• Title/Summary/Keyword: Web VR

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Effect of Virtual Reality Exposure and Web-based Cognitive Intervention Integrated Program on Social Anxiety Disorder (발표상황에 대한 가상현실노출과 웹기반 인지적 개입의 통합 프로그램 효과 검증)

  • Park, Ki-Woo;Yoon, Hyae-Yeong
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.1-12
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    • 2022
  • In this study, the effect of VR exposure programs integrated with web-based cognitive restructuring education on reducing social anxiety was confirmed. The experimental group (n=12) received a 10~15 minute session of web-based cognitive intervention and a 20-minute session of virtual reality exposure therapy. The comparison group (n=15) received a 10~15 minute session of web-based speech education and a 20-minute session of virtual reality exposure therapy. After 4 weeks, the experimental group had an increase in positive interpretation bias, a decrease in negative interpretation bias, and a decreased level of social anxiety. These results suggest that the combination of self-help form of web-based cognitive intervention in the treatment of social anxiety disorder can improve the therapeutic effect of VRET.

A Review of Recent Digital Technology-Based Language Rehabilitation For Aphasia: Focusing on VR, AR, and Mobile Application (실어증 환자 대상 디지털 기술 기반 언어재활에 관한 최근 문헌 고찰: VR, AR, 모바일 애플리케이션을 중심으로)

  • Chung, Chae Youn;Hong, You Jeong;Kong, Seong Hyeon;Choi, You Jin;Lee, Kyogu
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.46-63
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    • 2022
  • With the rapid development of digital technology and the growing trend to integrate it into the medical field, recent studies suggest language rehabilitation for people with aphasia using virtual reality (VR), augmented reality (AR) and mobile applications. This study conducted a scoping review to summarize the features of digital technology-based language rehabilitation for aphasia in the last four years (2018-2021) and draw implications for future research. A total of 20 papers met the selection criteria among the documents retrieved from the Web of Science, CINAHL, and RISS. This review demonstrates that digital technology could offer unique treatment content by gamification, individualization, and creating a realistic communication environment, and by utilizing them in various ways. Therefore, we expect digital technology-based language rehabilitation for aphasia could supplement the limitations of conventional language rehabilitation and provide a novel perspective on development of treatment content.

Virtual Presentation and Customization of Products Based on Internet

  • Pan Zhi-geng;Chen Tian;Zhang Ming-min;Xu Bin
    • International Journal of CAD/CAM
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    • v.4 no.1
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    • pp.1-10
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    • 2004
  • Through reviewing and comparing the current virtual shopping malls web sites integrated VR into E-commerce, this paper analyzed both the advantages and disadvantages of two kinds of methods for product presentation: 2D image based and 3D model based presentation method. Using the virtual shopping mall (EasyMall) as a showcase, we presented the architecture of the system and the development technologies, especially those in the mixed presentation method. The presentation and customization methods in the two related modules, including the PhoneShow for mobile phone and EasyShow for textile products, were discussed. It indicated that the integration of E-commerce with VR could provide consumers with virtual experience and intelligent service for business activities. Furthermore, the product presentation methods can be made available for use in different cases.

A Study on Rapid Prototyping using VRML Model (VRML 모델을 이용한 쾌속조형에 관한 연구)

  • 김호찬;이주호;반갑수;최홍태;이석희
    • Journal of the Korean Society for Precision Engineering
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    • v.17 no.7
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    • pp.63-73
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    • 2000
  • Internet becomes very common tool for communication and data sharing. Virtual reality(VR) on web browser, and virtual prototyping and virtual manufacturing is widely used in many engineering folds. The reduction of overall development process and error minimization during data conversion becomes very crucial where sharing data via Internet and VR. This paper deals with the advantage and disadvantage of VRML format used in RP(Rapid Prototyping), and a software for RP data preparation is developed. If VRML format as an international standard for VR, is replaced with STL format, the weak points of STL format can be overcome and the technique related to virtual prototyping and virtual manufacturing can be addressed more systematically by sharing the data. The system developed in this work shows a good window to get access to a more realistic observation of an object fur an RP system from a long remote sites in a more systematic way.

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Development of Multimedia Design Contents using Mobile Virtual Reality

  • Duan, Xiao-Yun;Kim, Byung-Taek;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.10
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    • pp.41-45
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    • 2017
  • Virtual Reality (VR) is widely used in various fields, and it is expanding game and movie toward health care, business Software, education, and web services. Especially various researches are actively conducted in the field of exhibition, utilizing smart phone based detachable HMD (Head Mounted Display). The VR exhibition solves addresses both temporal and spacial constraints overcoming the unilateral information transfer exhibitions. This paper presents a method to overcome the limitation of time, space, and unidirectional information transfer in offline exhibition, and also presents a new method that utilizes multimedia visual design artwork as VR contents.

Exterior Design of Electric Vehicle Using Web Based Human Sensibility Assessment (Web 기반의 감성평가를 활용한 전기자동차 익스테리어 디자인)

  • Jang, Phil-Sik;Choi, Chool-Heon
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.4
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    • pp.63-69
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    • 2006
  • Consumer satisfaction and feelings with form play an essential role in determining the success of a product. However, contemporary industrial design processes typically employ designer driven, intuitive methods for generating and evaluating form concepts. This paper describes the implementation process of web based design support system that helps assess customer's feelings or sensibilities of forms created in each stages of design process. The present web based approach provides designers with fast and various feedbacks about their design in each stage by using assessment with object VR and web 3D as well as ordinary 2D images. Practical application for exterior design of electric vehicle was illustrated and the further refinement of the design support system was discussed.

Effects of Health Education Using Virtual Reality for Adolescents: A Systematic Review and Meta-Analysis

  • Park, SoMi;Chung, ChaeWeon;Kim, Gaeun
    • Journal of Korean Academy of Nursing
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    • v.53 no.2
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    • pp.177-190
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    • 2023
  • Purpose: This study aimed to evaluate the effects of health interventions using virtual reality (VR) on improving knowledge, attitudes, and skills; and inducing behavioral change among adolescents. Methods: This study is a systematic review and meta-analysis following PRISMA guidelines. We searched Cochrane, MEDLINE, Embase, CINAHL, Scopus, Web of Science, and Korean databases between database inception and April 10, 2021. Based on heterogeneity, a random- or fixed-effects model was used, as appropriate, to calculate effect sizes in terms of the standardized mean difference (SMD) and odds ratio (OR). Studies were selected if they verified the effects of health education using VR on adolescents; there was an appropriate control group; and if the effects of education were reported in terms of changes in knowledge, attitudes, skills, or behaviors. Results: This analysis included six studies (n = 1,086). The intervention groups showed greater responses in knowledge and attitudes (SMD = 0.57, 95% confidence interval (CI) [0.12 to 1.02]), skills related to health behavior (SMD = - 0.45, 95% CI [- 0.71 to - 0.19]), and behavioral change after 12 months (OR = 2.36, 95% CI [1.03 to 5.41]). Conclusion: The results confirm the effectiveness of health interventions using virtual reality (VR). Although the analysis include a small number of studies, a case can be made for health interventions using VR to be utilized as educational methods and strategies to prevent risky behaviors among adolescents.

A Study on the Housing Preference Research Method by Web-based VR (Web 기반 가상현실 기법을 응용한 주거선호도 조사방법에 관한 연구 - 아파트 주거를 중심으로)

  • 이병찬;김용성
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.114-115
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    • 2000
  • IMF 한파와 더불어 건설 시장 역시 침체되어 있는 되도 불구하고 사회 및 문화의 변화속도는 빨라지고 있으며 소비자들의 주택 선호도 역시 다양해지고 있다. 과거 정부주도의 주택 확대정책에 따른 획일화된 아파트의 양적 팽창은 이러한 빠른 변화와 다양화에 적응할 수 없는게 현실이며 또한 많은 문제점을 남기게 되었다. (중략)

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VR Worlds on the Web - Another Culture in Cyberspace (웹에서의 3차원 가상현실 세계 - 사이버스페이스의 새로운 문화)

  • Yoon, So-Yeon
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.44-45
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    • 1999
  • The term ′multimedia′ has been one of the most pervasively used terms for the last a few years. Dyrli and Kinnaman(1995) define multimedia as "the seamless digital integration of text, graphics, animation, audio, still image, and motion video in a way that provides individual users with high levels of control and interaction".(omitted)

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A Sturdy of Motion detection using image processing from the VR (가상현실공간에서의 영상처리를 이용한 이동패턴 추적 연구)

  • Kang Soung-Yun;Kim Yun-Ho;Kang Heau-Jo
    • Journal of Digital Contents Society
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    • v.6 no.3
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    • pp.175-178
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    • 2005
  • Wirtual reality(VR) is both one of the high-technology and main paradime in leading next genaration of 21th century. It`s application spectrum is various and lead to numorous revolotion as well as transtion in technical aspect. These change is a good procept of it`s comes to receive at real-time tracking using Web-Cam. The method research which is the possibility of doing location tracking which is accurate.

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