the intervention in both the BT and VT groups (p<0.001), while K-FES was significantly ameliorated in the VT group only (p<.05). Comparing the groups, there were more significant changes in the BBS (p<0.05) and FRT (p<0.01) result of the VT group than the BT group. Conclusion: A virtual reality-based balance training program is considered to be usable as an exercise program to prevent recurrence of falls in elderly women.

전자게임을 이용한 가상현실프로그램이 경직성 뇌성마비 아동의 균형과 일상생활활동에 미치는 영향 (Evaluation of Balance and Activities of Daily Living in Children with Spastic Cerebral Palsy using Virtual Reality Program with Electronic Games)

  • 한지혜;고주연
    • 한국콘텐츠학회논문지
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    • 제10권6호
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    • pp.480-488
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    • 2010
  • 이 연구의 목적은 PBS(Pediatric Balance Scale)와 WeeFIM(Functional Independence Measure for Children)을 이용해 전자게임을 이용한 가상현실프로그램이 경직성 뇌성마비 아동의 균형 및 일상생활활동에 미치는 영향을 알아보고 평가도구 간의 상관관계를 구하는데 있다. 대동작기능분류체계 제 I, II 단계의 경직성 뇌성마비 아동 20명을 가상현실군과 대조군으로 10명씩 무작위 배치하여 주 3회, 매 30분씩 12주간 운동을 실시하였다. 가상현실군은 근력운동과 가상현실프로그램을, 대조군은 근력운동만 실시하였다. 그 결과, 가상현실군에서 실험 후에 균형과 일상생활활동이 유의하게 향상되었고(p<0.05), PBS와 WeeFIM 간에 유의한 상관관계를 나타냈다(p<0.05). 가상현실프로그램은 경직성 뇌성마비아동의 균형과 일상생활 활동을 향상시킬 수 있는 흥미로운 중재법으로 사용될 수 있을 것이며, PBS는 뇌성마비아동의 기능을 예측할 수 있는 유용한 평가도구 임을 알 수 있었다. 또한 저렴한 비용의 가상현실프로그램을 홈 프로그램으로도 이용할 수 있을 것이다.

모션 라이더를 위한 시각 시뮬레이션 시스템의 개발 (Development of a Visual Simulation System for the Motion Rider)

  • 권정훈;권영웅
    • 한국공작기계학회논문집
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    • 제14권5호
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    • pp.55-61
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    • 2005
  • In this paper, we propose the visual simulation system for virtual reality motion rider system. The visual simulation system can apply verity virtual reality system. This paper deals with programs on 3D automatic creation of terrain, road design, and a realtime rendering program for the virtual reality system. For the 3D automatic creation of terrain, DEM data and rectangular grid method are applied. We can make two different road object with the road design program. One of them includes road definition, and the other is obtained by using 'NURBS curve.' Visual simulation is consisted by additional modeling and real-time rendering. We can apply the programs made in this way to visual system of driving simulator.

가상현실게임 프로그램이 발달장애 아동의 눈-손 협응력에 미치는 영향 (Influence of Virtual Reality Games on eye-hand coordination in children with developmental disordered)

  • 조무신
    • 대한지역사회작업치료학회지
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    • 제5권1호
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    • pp.63-69
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    • 2015
  • 목적 : 본 연구는 발달장애 아동을 대상으로 가상현실게임 프로그램이 눈-손 협응력에 어떤 영향을 주는지에 대해 알아보고자 한다. 연구방법 : 발달장애아동 6명을 대상으로 그 중에 3명을 감각통합 프로그램과 가상현실게임 프로그램을 실시하는 실험군으로 선정하였고, 나머지 3명의 아동들은 감각통합 프로그램만을 실시는 대조군으로 선정하였다. 2013년 9월부터 10월까지, 총 10회의 프로그램을 실시하였다. 한국판 시지각 발달검사(K-DTVP-2) 중 하위 항목인 눈-손 협응을 사전-사후평가로 실시하여 결과로 나온 점수를 비교분석하였다. 결과 : 가상현실프로그램에 참여한 아동이 가상현실 프로그램 참여전보다 참여후가 눈-손 협응 능력의 평균점수가 높았고 통계적으로 유의한 차이를 보였다(p>0.044). 감각통합 프로그램에 참여한 아동이 감각통합 프로그램 참여 전보다 참여 후가 눈-손 협응 능력의 평균점수가 높았으나 통계적으로 유의한 차이를 보이지 않았다. 실험군과 대조군 간에는 통계적으로 유의한 차이를 보이지 않았다. 결론 : 가상현실게임 프로그램을 이용한 훈련이 발달장애 아동의 눈-손 협응력 향상에 영향을 주었다.

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앉기자세에서 실시한 가상현실 균형훈련이 뇌졸중 환자의 앉기 균형 및 일상생활활동 능력에 미치는 영향 (The Effect of Virtual Reality-based Sitting Balance Training Program on Ability of Sitting Balance and Activities of Daily Living in Hemiplegic Patients)

  • 이민재;구현모
    • 대한통합의학회지
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    • 제5권3호
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    • pp.11-19
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    • 2017
  • Purpose : This study examined the effects of balance training using virtual reality program on sitting balance ability and activities of daily living (ADL) in stroke patients. Method : In the study, 20 patients with hemiplegia were divided into two groups: experiment group (EG) of 10 patients and control group(CG) of 10 patients. The two groups received general occupational therapy for 30 minutes, per day, at a rate of 5 times per week for 6 weeks. The EG was additionally conducted which was performed virtual reality balance training and the CG was conducted general occupational therapy balance training for 30-minutes, once a day, 3 times a week for 6 weeks. Result : The evaluations of this study included: limit of stability(LOS), modified Functional Reach Test(mFRT), and modified Barthel Index(MBI). The patients were evaluated before and after their six week training programs. Significant differences in the LOS, mFRT, MBI were found between pretest and posttest scores in both the EG and CG groups(p<.05). Also, LOS, mFRT, MBI were significant different between the groups at post-test(p<.05). Conclusion : The study findings suggest that virtual reality balance training can improve sitting balance and ADL ability in stroke patients.

가상현실 프로그램이 만성 뇌졸중 환자의 선자세 균형에 미치는 영향 (Effects of Virtual Reality Program on Standing Balance in Chronic Stroke Patients)

  • 김중휘;김중선
    • The Journal of Korean Physical Therapy
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    • 제17권3호
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    • pp.351-367
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    • 2005
  • The purpose of this study was to identity effects of virtual reality(VR) program related to standing postural control on balance, gait and brain activation patterns in chronic hemiplegic stroke patients. Subjects were assigned randomly to either VR group (n=12) or the control group (n=12) when the study began. Both groups received conventional physical therapy for 2 to 3 times per week. In addition to conventional physical therapies, VR group trained 3 types of virtual reality programs using IREX for standing postural control during 4 weeks (4 times/week, 30 minutes/time). Subjects were assessed for static and dynamic balance parameters using BPM, functional balance using Berg Balance Scale related to movement of paretic lower limb before and after 4 weeks of virtual reality training. The results of this study were as follows. 1. Following VR training, VR group demonstrated the marked improvement on dynamic mean balance, anteroposterior limits of stability (AP angle) and mediolateral limits of stability (ML angle). 2. Following VR training, both groups scored higher on Berg Balance Scale. However, a comparison of mean change revealed differences between groups. In conclusion, these data suggest that the postural control training using VR programs improve dynamic and functional balance performance in chronic hemiplegic stroke patients.

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