• 제목/요약/키워드: Virtual Training

검색결과 707건 처리시간 0.033초

가상 자전거 시스템을 이용한 평형감각 증진의 평가 (Evaluation on the Improvement of Equilibrium Sense Using a Virtual Bicycle System)

  • 정성환;박용군;전유용;이상민;권대규;홍철운;김남균
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 춘계학술대회 논문집
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    • pp.1954-1957
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    • 2005
  • A quantitative evaluation of postural balance training using a virtual reality bicycle system was performed. In the experiment, the effectiveness of virtual reality bicycle system on postural balance training was analyzed with four male subjects in their twenties. The parameters measured during cycling were cycling time, average velocity, number of times subject deviated from path, and weight shift. Those parameters were evaluated for the quantification of the extent of control. We also measured the parameters on postural control capability after 5th trial and 10th trial in a balance testing system with a force plate to find out the effectiveness of the training. In the balance test with force plate, it was found out that the weight shift was almost zero and the deviation from the target trace reduced significantly after the training with the virtual cycle. The result showed that the virtual bicycle system was an effective system as a rehabilitation training device.

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가상현실 게임을 이용한 4주간 훈련이 노인의 균형 및 보행 능력과 우울증에 미치는 효과 (The Effects of 4 Weeks Training using Virtual Reality Game on Balance and Gait Ability, Depression of Elderly People)

  • 이상열;이수경;김용훈;채정병
    • PNF and Movement
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    • 제10권2호
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    • pp.41-46
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    • 2012
  • Purpose : This study investigated the effect of 4 weeks training of virtual reality game on balance and gait ability, depression of elderly people. Methods : The subjects of this study were 12 elderly people over 65 age. The subjects were treated by training using virtual reality gam (during 60 minutes, 3 times a week for 4 weeks). The results of the experiment were analyzed using paired T-test along with averages and standard deviations as the statistical methods for data analyses. Results : In comparison of depression, gait and balance ability between pre-test and post-test, there were statistically significant differences. Conclusion : Our study finding indicate that training using virtual reality game could improve balance and gait ability, depression in elderly people. According to our study, training using virtual reality game is judged to be used for elderly people with gait and balance problems, depression to prevent fall down.

Virtual Reality Safety Training on Multiple Platforms

  • Bao, Quy Lan;Tran, Si Van-Tien;Nguyen, Truong Linh;Park, Chansik
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.1187-1193
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    • 2022
  • A construction site is a highly complex and constantly changing environment, where hazardous areas are difficult to detect if workers lack sufficient knowledge and awareness. Thus, frequent worker safety training is required. Numerous studies on using virtual reality (VR) for safety training were published. While they demonstrate the potential for improving the skills necessary to avoid accidents in the construction industry, they remain difficult to apply at actual construction sites. VR requires specialized hardware and software, limiting workers' access and restricting workers' participation in training sessions. As a result, this paper proposes multiple platforms for immersive virtual reality safety training (VRMP) based on Industry Foundation Classes (IFC) and web technologies such as immersive web (WebXR). The VRMP is compatible with mobile and desktop devices currently by workers and demonstrates scenario models familiar to workers. Also, it reduces development time by utilizing Building Information Models (BIM). Additionally, The VRMP collects data from workers in a virtual environment to assess each worker's safety level, assisting workers in effectively and comfortably gaining a better understanding and raising their awareness. This paper develops a case study based on the VRPM in order to assess its effectiveness.

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뉴럴 네트워크 알고리즘을 이용한 비드 가시화 (Using Neural Network Algorithm for Bead Visualization)

  • 구창대;양형석;김중영;신상호
    • Journal of Welding and Joining
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    • 제31권5호
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    • pp.35-40
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    • 2013
  • In this paper, we propose the Tangible Virtual Reality Representation Method to using haptic device and feature to morphology of created bead from Flux Cored Arc Welding. The virtual reality was started to rising for reduce to consumable materials and welding training risk. And, we will expected maximize virtual reality from virtual welding training. In this paper proposed method is get the database to changing the input factor such as work angle, travelling angle, speed, CTWD. And, it is visualization to bead from extract to optimal morphological feature information to using the Neural Network algorithm. The database was building without error to extract data from automatic robot welder. Also, the Neural Network algorithm was set a dataset of the highest accuracy from verification process in many times. The bead was created in virtual reality from extract to morphological feature information. We were implementation to final shape of bead and overlapped in process by time to using bead generation algorithm and calibration algorithm for generate to same bead shape to real database in process of generating bead. The best advantage of virtual welding training, it can be get the many data to training evaluation. In this paper, we were representation bead to similar shape from generated bead to Flux Cored Arc Welding. Therefore, we were reduce the gap to virtual welding training and real welding training. In addition, we were confirmed be able to maximize the performance of education from more effective evaluation system.

가상현실(Virtual Reality) 기반 복합인지중재 프로그램이 노인의 인지기능, 우울, 디지털 격차 해소에 미치는 영향: 탐색적 연구 (The Effect of Virtual Reality-Based Complex Cognitive Training Program on Cognitive Function, Depression, Digital Divide Reduction in the Elderly: An exploratory study)

  • 조빛나;김범수;홍동기;곽민정
    • 대한통합의학회지
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    • 제12권1호
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    • pp.109-124
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    • 2024
  • Purpose : The purpose of this study was to examine the effects of a virtual reality-based complex cognitive training program for depression, cognitive function, and digital divide reduction in the elderly who have not been diagnosed with dementia or MCI. Methods : We enrolled 16 participants who were over 65 years old and not been diagnosed with dementia or MCI. We randomly divided into three groups (A, B, C). Participants underwent an 8-week virtual reality-based complex cognitive training program (60 minutes each session, twice per week). At a baseline, all participants completed questionnaires on general features, depression and cognitive function. After four weeks, all participants completed questionnaires on depression and cognitive function. After the end of the last program, participants conducted questionnaires on depression, cognitive function, and usability evaluation. Results : At the 8-week follow-up, 16 participants completed the program. Compared to the baseline, the average score of cognitive function was increased (from 26.5 to 28.5), although it was not statistically significant (p<.061). There were no significant differences between baseline and post-training evaluations on depression scores. The average score of usability evaluation was 75.56, which corresponds to good. Conclusion : Even though the results showed no statistically significant findings in cognitive function and depression after the virtual reality-based complex cognitive training intervention, this pilot study proposed the possibility of utilizing the virtual reality program as a tool that provides active learning opportunities for the elderly and helps improve their cognitive function through multi-sensory components. Also, the findings of this study suggested a positive reevaluation of the elderly's digital access capabilities while reducing the digital divide. A virtual reality-based complex cognitive training program improved the social network of the elderly. We expect that it will expand in size and help with their social participation of the elderly.

가상현실기술을 이용한 자세균형재활훈련에 관한 연구 (Postural Balance Rehabilitation using Virtual Reality Technology)

  • 이정수;정진석
    • 대한의용생체공학회:의공학회지
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    • 제17권3호
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    • pp.313-318
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    • 1996
  • We proposed a new system for the postural balance rehabilitation training. For the purpose, we used the virtual hiking system using virtual reality technology. We evaluated the system by measuring the parameters such as path deviation, path deviation velocity, cycling time, and head movement. From our results, we verified the usefulness of virtual reality technology in rehabilitation. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

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A Virtual Bike Simulator System for Balance Rehabilitation Training using Virtual Reality

  • Kim, Jong-Yun;Song, Chul-Gue;Kim, Nam-Gyun
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.153.1-153
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    • 2001
  • This paper describes a development of rehabilitation training system for the postural balance control. A new rehabilitation training system, designated as a virtual cycling system, was developed to improve postural balance control by combining virtual reality technology with an unfixed bicycle. In this experiment, 20 normal adults were tested to investigate the influencing parameters of postural balance control. In order to evaluate the usefulness and the training effects of the system, several parameters Including path deviation, cycling velocity, cycling time, center of pressure, and head movement were evaluated and analyzed quantitatively. Also, to improve the effect of balance training, the visual feedback information related to the subject´s weight shift was ...

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젊은 성인에서 몰입형 가상현실 균형 훈련에 따른 정적 균형 변화 (Changes in Young Adults' Static Balance Ability Following Immersive Virtual Reality Balance Training)

  • 서정표;여상석
    • PNF and Movement
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    • 제18권2호
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    • pp.265-273
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    • 2020
  • Purpose: The purpose of the study was to investigate the effects of HMD (head mounted display)-based virtual reality balance training on static balance in young adults, and whether appropriate balance training can help healthy adults to improve balance ability in daily living. Methods: The study subjects were 14 healthy adults. Subjects received 20 minutes of HMD-based virtual reality balance training 3 times per week for 4 weeks. Static balance was measured before, during, and after training and after one month. Static balance was measured in a total of 8 conditions, and the results were classified as visual (F1), somatosensory (F5-6), vestibular (F2-4), and central nervous system (F7-8). Results: The test results showed no significant difference in pre-training, post-training, and follow-up results under all conditions at Fourier index F1, F5-6, and F7-8 frequencies. For the F2-4 frequency, there was a significant difference before and after training under NC (neutral head position, eyes closed, firm surface) and PC (neutral head position, eyes closed, elastic surface) conditions. The NC condition returned a significant decrease of F2-4 frequency in post-training testing as compared to pre-training, and the PC condition showed a significant decrease of F2-4 frequency between the pre-training and mid-training tests, and between the pre-training and post-training tests. Conclusion: These results indicate that HMD-based balance training can improve balance ability, even in normal adults, and seems especially effective for vestibular function training.

작업치료 임상에서 뇌졸중 환자의 상지기능 향상을 위한 가상현실 치료의 유용성에 관한 고찰 (Feasibility of Virtual Reality for Enhancement of Upper Extremity Function Post Stroke)

  • 권재성;양노열
    • 재활치료과학
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    • 제1권2호
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    • pp.35-40
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    • 2012
  • 본 연구에서는 가상현실 치료가 뇌졸중 환자의 뇌 가소성을 동반한 상지기능 향상에 미치는 영향을 알아보고 강도 높은 가상현실 훈련이 뇌졸중 환자의 상지기능 향상을 위한 집중치료로써 임상적으로 유용한 훈련인지 알아보고자 하였다. 뇌졸중 환자에게 있어 사용-의존성 즉 운동 강도와 반복은 마비 측 사지의 운동 기능향상에 중요한 치료적 요소이다. 최근에는 상지의 지속적 사용을 통한 뇌-가소성에 기반한 변화를 유도할 수 있는 치료방법으로 가상현실 치료가 대두되었다. 가상현실 치료는 재활 임상환경에서 운동기능 향상을 위한 훈련강도와 반복을 제공할 수 있는 기술적 방법으로 채택되기 시작하였다. 특히 뇌졸중 환자의 상지 기능을 향상시키기 위한 치료적 유용성 측면에서는 강도 높은 반복적 훈련이 가능하다는 것과 게임 같은 형식으로 높은 동기부여가 가능하다는 것, 실제 수행을 통한 다중감각적 피드백 제공, 상호작용이 가능한 과제지향적 치료가 가능하다는 장점을 가지고 있다. 임상 환경에서 작업치료와 더불어 부가적으로 가상현실 치료를 실시하는 것은 뇌졸중 환자의 상지 기능회복을 더욱 촉진할 것이다.

가상현실 기반 범죄 프로파일링 시뮬레이션 교육 및 평가 시스템 (Criminal Profiling Simulation Training and Assessment System based on Virtual Reality)

  • 김한섭;김해지;이윤식;이지은
    • 한국컴퓨터그래픽스학회논문지
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    • 제24권3호
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    • pp.83-92
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    • 2018
  • 본 논문에서는 가상현실 기술을 이용한 범죄 프로파일링 시뮬레이션 교육 및 평가 시스템을 제안한다. 국내에서는 지난 10년 동안 강력범죄의 발생비가 45.2% 증가함에 따라 프로파일링의 중요성이 대두되었다. 하지만 기존 교육과정 문제로 인해, 국내 프로파일러의 수는 서른여섯 명으로 매우 적은 수준이다. '범죄 재현 학습'은 프로파일링을 교육하는 대표적인 방법이지만, 여러 제약사항이 존재해 실질적인 교육이 이루어지지 못하는 실정이다. 따라서 본 시스템은 기존의 제약사항을 해결하고자 가상현실 기술을 활용하였으며, 사용자는 가상현실로 구현된 범죄 현장에서 상호작용을 통한 몰입형 체험으로 프로파일링에 대한 시뮬레이션 교육과 평가를 받을 수 있도록 하였다. 본 시스템의 활용으로 많은 기관에서 프로파일링 교육이 활성화될 수 있을 것이며, 다양한 프로파일링 기법을 교육받은 우수한 프로파일러를 양성하는 데 크게 기여할 것으로 기대된다.