• 제목/요약/키워드: Virtual methods

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간호대학생의 Virtual 시뮬레이션 실습 및 High fidelity 시뮬레이션 실습교육 경험 분석: 혼합연구방법 적용 (Analysis of the virtual simulation practice and high fidelity simulation practice training experience of nursing students: A mixed-methods study)

  • 이은혜;류소영
    • 한국간호교육학회지
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    • 제27권3호
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    • pp.227-239
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    • 2021
  • Purpose: This study used an exploratory sequential approach (mixed methods) design to explore essential meaning through comparing and analyzing the experiences of nursing students in virtual simulation practice and high fidelity simulation practice education in parallel. Methods: The study participants were 20 nursing students, and data were collected through focus group meetings from July 17 to August 5, 2020, and via online quantitative data from November 10 to November 15, 2020. The qualitative data were analyzed using Giorgi's phenomenological method, and the quantitative data were analyzed using descriptive statistics, the Mann-Whitney U test, Kruskal-Wallis H test analysis of variance and Spearman's ρ correlation. Results: The comparison between the two simulation training experiences was shown in five contextual structures, as follows: (1) reflection of the clinical field, (2) thinking theorem vs. thinking expansion, (3) individual-centered learning vs. team-centered learning, (4) attitudes toward participating in practical training, (5) metacognition of personal competency as a prospective nurse, and (6) revisiting the method of practice training. There was a positive correlation between satisfaction with the practice and the clinical judgment ability of high fidelity simulation, which was statistically significant (r=.47, p=.036). Conclusion: Comparing the experiences between virtual simulation practice training and high fidelity simulation practice training, which has increased in demand due to the Coronavirus Disease-2019 pandemic, is meaningful as it provides practical data for introspection and reflection on in-campus clinical education.

Virtual Honeynet을 이용한 신종공격 탐지기술 개발 (A Development of Novel Attack Detection Methods using Virtual Honeynet)

  • 강대권;엄익채;김천석
    • 한국전자통신학회논문지
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    • 제5권4호
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    • pp.406-411
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    • 2010
  • 지난 수년간 Honeynet은 공격자의 공격 도구, 공격 기법 및 공격동기를 배울 수 있는 보안 메커니즘으로서의 가치가 충분히 입증되었다. 이러한 정보는 다양한 위협에 대한 조직의 대응을 위한 핵심 정보로 활용되어 보다 효율적인 보안을 위한 기초자료가 되고 있다. 그러나 Honeynet활용의 문제점 중 하나는 구축에 많은 자원이 요구되며, 구축 및 운영관리가 어렵다는 문제이다. Honeynet 구축을 위해서는 다수의 시스템들과 다양한 보안 메커니즘을 필요로 한다. 본 논문에서는 최근 IT분야의 화두로 떠오르고 있는 가상화(Virtualization) 기술을 이용하여 기존의 Honeynet의 가치를 그대로 유지하면서도 기존 Honeynet의 자원문제, 구축 및 운영관리문제를 줄일 수 있는 Virtual Honeynet 모델을 제시하고자 한다.

과제지향적 상지 운동과 가상현실 훈련이 뇌졸중 환자의 상지 기능과 균형, 우울감에 미치는 영향 비교 (Comparison of the Effects of Task-oriented training and Virtual reality training on upper extremity function, balance ability, and depression in stroke patients)

  • 송귀빈;박은초
    • 대한물리의학회지
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    • 제11권1호
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    • pp.115-125
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    • 2016
  • PURPOSE: The purpose of this study was to compare the effects of task-oriented training and virtual reality training on upper extremity function, balance ability, depression in stroke patients. METHODS: Forty stroke patients were randomly allocated into a task oriented training group (TTG, n = 20), a virtual reality training group (VRG, n = 20). Both groups received the usual physical therapy. In addition, TTG patients underwent task training such as sweeping the table, cup stacking, carrying wood block. VRG patients underwent virtual reality training using X-box kinect. Both groups received 30 minutes of training per day, five times per week, for twelve weeks. RESULTS: After intervention, both groups showed significant improvement on upper extremity function, balance ability, and depression. VRG showed more improvement on upper extremity function, balance ability, and depression than TTG. CONCLUSION: According to the results of this study, task-oriented training and virtual reality training are feasible and suitable for stroke patients. And virtual reality training is more effective method than task oriented training.

의복의 2D 도식화, 3D 가상착의, 실제착의 외관 평가 비교 -20~30대 중국인 평가를 중심으로- (A Comparison on Clothing Appearance of 2D Flat Sketch, 3D Virtual Clothing and Real Clothing -Based on the Evaluation of Chinese in Their 20s and 30s-)

  • 왕설영;권채령;김동은
    • 한국의류학회지
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    • 제44권2호
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    • pp.193-208
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    • 2020
  • This study investigated similarities and differences between 2D flat sketch, 3D virtual clothing and real clothing images. Flat sketch, 3D virtual clothing, and real clothing images of T-shirts and dresses were made. Questionnaires were prepared for fit evaluation, sensory evaluation, and location evaluation. A survey of 440 questionnaires was collected from Chinese women in their 20s and 30s. As results of the sensibility evaluation, 3D virtual clothing expressed real clothing images slightly more similar than a 2D flat sketch. As results of the fit evaluation of the dresses, 2D flat sketch and 3D virtual clothing were rated as slightly longer/wider, and real clothing images were rated as slightly shorter/narrower. The results suggested that presenting 3D images with avatars as 3D virtual clothing images will provide more accurate fit evaluation results. This study presented possibilities and methods for apparel companies to utilize 3D system as an effective apparel production tool.

가상현실을 이용한 재활 운동이 뇌졸중 환자의 정적 균형 및 보행에 미치는 효과 (Effects of Virtual Reality-based Exercise on Static Balance and Gait Abilities in Chronic Stroke)

  • 신원섭;송창호
    • The Journal of Korean Physical Therapy
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    • 제21권3호
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    • pp.33-40
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    • 2009
  • Purpose: This study examined the effects of a virtual reality-based exercise program on the functional recovery of balance and gait in chronic stroke subjects. Methods: A total of 42 chronic stroke patients were enrolled in this study. The participants were allocated randomly to 2 groups: a VR (n=22) and control group (n=20). Both groups received treadmill training for 3 sessions (10 minutes each), 30 minutes per week over a 6 week period. The VR group practiced additional virtual reality programs consisting of 3 programs for 10 minutes each. The data was analyzed using a paired t-test and independent t-test to determine the statistical significance. Results: The virtual reality-based exercise group showed significant increases in gait velocity, cadence and stride length compared to the control group (p<0.05). However, there were no significant differences in static balance. Conclusion: These results support the perceived benefits of exercise programs that incorporate virtual reality to augment the balance and ambulation of stroke patients. Therefore, virtual reality is feasible and suitable for stroke patients

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가상세계에서의 건강증진교육의 개념분석 (Health Promotion Education In A Virtual World: A Concept Analysis)

  • ;오진아
    • 한국간호교육학회지
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    • 제18권1호
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    • pp.81-94
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    • 2012
  • Purpose: Virtual worlds are emerging in health care as an innovative way of helping clients take responsibility for and promote their own care. Yet, the concept of health promotion education in this environment has not been elucidated. Therefore, we undertook a concept analysis to discover the underlying attributes and contextual basis to generate a conceptual understanding of virtual worlds in the context of health promotion education. Methods: Using Rodgers' evolutionary view of concept development, we analyzed literature on virtual worlds that describe their use to discover critical attributes, antecedents, and consequences of this phenomenon. Eleven studies matching inclusion criteria were reviewed. Results: Analysis of the literature highlighted three areas of important domains: user, simulated environment, and education. This concept analysis extends our understanding of a virtual world for health promotion education. Conclusion: This study may help anticipate future trends in the use of virtual worlds in the context of health promotion education, serving as a stepping-stone for further research on this aspect of the study. The next step should focus on the development of an evaluation tool that can measure the factors identified in this analysis to determine their effects on outcomes and environmental interactions.

몰입형 가상현실 프로그램 Rapael Smart Glove가 뇌졸중 환자의 상지기능에 미치는 영향 (Effects of Immersive Virtual Reality Intervention on Upper Extremity Function in Post-Stroke Patients)

  • 배원진;감경윤
    • 대한통합의학회지
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    • 제5권3호
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    • pp.1-9
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    • 2017
  • Purpose: The purpose of this study was to investigate the effects of an immersive, virtual reality-based exercise program on range of motion and dexterity in the upper extremities of stroke patients. Methods: Fifteen patients with hemiparesis after stroke participated in this study. The participants participated in Rapael Semart GloveTM, an immersive, virtual reality-based exercise program, performed for 30 minutes-, 3 times per week for 4 weeks. The Rapael Smart GloveTM program and a Box and Block Test (BBT) were used to measure range of motion and to assess dexterity, respectively, pre-and post-intervention. Results: Range of motion in pronation and supination of the forearm and flexion, extension, and ulnar deviation of the wrist improved after the intervention. Dexterity measured by BBT also improved. However, range of motion in flexion and extension of the fingers and radial deviation of the wrist did not improve. Conclusion: This study presents the effects of an immersive, virtual reality-based exercise program on hand function. In the future, a study comparing an immersive, virtual reality- based exercise program to other upper-extremity interventions for stroke patients should be conducted. A study about the effects of an immersive virtual reality program on activities of daily living is also needed.

틸팅차량의 네트워크 협업 엔진 구현 (Implementation of A Networked Collaboration Engine for Virtual Engineering of Tilting Train)

  • 정유진;한성호;송용수
    • 시스템엔지니어링학술지
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    • 제2권2호
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    • pp.45-50
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    • 2006
  • Tilting technology is to tilt the train on the curve in order to minimize centrifugal force to passengers and to improve the speed within the limits of passenger's comfort and safety. According to reports from other countries, there is 15~30% speed improvement compared to the conventional trains. Recently, the advent of World-Wide-Web(WWW) and the explosive popularity of the Internet gave birth to collaborative applications which were enabled by computers and networks as their primary media. The progress of 3D computer graphics enabled collaborative applications with 3D virtual environments or distributed virtual environments. In this paper, we explain our implementation of the Share collaboration engine which is for collaboration applications based on a distributed virtual environment. The Share collaboration engine proposes a new Share network architecture for management of participants, and it provides some synchronization methods for 3D objects in virtual collaboration. TTX_PDM is an experimental application that tries to prevent wastes of human, material and time resources in networked virtual collaboration.

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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.

Effects of Virtual Reality Exercise Program on Balance, Emotion and Quality of Life in Patients with Cognitive Decline

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
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    • 제28권6호
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    • pp.355-363
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    • 2016
  • Purpose: In this study, we investigated the effectiveness of a 12-week virtual reality exercise program using the Nintendo Wii console (Wii) in improving balance, emotion, and quality of life among patients with cognitive decline. Methods: The study included 30 patients with cognitive decline (12 female, 18 male) who were randomly assigned to an experimental (n=15) and control groups (n=15). All subjects performed a traditional cognitive rehabilitation program and the experimental group performed additional three 40-minute virtual reality based video game (Wii) sessions per week for 12 weeks. The berg balance scale (BBS) was used to assess balance abilities. The short form geriatric depression scale-Korean (GDS-K) and the Korean version of quality of life-Alzheimer's disease (KQOL-AD) scale were both used to assess life quality in patients. Statistical significance was tested within and between groups before and after treatment, using Wilcoxon signed rank and Mann-Whitney u-tests. Results: After 36 training sessions, there were significant beneficial effects of the virtual reality game exercise on balance (BBS), GDS-K, and KQOL-AD in the experimental group when compared to the control group. No significant difference was observed within the control group. Conclusion: These findings demonstrate that a virtual reality-training program could improve the outcomes in terms of balance, depression, and quality of life in patients with cognitive decline. Long-term follow-ups and further studies of more efficient virtual reality training programs are needed.