• Title/Summary/Keyword: Virtual Reality-based Training

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Proposal of Construction Method of VR-based Safety Training System According to Plant Characteristics (플랜트 특성에 따른 VR기반 안전훈련 시스템 구축 방법 제시)

  • Lee, Jae Yong;Park, Chan Cook
    • Journal of the Korean Institute of Gas
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    • v.23 no.5
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    • pp.44-51
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    • 2019
  • The system components and implementation methods to be considered when constructing a system for plant safety training in a virtual environment were classified according to plant characteristics. When constructing a safety training system based on VR, the necessary components may be different according to the characteristics of the plant, and the basic system components to be built according to the target plant are presented. In order to support the proposed system, we implemented a city gas governor safety training system, which is a relatively simple facility. Through this, we propose guidelines for the construction of a suitable VR-based plant safety training system in the plant to be applied.

Review on the Articles of the Effect of Image Training Program with 3D Virtual Reality and Use for Physical Activity of Older Adults: Based on the Embodied Cognition (3D 가상현실 심상운동 프로그램 효과 및 노인체육 적용가능성에 대한 문헌고찰연구: 체화된 인지접근)

  • Moon, Kyung-Ji;Han, Kyung-Hun
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.886-904
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    • 2018
  • The 3D(dimension) vritual reality(VR) has already been used in various sports fields, especially in the training of elite athletes. It is mainly used to maximize the effectiveness of image training, and the use of VR-based image training has received special attention as evidence-based pratices for its feasibility, practicality, and appropriateness. However, in recent years, the use of VR is no longer used only for the training of elite athletes, but is widely used in social sports. This is because, the advantage of exercise in VR is that it is highly stable and has fewer restrictions from the external environment. Considering these advantages, it can be used for the elderly physical activity. This study identifies and reviews studies applying VR-based image training. Several recommendations for the future study on VR-based image training for the older such as interdisciplinary approach to VR-based image training, support needs regarding characteristics of the older, and generalization and maintenance of acquired technology were discussed.

Effect of digital therapies on balance and gait in children with cerebral palsy: A systematic review (디지털 치료제가 뇌성마비 아동의 균형 및 보행에 미치는 효과: 체계적 고찰)

  • Jung-Hyun Kim
    • Journal of Korean Physical Therapy Science
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    • v.30 no.4
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    • pp.92-110
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    • 2023
  • Background: Digital therapeutics are software medical devices that provide evidence-based treatments to prevent, manage, and treat disease. Digital therapies have recently been shown to be effective in motivating children with cerebral palsy as a tool in neuropsychological therapy. Digital therapies improve postural control, balance and gait in children with cerebral palsy. Therefore, this study aims to investigate the effects of digital therapies on balance and gait in children with cerebral palsy and to provide guidelines for prescribing digital therapies for children with cerebral palsy. Design: A Systematic Review Methods: This study searched for English-language articles published in medical journals from January 2000 to July 2023 using PubMed and MEDLINE based on the year of initiation of the digital therapy. The search terms used in the study were 'digital technology' OR 'digital therapeutic' OR 'mobile application' OR 'mobile health' OR 'virtual reality' OR 'game' AND 'cerebral palsy', 'balance' 'gait' as the main keywords. The final article was assigned an evidence level and a Physiotherapy Evidence Database (PEDro) score to assess the quality of clinical trials studies. Results: The digital therapies applied to improve balance and gait in children with cerebral palsy are game-based virtual reality training and the Nintendo Wii Fit program. Both digital therapy interventions had a significant effect on improving balance in children with cerebral palsy, and virtual reality training significantly improved balance and gait. However, there were no significant improvements in balance and gait within two weeks of treatment, regardless of the type of digital intervention. Conclusion: The study suggests that this data will be important in building the evidence base for the effectiveness of digital therapies on balance and gait in children with cerebral palsy and in advancing clinical protocols.

Virtual Celestial Learning System Based on Virtual Reality Technology (가상현실기술에 기반한 가상천체학습시스템)

  • 정성태
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.7
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    • pp.1449-1455
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    • 2003
  • This paper describes the development of an effective celestial learning system using virtual reality technology. Our system support a deep immersion and comfortable navigation by using HMD(Head Mounted Display) and 3 dimensional mouse. We make three dimensional celestial image dynamically with OpenGL and display the rendered image to HMD. Students can feel that they are on the space ship and navigate through the celestial body. During the navigation, students can get the information of each planet and solve given problems. Our system shows that virtual reality can be used as an effective tool for training and education.

University Virtual Environment for Attention Enhancement

  • Kang, Dong-Ju;Kim, Sun-I.
    • Journal of Biomedical Engineering Research
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    • v.23 no.2
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    • pp.155-163
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    • 2002
  • Attention Deficit Hyperactivity Disorder(ADHD) is a childhood syndrome characterized by short attention span. impulsiveness, and hyperactivity, which often leadㄴ to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy is applied in recent yearn Although psycho-stimulant medication has been widely used for many rears. current findings suggest that, as the sole treatment for ADHD, it is an inadequate form of intervention in that parents don't want their child to use drug and the effects are limited to the period in which the drugs are physiologically active. On the other hand, EEG biofeedback treatment studies for ADHD have reported promising results not only in significant reductions in hyperactive, inattentive, and disruptive behaviors, but also improvements in academic performance and IQ scores. However it is too boring for children to finish the whole treatment. The recent increase in computer usage in medicine and rehabilitation has changed the way health care is delivered. Virtual Reality technology provides specific stimuli that can be used in removing distractions and providing environments that get the subjects'attention and increasing their ability to concentrate. VR technology can hold a patient's attention for a longer period of time than other methods can, because VR is immersive, interactive and imaginal. Based on these aspects, we developed Attention Enhancement System (AES) using VR technology, EEG biofeedback, and cognitive training method for enhancing attention and made a clinical trial to people who have attention difficulty and behavioral problems.

Development of a Virtual Reality-Based Physics Experiment Training Simulator Centered on Motion of Projectile (포물선 운동을 중심으로 한 가상현실 기반 물리 실험 교육 시뮬레이터 개발)

  • Kim, Yeon Jeong;Yun, Sei Hee;Shin, Byoung-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.1
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    • pp.19-28
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    • 2021
  • Recently, in the field of education, various attempts have been made to apply virtual reality technology to an educational field and use it as an educational medium. Accordingly, in the science subject area, it is necessary to simulate science experiments that can make various and active experiments out of various limitations such as space and situation by using virtual reality environment construction technology. In this study, after selecting a physics course from a science subject, an experimental simulation using a parabolic motion formula, one of physical phenomena, is implemented in a virtual space, and then used in actual physics education based on the learning standards of the STEAM theory. Prove this is possible. Through this, it was confirmed that a specific educational model using virtual reality space can be designed, and it shows that education can be conducted with more effective educational methods in various subjects of education through the combination of traditional educational model and modern technology. Regarding the results of the research, it suggests the possibility of future research plans and practical use in the educational field.

An Injection Molding Process Management System based on Mobile Augmented Reality (모바일 증강현실 기반 사출성형공정 관리시스템)

  • Hong, Won-Pyo;Song, Jun-Yeob
    • Journal of the Korean Society for Precision Engineering
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    • v.31 no.7
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    • pp.591-596
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    • 2014
  • Augmented reality is a novel human-machine interaction that overlays virtual computer-generated information on a real world environment. It has found good potential applications in many fields, such as training, surgery, entertainment, maintenance, assembly, product design and other manufacturing operations. In this study, a smartphone-based augmented reality system was developed for the purpose of monitoring and managing injection molding production lines. Required management items were drawn from a management content analysis, and then the items were divided into two broad management categories: line management and equipment management. Effective work management was enabled by providing those working on the shop floor with management content information combined with the actual images of an injection molding production line through augmented reality.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

Analysis Software based on Center of Pressure to Improve Body Balance using Smart Insole

  • Moon, Ho-Sang;Goo, Se-Jin;Byun, Sang-Kyu;Shin, Sung-Wook;Chung, Sung-Taek
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.202-208
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    • 2020
  • Body balance necessary for ordinary daily activities can be undermined by diverse causes. In this study, as a way to control such a problem, we have produced smart insole as a wearable device in the form of insole and developed analysis software evaluating body balance, which measures ground reaction force applied to each area of sole and Center of Pressure (COP). The software visualized changes in COP positions while a user was moving and average COP positions, and it is also capable of measuring the COP values in the Anterior-Posterior (AP) and Medial-Lateral (ML) areas of feet. Through gait analysis, it can analyze the time of walking, strides, speed, COP trajectory while walking, etc. In addition, we have developed training contents for body balance improvement designed in consideration of Y-Balance Test and Timed Up and Go (TUG) Test. They were established in virtual reality similar to daily living environment so that people can expect more effective training results regardless of places.

Developing an XR based Hyper-realistic Counter-Terrorism, Education, Training, and Evaluation System (확장현실(XR) 기반 초실감 대테러 교육훈련체계 구축 방안 연구)

  • Shin, Kyuyong;Lee, Sehwan
    • Convergence Security Journal
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    • v.20 no.5
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    • pp.65-74
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    • 2020
  • Recently, with the rapid development of eXtended Reality(XR) technology, the development and use of education and training systems using XR technology is increasing significantly. In particular, in areas that involve great risks and high costs such as military training and counter-terrorism training, the use of XR based simulators is preferred because they can improve training performance, reduce training costs, and minimize the risk of safety issues that may occur in actual training, by creating a training environment similar to actual training. In this paper, we propose a plan to build and evaluate an XR based hyper-realistic counter-terrorism education, training, and evaluation system to improve the ROK police's ability to respond to terrorist situations using the 5G and AR based Integrated Command and Control Platform previously developed by the Korea Military Academy. The proposed system is designed to improve counter-terrorism capabilities with virtual training for individual and team units based on hyper-realistic content and training scenarios. Futhermore, it can also be used as a on-site command and control post in connection with a simulation training site and an actual operation site.