• 제목/요약/키워드: Virtual Training

검색결과 707건 처리시간 0.034초

가상현실 운동프로그램이 파킨슨병 환자의 균형 및 하지 근력에 미치는 효과 (Effects of a Virtual Reality Training Program on Balance and Lower Muscular Strength of Parkinson's Disease Patients)

  • 이동규;김은경;김용남;김용성;황태연
    • The Journal of Korean Physical Therapy
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    • 제25권2호
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    • pp.96-102
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    • 2013
  • Purpose: The purpose of the study was to investigate the effect of a training program using virtual reality on the balance and lower muscular strength of Parkinson's disease patients. Methods: The study included 22 patients with Parkinson's disease who were arbitrarily classified into 2 groups: 11 patients in the experimental group and 11 patients in the control group. Balance was measured with the Berg balance scale (BBS), the functional reach test (FRT), one-leg stance test (OLST), and the timed up and go test (TUG); whereas, lower muscular strength was measured with the sit-to-stand test (STS). Ping-Pong, bowling, and tennis were selected for virtual reality training for the experimental group, and were performed for 30 minutes 3 times a week for 8 weeks. The control group did not undergo any of the virtual reality training programs. Results: A significant difference was observed in the BBS, FRT, OLST, TUG, and STS results within the experimental group that underwent the virtual reality training program. On the other hand, no significant difference was observed in the BBS, FRT, OLST, TUG, and STS values within the control groups. Conclusion: In conclusion, the virtual reality training program positively affects the balance and lower muscular strength in Parkinson's disease patients. This result indicates the possibility of application of the virtual reality training program to the management for Parkinson's disease patients, and highlights the need for the development and application of more efficient virtual reality training programs in the future.

The Advantages of Virtual Reality in Skill Development Training Based on Project Comparison (2009-2018)

  • Magar, Sunny Thapa;Suk, Hae Jung
    • International Journal of Contents
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    • 제16권2호
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    • pp.19-29
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    • 2020
  • In the era of noble technology, virtual reality (VR) has been adopted in various fields, with the advantages of VR in education being confirmed through numerous studies. In skill development training education, humans or equipment that interact with the trainee are crucial and currently VR is more preferred. In this study, six projects were selected and reviewed in-depth visualizing the use of VR in training and its potential. Comparison between the learning actions of training in the virtual and real environments were conducted. Training through VR is location-dependent, time-dependent, safe, and reversible. VR application is also determined by the preps and feedback-providing functionality which must be emphasized. All the advantages of VR in skill development training make it an opportunity provider. This article can be used by those developing VR projects for skill development training.

가상 현실 기반 철강 공정 조업 교육 시스템 (Virtual-reality-based Operation Training System for Steel Making Process)

  • 최자영;이진휘;김용수;김석
    • 제어로봇시스템학회논문지
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    • 제21권8호
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    • pp.709-712
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    • 2015
  • This paper will introduce the development case study about virtual-reality-based operation training system for steel making process. Steel making process consist iron making process to create liquid steel, pig iron, by reduction process, steel making process to make molten steel by refining, continuous casting process to make slab, and rolling process to make final product like coil, plate. This steel making process deals with liquid and solid products, so facilities of steel making process are very various and complicated. In addition, according to various customer requirements, the recycle of facilities and recipes changing have been fast. So the training for skilled operators is very important point. In this paper, we develop steel making training system based virtual reality for training skilled operator. This system consists of virtual machine, virtual HMI, and virtual control panel. And for fitting the characteristics of each process and increasing the education effectiveness, we develop dynamic methods like the method of dynamic education system configuration, initial facilities setup operation education system, and etc.

The Effects of Virtual Reality Based Treadmill Training on the Muscle Architecture of Gastrocnemius in Chronic Stroke Patients : Randomized Controlled Trial

  • Cho, KiHun
    • 대한물리치료과학회지
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    • 제24권3호
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    • pp.1-11
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    • 2017
  • Purpose: The purpose of this study was to investigate the effects of virtual reality based treadmill training on muscle architecture of gastrocnemius in chronic stroke patients. Methods: Thirty chronic stroke patients were randomly assigned to either the virtual reality based treadmill training (VRTT) group (n=15) or treadmill training (TT) group (n=15). Both groups participated in a standard rehabilitation program; in addition, the VRTT group participated in virtual reality based treadmill training for 30 minutes per day, three times per week, for 6 weeks, and TT group participated in treadmill walking training for 30 minutes per day, three times per week, for 6 weeks. Ultrasound image was used for measurement of pennation angle and muscle thickness of the medial gastrocnemius muscle at rest and during maximum voluntary contraction. Results: In the paretic side medial gastrocnemius muscle, greater improvement on the pennation angle and muscle thickness while resting and maximal voluntary contraction were observed in the VRTT group compared with the TT group. Conclusion: Findings of this study demonstrated that the virtual reality based treadmill training has an effect on muscle architecture of medial gastrocnemius in chronic stroke patients.

Effects of Robot-Mediated Gait Training Combined with Virtual Reality System on Muscle Activity: A Case Series Research

  • Heo, Seoyoon;Kim, Mooki;Choi, Wansuk
    • 국제물리치료학회지
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    • 제11권2호
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    • pp.2021-2027
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    • 2020
  • Background: Previous robot-mediated gait training has been proven several limitations such as pointless repeated motion training, decreased presence, etc. In this research, adult stroke patients were participated in robot-mediated gait training accompanied with or without virtual reality program. Objectives: Exploring whether the results indicated virtual reality system has contribution to muscle strength and balance ability. Design: A case series research, cross-over trial. Methods: Eleven participants (male 4, female 7) with adults diagnosed as stroke from medical doctor ware engaged. The participants received 2 treatment sessions of identical duration, robot-assisted gait training with virtual reality and robot-assisted gait training with screen-off randomly crossed over include 1-day for each person of wash-out period. The parameter was muscle activity, the researchers assessed sEMG (surface electromyography). Results: The result showed less muscle activities during training in robot-assisted gait training with virtual reality circumstances, and these indicated muscles were gluteus medius muscle, vastus medialis muscle, vastus intermedius and vastus lateralis muscle, semimembranosus muscle, gastrocnemius-lateral head, and soleus muscle (P<.05). Conclusion: In this study, we analyzed the outcome of muscle activity for clinical inference of robot-assisted gait training with virtual reality (VR). Less muscle activity was measured in the treatment accompanied by VR, therefore, a more systematic, in-depth and well-founded level of follow-up research is needed.

가상훈련 콘텐츠 운영기관 인식을 통한 활용도 제고방안 연구 (A Study on the Improvement of Utilization through Recognition of Virtual Training Content Operating Institutions)

  • 양미석;오창헌
    • 실천공학교육논문지
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    • 제14권3호
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    • pp.479-489
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    • 2022
  • 본 연구는 K대학교 온라인평생교육원의 가상훈련 콘텐츠 활용을 높이는 방안을 파악하기 위해 운영기관 사례를 중심으로 활용경험, 콘텐츠 인식, 현장실습 대체, 요구사항 등을 살펴보았다. 이를 위해 2020년 K대학교 온라인평생교육원이 보급한 가상훈련 콘텐츠를 운영한 12개 기관을 선정하여 심층인터뷰를 실시하고, 최종 인터뷰한 11개 기관의 인터뷰 내용을 질적 분석하였다. 분석 결과, 첫째, 가상훈련 운영기관의 콘텐츠 활용경험은 교육환경의 변화, 이론학습의 보완, 실무감각의 향상이 목적이었다. 둘째, 가상훈련 콘텐츠 인식을 조사한 결과, 콘텐츠의 중요도와 활용도가 높다고 인식한 경우에는 구비가 어려운 시설과 장비의 경험, 흥미유발 및 주의집중에 도움, 안전교육에 유용, 비대면 수업시 현장실습에 대체 가능한다고 응답했다. 셋째, 현장실습에 대체에 대한 인식은 다수의 경우, 현장실습의 사전 교육자료로 활용하기에는 무리가 없지만 현장실습을 대체하기에는 어렵다고 응답했다. 넷째, 콘텐츠 질 개선사항으로 콘텐츠 질 제고, 콘텐츠 접근 및 조작 개선, 전용 기기 개발, 교수자 대상 연수실시, 교육과정 체계화로 요약할 수 있다. 다섯째, 기관의 요구사항으로 가상훈련 콘텐츠 자체의 질 제고, 장비지원, 교육과정 체계화 및 특성화, 체계적인 교육과정 및 세부 콘텐츠 목적 공유 등이며, 홍보방안으로 교수자 대상으로 연수 진행하며 가상 훈련 콘텐츠 활용에 대한 자세한 안내, 가상훈련 콘텐츠 활용과 타 사업 연계, 콘텐츠 활용방법 소개 및 활용 강사모집 등이었다. 본 연구는 가상훈련 콘텐츠 운영기관의 인식을 바탕으로 가상훈련 콘텐츠 활용도 제고를 위한 방안을 모색했다는데 의의가 있다.

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

  • 조정희
    • 한국멀티미디어학회논문지
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    • 제24권2호
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    • pp.328-335
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    • 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.

대형 복합건물을 대상으로 하는 소방관 팀 훈련용 시뮬레이터 개발 (A Team-based Firefighter Training Simulator for Complex Buildings)

  • 이재경;차무현;최병일;김태성
    • 한국CDE학회논문집
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    • 제16권5호
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    • pp.370-379
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    • 2011
  • The increasing complexity of complex buildings, such as high-rise buildings and underground subway stations, presents new challenges to firefighters. In a fire in complex buildings, the importance of the collaboration between firefighters is clear. The increased demand on firefighter training for such environment is now evident. Due to cost, time, and safety issues, it is impossible to experience a real fire in such environments for training. In addition, the use of real fire for training does not enable repeatable training and the evaluation of the training is difficult. We developed a team-based firefighter training simulator for complex buildings using the virtual reality technology. It provides the training and evaluation of firefighting and mission-based team training. To model real fire phenomena in virtual space, a numerical analysis method based on fire dynamics is used. To achieve an immersive virtual environment, an augmented reality technique for the compensation of real world image and a haptic technique for heat experience are adopted. The developed training simulator can help the firefighter to respond to large and complex firefighting scenarios, while maintaining the safety of the trainees.

가상현실을 이용한 기술훈련 콘텐츠의 개발 및 활용 사례연구 (Case Study on the Development and Use of Technical Training Contents using Virtual Reality)

  • 안득용;박형근
    • 실천공학교육논문지
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    • 제5권2호
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    • pp.117-122
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    • 2013
  • 첨단 IT 기술이 발달함에 따라 가상현실 기술이 빠르게 발달하고 있으며, 각 분야에서 가상현실 기술을 이용한 연구가 활발히 진행되고 있다. 가상현실을 활용한 분야로는 교육, 군사, 의료, 예술, 오락 등, 다양한 분야에서 연구가 진행되고 있다. 본 연구에서는 가상현실기술을 기술교육분야에 적용하여 다양한 형태의 가상훈련 콘텐츠를 개발하였으며 개발된 가상훈련 콘텐츠들을 유형별 분류하고 그 특징과 효과를 비교하고 분석하였다. 또한 가상훈련 콘텐츠를 기술교육에 실제 활용한 사례를 유형별로 조사하여 가상훈련 콘텐츠의 교육적 효과를 확인하였다.