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

  • Song, Gui-bin;Park, Eun-cho
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.1
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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.

Effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression in the elders with dementia

  • Moon, Hyun Ju;Choi, Yoo Rim;Lee, Sung Kook
    • Journal of International Academy of Physical Therapy Research
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    • v.5 no.2
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    • pp.730-737
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    • 2014
  • The aim of this study is to examine the effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression of long-term care insurance nongrading elderly dementia using Daytime protection service. For achieve this purpose, 30 dementia elderly were randomly assigned in to the experimental group(n=15)and control group(n=15). All subjects performed a general therapeutic exercise and 20- 30minutes takes virtual reality cognitive rehabilitation program were conducted with experimental group 2 times a week for 8 weeks. The intervention effects were measured by using cognitive function is mini-mental states examination-Korean version(MMSE-K), visual perception is MVPT(Motor-Free Visual Perception Test), Berg's balance scales(BBS), depression test GDS-K and lower limb strength. The results of study represented that the training group showed significant improvement in MMSEK( p<.05), visual perception(p<.05), balance(p<.05), lower limb strength(p<.05) and depression (p<.05). In conclusion, the virtual reality cognitive rehabilitation training using improves visual perception included cognitive function, physical function included balance, and lower limb strength and depression. These results suggest that virtual reality training using virtual reality cognitive rehabilitation program is feasible and suitable for mild dementia.

Virtual reality-based mild cognitive impairment prevention training system (가상현실기반의 경도인지장애 예방 훈련 시스템)

  • Choi, Ki-won;Joo, Moon-il;Kim, Hee-cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.749-751
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    • 2016
  • Due to the advent of virtual reality, the past communication method using images and video through the expansion into three-dimensional space has been provided more realistic and seamless interaction environment. Unlike reality, virtual reality is under a full human control and due to this benefit can be used as a substitute for reality therefore medicine and healthcare area has attracted attention in the prevention and treatment of dementia utilizing virtual reality. The research provided in this paper is aimed to design a virtual reality-based mild cognitive impairment prevention training system, focusing on the Symptoms of Alzheimer's precursor, mild cognitive impairment.

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Investigation of Trend in Virtual Reality-based Workplace Convergence Research: Using Pathfinder Network and Parallel Neighbor Clustering Methodology (가상현실 기반 업무공간 융복합 분야 연구 동향 분석 : 패스파인더 네트워크와 병렬 최근접 이웃 클러스터링 방법론 활용)

  • Ha, Jae Been;Kang, Ju Young
    • The Journal of Information Systems
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    • v.31 no.2
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    • pp.19-43
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    • 2022
  • Purpose Due to the COVID-19 pandemic, many companies are building virtual workplaces based on virtual reality technology. Through this study, we intend to identify the trend of convergence and convergence research between virtual reality technology and work space, and suggest future promising fields based on this. Design/methodology/approach For this purpose, 12,250 bibliographic data of research papers related to Virtual Reality (VR) and Workplace were collected from Scopus from 1982 to 2021. The bibliographic data of the collected papers were analyzed using Text Mining and Pathfinder Network, Parallel Neighbor Clustering, Nearest Neighbor Centrality, and Triangle Betweenness Centrality. Through this, the relationship between keywords by period was identified, and network analysis and visualization work were performed for virtual reality-based workplace research. Findings Through this study, it is expected that the main keyword knowledge structure flow of virtual reality-based workplace convergence research can be identified, and the relationship between keywords can be identified to provide a major measure for designing directions in subsequent studies.

Subjectivity of Terminally Ill Cancer Patients and Primary Family Caregivers on the View of Death (죽음에 대한 말기 암환자와 가족의 주관성)

  • Lee, Eun Ju;Kim, Boon Han
    • Korean Journal of Adult Nursing
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    • v.18 no.5
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    • pp.746-759
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    • 2006
  • Purpose: This study was designed to systematically explore and elicit information about terminally ill cancer patients' and primary family caregivers' subjectivity of death. Method: Using Q-methodology, 21 terminally ill cancer patients and 19 primary family caregivers sorted 40 statements during personal interviews. Results: The results of this study show that terminally ill cancer patients have four factors ('Attachment to life', 'Hope for heaven', 'Resignation to reality', 'Avoidance of pain') of response and primary caregivers have four factors('Dependence on religion', 'Faithfulness to reality', 'Obedience to fate', 'Agony of reality'). Comparing the subjectivities of death of terminally ill cancer patients and primary family caregivers, 'Hope for heaven' and 'Dependence on religion' reveal the similarities of their outlook. On the other hand, 'Attachment to life', 'Resignation to reality', 'Avoidance of pain', 'Faithfulness to reality', 'Obedience to fate', 'Agony of reality' reveals different aspects of their outlook. The group of terminally ill cancer patients and their families divided into four types. Type A was 'Attachment to life and Agony of reality', type B was 'Attachment to life and Obedience to fate', type C was 'Hope for heaven and Dependence on religion' and type D was 'Resignation to reality and Faithfulness to reality'. The positive group was C or 'Hope for heaven and Dependence on religion'. Conclusion: There are significant differences found in the subjective structure of death among terminally ill cancer patients and primary family caregivers. Therefore, it is necessary to develop an individualized nursing intervention for terminally ill cancer patients and family caregivers.

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Effects of Self-Resilience and Social Support on Reality Shock among New Graduate Nurses (신규간호사의 자아탄력성과 사회적 지지가 현실충격에 미치는 영향)

  • Lee, Yeon Ju;Yeo, Jung Hee
    • Journal of East-West Nursing Research
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    • v.23 no.1
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    • pp.45-52
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    • 2017
  • Purpose: This study was to identify the effects of self-resilience and social support on reality shock among new graduate nurses. Methods: The data was collected using self-reported questionnaires from a convenience sample of 111 new graduate nurses. The data was analyzed by descriptive statistical, independent t-test, ANOVA, Scheffe test, Pearson correlation coefficient, and multiple regression via the SPSS Window 23.0 program. Results: Among general and work related characteristics, factors that have shown significant differences on reality shock were gender (t=-2.29, p=.024), work unit (t=3.31, p=.023) and whether they are working at unit they desired (t=-5.08, p<.001). Reality shock has shown a negative correlation with self-resilience (r=-.51, p<.001) and social support (r=-.41, p<.001). Factors that affected the reality shock on new graduate nurses were self-resilience (${\beta}=-.43$, p<.001), whether they are working at unit they desired (${\beta}=.35$, p<.001) and their currently work unit (${\beta}=-.17$, p=.028). These factors take into account of 38.0% of overall reality shock. Conclusion: The results suggest that self-resilience, desired unit and current work unit should be considered as factors when developing an intervention to alleviate the reality shock experienced by new graduate nurses.

An Augmented Reality Solution for Improving Marker Recognition and Solving Human Occlusion (마커인식 개선과 인체가 가려지는 문제해결을 위한 증강현실 솔루션)

  • Lu, Chengnan;Park, Jongyeol;Park, Jinho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.183-192
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    • 2020
  • Due to the problem of matching between virtual world space and real-world space, the reality of augmented reality content is rather low. There are many reasons for this result, firstly virtual object is rendered without considering relation between real-world space and virtual world space. Secondly, virtual objects rely too much on the marker to reduce reality. We propose two schemes to improve the reality of augmented reality, one is people occlusion, the other is to reduce the dependence of virtual objects on the marker.

False Belief Understanding and Justification Reasoning according to Information of Reality amongst Children Aged 3, 4 and 5 (현실에 대한 정보가 3, 4, 5세 유아의 틀린 믿음 과제 수행 및 정당화 추론에 미치는 영향)

  • Kim, Yumi;Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.36 no.5
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    • pp.135-153
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    • 2015
  • The purpose of this study was to investigate false belief understanding and justification reasoning according to information of reality amongst children aged 3, 4 and 5. Children aged 3 to 5 years (N = 176) participated in this study. Each child was interviewed individually and responded to questions designed to measure his/her false belief understanding. Every child responded to the false belief task under two different information conditions of reality(reality known vs reality unknown). For more specific analysis, children's reasoning responses were also recorded. The major findings of this study are as follows. Children could understand false belief more easily under reality unknown conditions. Specifically, the influences of information conditions were crucial to 3-year-olds but not to 4- and 5-year-olds. Although 3 year olds were able to avoid the systematical errors inherent in the false belief task, they still did not understand the false belief itself. This study provides specific aspects of false belief understanding and its relevance to general changes in cognitive development.

Comparative Analysis of Visual Presentation and User Acceptability of Virtual/Augmented Reality Application for Architectural Design Review (설계검토를 위한 가상현실·증강현실 기술의 활용 효과 비교 분석)

  • Lee, Jin-Gang;Choi, Min-Ji;Lim, Yun-Ji;Seo, Joon-Oh
    • Journal of KIBIM
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    • v.9 no.4
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    • pp.1-9
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    • 2019
  • Visualized information platforms through building information modeling (BIM) such as virtual reality (VR) and augmented reality (AR) improves the efficiency of architectural information exchange. Despite that, less effort has been directed to evaluate the effectiveness of different BIM visualization platforms for architectural design review. This study fills these gaps and compares three BIM visualization tools for reviewing diverse architectural review factors and technology acceptance degree. Three main BIM visualization tools, which are desktop-based, virtual reality-based and augmented reality-based, were employed and different architectural review factors and user's technology acceptance degree was measured. As a result, VR and AR environment showed better visual presentation than desktop environment during design review. In terms of the technology acceptance level, VR and AR environments have received higher ratings compared to desktop environments. The detailed findings provide guidelines for participants and researchers involved in design review process to selectively adopt VR and AR system to various architectural design review components.

A Study on Augmented Reality Interaction Using Leap Motion (Leap Motion을 활용한 증강현실 인터랙션 강화 연구)

  • Jung, Hyun-Il;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.133-138
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    • 2020
  • Interaction is an important component in the sense of immersion in augmented reality. However, the function of interaction in augmented reality contents is very weak. Bringing a lot of real environmental information is one of the ways to develop augmented reality, and interaction will naturally develop. In this paper, Leap Motion was used for natural interaction in augmented reality environment through the hand widely used as an interface tool, and extended more from the limited interaction of conventional display touch methods to create a natural interaction. This development of interaction will contribute to the development of various contents as well as augmented reality later.