• 제목/요약/키워드: Virtual-reality-based training

검색결과 246건 처리시간 0.028초

Leap Motion을 이용한 전자부품 조립 훈련 시스템 개발에 관한 연구 (A Study on the Development of an Electronic Component Assembly Training System Using Leap Motion)

  • 이인철
    • 한국산업융합학회 논문집
    • /
    • 제26권3호
    • /
    • pp.463-470
    • /
    • 2023
  • In this study, an electronic parts assembly training system using Leap Motion was developed in consideration of the processes actually operated in the assembly process of electronic products. Based on Leap Motion and Oculus VR equipment, the system was developed to transfer user's hand movement data in real time and convert it into hand movement in virtual space so that electronic parts assembly simulation can be performed step by step. Through this, it was confirmed that the user can obtain an experience similar to the actual electronic parts assembly work, prevent errors that may occur during the assembly process, and improve proficiency. It is expected that this thesis will provide directions for the quality improvement and development of various education and training programs for virtual reality-based manufacturing processes.

VR HMD 기반 모의 비행 훈련 장치의 조종사 훈련 효과 평가 (Assessment of Pilot Training Effectiveness of VR HMD based Flight Training Device)

  • 정구문;이영재;이치호;김무겸;이재우
    • 한국항공운항학회지
    • /
    • 제26권4호
    • /
    • pp.129-141
    • /
    • 2018
  • In this paper, two different flight training devices were constructed to verify the effectiveness of a pilot training system based on a Virtual Reality Head Mount Display. VFR Flight Procedure and IFR Flight Procedure were conducted by high level pilots with Commercial Pilot Licence. Flight data and pilot's visual data for each flight procedure were extracted, compared and analyzed with two training systems. Finally, the effectiveness of the training systems based on the VR HMD was demonstrated by assessing the given mission and the flight results.

가상현실 기반 국방 교육훈련체계 사업화 우선순위 선정에 관한 연구 ((A) Study on the Priority Selection for business development of the Defense Education and Training System Based on Virtual Reality)

  • 이세호;한승조
    • 디지털융복합연구
    • /
    • 제20권3호
    • /
    • pp.201-209
    • /
    • 2022
  • 군(軍)이 가상현실 기술을 다양한 교육훈련체계에 도입을 검토하여 충분히 활용하기 위해서는 해당 기술 및 교육체계의 특성을 반영하는 사업화 특성에 대한 정확한 파악과 선별적인 적용이 중요할 것이다. 본 연구에서는 가상현실 기반의 교육훈련체계 사업화 시 고려해야 할 요인들에 대해서 AHP(Analitic Hierarchy Process)기법을 통해 평가기준을 선정하고 추진 과제들의 우선순위를 판단해보았다. 선행연구를 기초로 초기 AHP 모델을 구성하여 레벨 1의 평가 기준으로 현실성 등 6개 요소에 대한 상대적인 중요도를 분석하였다. 다음으로 레벨 2는 6개의 평가 기준에 11개 과제별 중요도의 확인을 위해 각각의 평가 기준을 대상으로 분석하여 과제별 우선순위를 선정하였다. 분석결과 레벨 1에서는 현실성 및 파급성이 다른 요소에 비해 높은 중요도를 나타내었다. 최종 상대적 중요도를 평가한 결과는 ① 비행훈련, ② 재난훈련, ③ 포탄 사격, ④ 차량 운전 순으로 우선순위가 나타났다. 본 연구에서 제시한 모델의 레벨 1과 2에서 결정된 상대적 우선순위를 바탕으로 국방 가상현실 과제 연구 우선순위의 최종 의사결정에 필요한 사업별 중요도를 제시하였다. 본 연구를 통해 국방 분야의 교육훈련체계 사업화에 대한 우선순위 선정에 참고자료로 활용될 수 있을 것으로 기대된다.

A method for determining the timing of intervention in a virtual reality environment

  • Jo, Junghee
    • 한국컴퓨터정보학회논문지
    • /
    • 제27권1호
    • /
    • pp.69-75
    • /
    • 2022
  • 본 논문은 가상현실 기반의 실감 콘텐츠를 활용하여 발달장애인 학생이 바리스타 직업훈련을 수행하는 과정에서 중재가 필요한 시점을 도출하기 위해, 가상현실 공간에 존재하는 각 바리스타 도구들과 학생의 손과의 거리 정보를 수집하고 분석하여 중재 시점의 판단을 위한 기준을 도출한다. 이를 위해, 한국장애인고용공단 발달장애인훈련센터에 등록된 학생 21명을 심사를 통해 연구대상자로 선정하였다. 다음으로, 바리스타 도구들을 인지하는 훈련을 실시하여 연구대상자가 더 이상의 진행을 하지 못하고 어려움을 겪는 상황이 발생하게 되면 연구원과 사전에 약속한대로 손을 들거나 구두로 중재를 요청하도록 하고 이 시점을 기록하여 데이터를 수집하였다. 이 데이터를 기반으로, 바리스타 훈련 콘텐츠로 발달장애인이 훈련을 수행하는 중에 중재가 필요한 시점을 판단하기 위한 기준을 도출하기 위해 손으로부터 각 바리스타 도구들까지의 거리 정보를 이용하여 두가지 가설을 수립하고 검증하였다. 검증 결과, 훈련을 성공한 학생의 손으로부터 관심 바리스타 도구 및 인접 도구들까지의 누적거리는 다른 바리스타 도구들까지의 누적거리보다 상대적으로 짧았고 통계적 분석의 결과는 유의미하였다.

Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
    • /
    • 제18권1호
    • /
    • pp.49-71
    • /
    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

네트워크 기반의 전차 교전 훈련 모델 개발 (Development of Network Based Tank Combat Training Model)

  • 노근래;김의환
    • 시스템엔지니어링학술지
    • /
    • 제4권2호
    • /
    • pp.27-33
    • /
    • 2008
  • As a part of development of Korean K2 main battle tank, embedded training computer to be operated in the main equipment, which makes it possible to train without a special-purposed training simulator, was adopted for tank combat training. The category of embedded training of Korean K2 main battle tank includes driving training, gunnery training, single tank combat training, platoon level combat training, and command and platoon leaders combat training. For realization unit level tank embedded training system, the virtual reality was utilized for real time image rendering, and network based real time communication system of K2 tank was utilized for sharing status information between tanks. As a result, it is possible to train themselves on their own tank for enhancing the operational skills and harmonized task with members.

  • PDF

헤드 트래킹 시스템을 이용한 가상 굴삭기의 편의 관측 시스템 개발 (Development of the Flexible Observation System for a Virtual Reality Excavator Using the Head Tracking System)

  • 레광환;정영만;웬치탄;양순용
    • 드라이브 ㆍ 컨트롤
    • /
    • 제12권2호
    • /
    • pp.27-33
    • /
    • 2015
  • Excavators are versatile earthmoving equipment that are used in civil engineering, hydraulic engineering, grading and landscaping, pipeline construction and mining. Effective operator training is essential to ensure safe and efficient operating of the machine. The virtual reality excavator based on simulation using conventional large size monitors is limited by the inability to provide a realistic real world training experience. We proposed a flexible observation method with a head tracking system to improve user feeling and sensation when operating a virtual reality excavator. First, an excavation simulator is designed by combining an excavator SimMechanics model and the virtual world. Second, a head mounted display (HMD) device is presented to replace the cumbersome large screens. Moreover, an Inertial Measurement Unit (IMU) sensor is mounted to the HMD for tracking the movement of the operator's head. These signals consequently change the virtual viewpoint of the virtual reality excavator. Simulation results were used to analyze the performance of the proposed system.

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
    • /
    • 제21권3호
    • /
    • pp.33-40
    • /
    • 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

  • PDF

The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
    • /
    • 제2권1호
    • /
    • pp.7-11
    • /
    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

  • PDF

스마트 글러브를 이용한 가상현실기반 과제 훈련이 뇌졸중 환자의 상지 기능과 일상생활 수행에 미치는 영향 (The Effects of Virtual Reality-Based Task Training Using a Smart Glove on Upper Extremity Function and Activity of Daily Living in Stroke Patients)

  • 고근범;문상현
    • PNF and Movement
    • /
    • 제17권3호
    • /
    • pp.369-378
    • /
    • 2019
  • Purpose: This study investigated the effects of virtual reality-based task training (VRBTT) using a smart glove on upper extremity function and activity of daily living in stroke patients. Methods: Twenty-nine patients with chronic stroke disease were randomly allocated to two groups: the VRBTT group (n=14) and the control group (n=15). All patients received 30 minutes of standard occupational therapy, 5 times a week, for 8 weeks. The VRBTT group performed an additional 30 minutes of virtual reality-based rehabilitation training, 5 times a week, for 8 weeks. Results: Both groups showed significant improvements in upper extremity function, yielding an increase in FMA and K-WMFT (p<0.05). There was a more significant increase in the VRBTT group before and after interventions (p<0.05). There was no significant difference in MAS for the control group (p>0.05); however, there was a significant increase for the VRBTT group (p<0.05). In the activities of daily living, there was a significant difference in the values for K-MBI (p<0.05). In addition, both groups showed a significant increase for K-MBI and K-RNLI (p<0.05). Conclusion: This study showed that VRBTT using smart gloves can have a more positive effect on upper extremity function and activities of daily living in stroke patients than conventional intervention methods. A variety of virtual reality-based contents and glove-shaped wearable devices will help stroke patients in rehabilitation clinics recover and return to society.