• Title/Summary/Keyword: immersive virtual reality

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The Effects of Occupational Therapy Intervention Using Fully Immersive Virtual Reality Device on Upper Extremity Function of Patients With Chronic Stoke: Case Study (완전 몰입형 가상현실 기기를 이용한 작업치료 중재가 만성 뇌졸중 환자의 상지기능에 미치는 영향: 사례연구)

  • Han, Soul;Yoo, Eun-Young
    • Therapeutic Science for Rehabilitation
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    • v.7 no.2
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    • pp.17-27
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    • 2018
  • Objective : The purpose of this study was to investigate the effect of occupational therapy intervention using a fully immersive virtual reality device on the upper extremity function of patients with chronic stroke. Methods : This study used a single subject (ABA) design. The study subjects was a chronic stroke patient with left lateral deviation. Four baseline periods, 12 intervention periods, and 4 baseline regression periods were performed for a total of 20 sessions for 10 weeks. OT intervention with a fully immersive virtual reality device was used every 30 minutes. BBT and WMFT evaluations were performed at each session and the results were displayed in a line graph. Results : The patient's upper limb function has improved. During baseline recurrence, efficacy of treatment was confirmed after removal of intervention, but no significant changes were observed. Conclusion : It has been found that OT intervention with a fully immersive virtual reality device for upper limb function in chronic stroke patients is an effective intervention. However, the effectiveness of maintaining treatment is not important, so we need to develop an easy-to-use home intervention program.

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

Designing Effective Virtual Training: A Case Study in Maritime Safety

  • Jung, Jinki;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.385-394
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    • 2017
  • Objective: The aim of this study is to investigate how to design effective virtual reality-based training (i.e., virtual training) in maritime safety and to present methods for enhancing interface fidelity by employing immersive interaction and 3D user interface (UI) design. Background: Emerging virtual reality technologies and hardware enable to provide immersive experiences to individuals. There is also a theory that the improvement of fidelity can improve the training efficiency. Such a sense of immersion can be utilized as an element for realizing effective training in the virtual space. Method: As an immersive interaction, we implemented gesture-based interaction using leap motion and Myo armband type sensors. Hand gestures captured from both sensors are used to interact with the virtual appliance in the scenario. The proposed 3D UI design is employed to visualize appropriate information for tasks in training. Results: A usability study to evaluate the effectiveness of the proposed method has been carried out. As a result, the usability test of satisfaction, intuitiveness of UI, ease of procedure learning, and equipment understanding showed that virtual training-based exercise was superior to existing training. These improvements were also independent of the type of input devices for virtual training. Conclusion: We have shown through experiments that the proposed interaction design results are more efficient interactions than the existing training method. The improvement of interface fidelity through intuitive and immediate feedback on the input device and the training information improve user satisfaction with the system, as well as training efficiency. Application: Design methods for an effective virtual training system can be applied to other areas by which trainees are required to do sophisticated job with their hands.

A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.119-130
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    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.

Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

Virtual Reality Safety Training on Multiple Platforms

  • Bao, Quy Lan;Tran, Si Van-Tien;Nguyen, Truong Linh;Park, Chansik
    • International conference on construction engineering and project management
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    • 2022.06a
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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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A Study on Presence of Collaboration based Multi-user Interaction in Immersive Virtual Reality (몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구)

  • Park, Seongjun;Park, Wonjun;Heo, Hayoung;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.11-20
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    • 2018
  • This study proposes collaboration based multi-user interaction to provide improved presence and satisfying experience to multiple HMD users in immersive virtual reality. The core of the proposed multi-user interaction is to present the direction in which HMD users in virtual reality environment can interact through communication and collaboration with each other based on their separate roles and behaviors. Each user in the virtual collaborative environment uses a hand to interact with a virtual environment or virtual objects. Based on the basic structure, this study designs methods (synchronization and communication) that can be achieved a common goal together through communication and collaboration. Then, this study creates a virtual reality application of arcade genre that considers communication and collaboration in order to verify whether the proposed multi-user interaction provides improved presence and satisfaction experience. And, the survey experiments are conducted for participants. Through these processes, it is confirmed that the interaction in the proposed immersive virtual collaborative environments provide the presence and experience that is satisfactory to all users.

A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

Visual Guider : Space Perception Aid Tool in Immersive Virtual World (비쥬얼 가이더 : 몰입형 가상세계에서의 공간지각 보조도구)

  • Cho Eun;Park Joo-Young;Kim Myoung-Hee
    • The KIPS Transactions:PartB
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    • v.12B no.1 s.97
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    • pp.39-46
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    • 2005
  • In immersive virtual reality system, since virtual worlds do not supply users with sufficient spatial information af real world does, the users frequently experience clumsiness and roughness while manipulating virtual objects. To overcome this problem, we propose Visual Guider in this paper as a tool for enhancing user's visual space perception in immersive virtual worlds. The Visual Guider aids users to recognize exocentric distances between different scene points and egocentric distances from the observation point to other points in the scene fast and precisely. Its concept is imported from the rectangular grids frequently used in two-dimensional windows applications. We applied the proposed technique to an experimental virtual space implemented in $CAVE^(TM)-like$ system and tested its effectiveness while users grasp and move virtual objects.