• 제목/요약/키워드: Virtual simulation

검색결과 2,170건 처리시간 0.034초

시뮬레이션 교육 전 가상현실 교육과 동영상 교육의 교육 흥미도, 만족도, 성취도 비교 분석 (Comparison of educational interest, satisfaction, and achievements of educational virtual reality and videos education before simulation training)

  • 정은경;최성수;정지연
    • 한국응급구조학회지
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    • 제22권2호
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    • pp.93-102
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    • 2018
  • Purpose: The study aims to establish an effective training strategy and methods by comparing the effects of educational interest, satisfaction, and achievements of virtual reality and videos education before simulation training. Methods: The randomized control study was implemented on May 31, 2018, by randomly selecting 36 participants to compare educational virtual reality and videos. Statistical analyses were performed using SPSS 20.0. Results: The participants were divided into an intervention group of 17(47.2%) and a control group of 19(52.8%). Regarding the levels of satisfaction, a significant difference (p= .010) was noted between the control (3.88 points) and the intervention groups (4.45 points). A significant difference (p= .001) was also noted between the intervention (80.3 points) and control (63.3 points) in terms of total simulation practical skills. Conclusion: Educational virtual reality can be an alternative training method to achieve the standard educational objectives by raising levels of educational interest and of achievement with practical skills.

정신질환 원격진료를 위한 가상환경 업데이트 시스템 (Virtual Environment Update System for Mental Illness Telemedicine System)

  • 백승화;백승은;김동완;류종현
    • 대한전기학회논문지:시스템및제어부문D
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    • 제54권3호
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    • pp.206-214
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    • 2005
  • In these days the virtual reality technology has been applied to treat such an anxiety disorders. And also a medical doctor can diagnose the patient in distance with the telemedicine system. In this thesis, an telemedicine assistant system for treatment of acrophobia using biomedical signals and virtual reality technique is proposed. I made two virtual reality simulations for treatment of acrophobia and telemedicine system for communication between doctor and patient using personal computer. Multimedia conference service, online questionary, signal transfer system are needed to configure such system. Virtual reality simulation system that composed of position sensor, head mount display, and audio system, is also included in this telemedicine system. I added virtual environment update system to this virtual reality telemedicine system for treatment of acrophobia. With this virtual environment update system, the doctors can change virtual reality simulation stage based on the status of each patient and symptom of phobia. We will apply this system to the acrophobia patient in distance and be able to offer better medical treatment for mental illness in near future.

3차원 가상착의와 실제착의를 통한 비만여성의 바지 맞음새 비교 (Comparison on the Pants Fitting for Obese Women between 3D Virtual Garment and Real Garment)

  • 이진숙;이정란
    • 패션비즈니스
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    • 제17권2호
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    • pp.33-45
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    • 2013
  • A study using 3D virtual garment simulation is carried out for the evaluation and application on the pants fit for obese women in their age of 20s and 30s. The results are as follows; 5 obese women in their 20s and 30s were selected for the testing 3D body. They showed no significant differences in all items, comparing with the data of 5th Size Korea body dimensions. The average waist circumstance of the subjects' 3D body dimensions was 87.0cm, hip circumstance was 102.4cm, BMI was $27.1kg/m^2$, and their obese body types had similar mean values. Based on the detailed design of ready made pants and the study results of 20~30s obese women preference for pants design, pants of straight silhouette and semi-tight fit which have waist line lowered, no front dart and one back dart, were manufactured with 100% black cotton and cotton spandex mixed fabrics. When comparing the appearances between real garment and virtual garment, the average of the real garment with 100% cotton was 3.70 and the virtual garment was 4.05. The average of real garment with cotton spandex mixed fabrics was 3.75 and the virtual garment was 4.06. Therefore, the average of virtual garment was highly evaluated. When comparing the results of evaluating the appearance, there was no significant difference caused by materials between real garment and virtual garment. The expression for the ease of virtual garment and real garment was also similar for good evaluation. Thus, 3D virtual garment simulation did positively prove its reliability and effect.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제19권5호
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    • pp.595-601
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    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

신규간호사의 임상실무 적응을 위한 가상현실 시뮬레이션 교육 요구도 조사: 혼합연구 적용 (The educational needs of virtual reality simulation training for novice nurses' adaptation to clinical practice: A mixed methods study)

  • 이미경;엄정희;김진영
    • 한국간호교육학회지
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    • 제29권4호
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    • pp.339-351
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    • 2023
  • Purpose: The purpose of this study is to identify the educational needs of virtual reality simulations that can be applied to novice nurses during the waiting period before starting work in a hospital. Methods: A convergent mixed methods was used. The survey data were collected from 230 novice nurses, and a focus group interview was conducted with 6 new nurses. The data were collected from November 2022 to January 2023. Descriptive statistics, a frequency analysis, independent t-test, and an Importance-Performance Analysis were performed using SPSS 24.0. Results: Appropriate topics for virtual reality simulation education were indicated to be medications and intravenous injections, which are high priority topics in quantitative and qualitative research. The novice nurses wanted group activity training three to four times a week for two weeks before beginning work in a hospital. They also wanted an immersive virtual reality system based on a real hospital environment. Conclusion: Based on the above results, this study provides basic data for the development of a virtual reality simulation education that can improve the adaptation of novice nurses to clinical practice. A strategy was suggested to utilize the waiting time before beginning work in a hospital as educational time.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • 제2권2호
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

항공기 시뮬레이터 기술의 현재

  • 윤석준
    • 전자공학회지
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    • 제25권2호
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    • pp.48-57
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    • 1998
  • 본 기고는 시뮬레이션 기술 분류 중 Virtual Simulation, 그 중에서도 항공기 시뮬레이터 기술에 초점을 맞추고자 한다. 항공기 시뮬레이터 기술이 시뮬레이션 전체 분야에서 차지하는 비중과 현재의 위를 객관적으로 이해하기 위하여 시뮬레이션 기술이란 무엇인가 하는 원론에서부터 출발한다. Virtual, Constuctive, Live 등의 시뮬레이션 기술들을 간략히 소개하면 이들 기술의 변천을 SIMNET(SIMulator NETworking), DIS(Distributed Interative Simulation), ALSP(Aggregate Level Simulation Protocol), HLA(High Level Architecture) 등의 프로그램 등을 통하여 살펴본다. 항공기 시뮬레이터 기술은 Virtual 시뮬레이션 기술의 발원으로서 1930년대 이후로 시뮬레이션 기술 전반을 선도하여 왔는데, 그 진화과정을 간추려 언급한다. 또한, 항공기 시뮬레이터를 구현하기 위한 기술들을 간략히 살펴보고, 그 기술들을 선도하는 네덜란드 Delft 대학의 SIMONA(SImulation, MOtion and NAvigation) 프로그램과 미국 국방성, 산업체, 학계, 연구소 등을 중심 축으로 하는 NCS(National Center for Simulation)를 소개함으로써 항공기 시뮬레이터는 물론, 시뮬레이션 기술 전반의 미래를 가늠한다. 마지막으로 항공기 시뮬레이터를 중심으로 하는 국내 시뮬레이터 기술 수준과 산업 현황을 간추려 소개한다.

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다관절 조작기의 그래픽 시뮬레이션 (Graphic Simulation of the Multi-joint Manipulator)

  • 이종열;송태길;김성현;박병석;윤지섭
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2001년도 춘계학술대회 논문집
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    • pp.631-634
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    • 2001
  • In this study, the graphic simulation system of multi joint manipulator is developed to analyze and optimize the remote handling processes for the spent fuel assembly. This system consists of a 3-D graphical modeling system, a device assembling system, and a motion simulation system. To analyze and optimize the processes involved in multi-joint manipulator operation such as NFBC transportation process and bottom nozzle removal process, the virtual work place is implemented using a computer graphic technology. This virtual workcell is exactly same as that of the real environment. This graphic simulation system of the multi-joint manipulator can be effectively used for designing the main processes and maintenance processes of the spent fuel management.

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항공기 부품의 5축 수평형 공작기계 머신 시뮬레이션 적용에 관한 연구 (A study on machine simulation application of aircraft parts in 5 axises horizontal machine)

  • 이인수;김남경;김해지;장정환
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2003년도 춘계학술대회 논문집
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    • pp.367-372
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    • 2003
  • This paper shows about the machine simulation embodiment when it happened NC equipment and between workpiece and interference collision at 5 axises processing of aircraft parts. And this research has been chosen because of the highest equipment interference occurrence rate at aircraft parts processing of 5 axises horizontal machine. It can verify simulation and machining process through correlation about their dynamic relations. interference, collision as embodied virtual manufacturing system of machining tool, workpiece, and holder etc. that is necessary element in shape of machine tool and function and processing in imagination ball. Also. it verified about interference and collision between NC equipment parts and workpiece, for applied machine simulation to NC Data of actuality aircraft parts of BULKHEAD and FRAME.

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An Integrative Review on Augmented Reality/Virtual Reality Simulation Programs in the Mental Health Area for Health Professionals

  • Han, Soolgi
    • International Journal of Contents
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    • 제15권4호
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    • pp.36-43
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    • 2019
  • This is an integrative review paper of Augmented Reality (AR)/Virtual Reality (VR) simulation programs in the mental health area including the analysis of the general characteristics, contents, and the impact of the interventions studies. The keywords used to search the studies were "AR/VR" and "medical/nursing students". The author and a postdoctoral research fellow searched four electronic databases: Web of Science, PubMed, EmBase, and CINHA, and as a result nine studies met the inclusion criteria. Among the selected studies AR/VR simulation programs in the mental health area for healthcare professionals were found to be effective in clinical skills as well as for the interpersonal relationship and the stigma of mentally ill patients. Providing an opportunity to experience a safe and effective tool is important when educating health professionals and AR/VR simulation programs are safe and effective. Thus, standardized AR/VR simulation programs are needed to be developed for health professionals.