• Title/Summary/Keyword: virtual program

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A Virtual Manufacturing System the Integration of Process Planning and Scheduling (공정계획 및 일정계획 통합을 위한 가상 생산 시스템)

  • Park, Ji-Hyung;Yum, Ki-Won
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.1 s.94
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    • pp.161-166
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    • 1999
  • Virtual Manufacturing System(VMS) is a computer model that represents the precise and whole structure of manufacturing systems and simulates their physical and logical behavior in operation. In this paper, a real time simulation for the virtual factory is proposed to integrate a process planning with scheduling under distributed environments. In order to communicate the information under distributed environments, we use a server/client concept using socket program and internet.

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Effects of Self-motivated Virtual Reality Exercise Program on Heart Rate Variability and Quality of Life in the Hemodialysis Patients (자기주도 가상현실 운동프로그램이 혈액투석환자의 심박변이도, 삶의 질에 미치는 효과)

  • Cho, Hye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5578-5584
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    • 2014
  • In this study, 46 patients from a local hemodialysis center were enrolled to assess the effects of a self-motivated virtual reality (VR) exercise program on the heart rate variability and quality of life control in hemodialysis patients. The VR group (n = 23) completed a VR exercise program, where the subjects performed the exercise 40 min per session, 3 sessions per week, for 8weeks. After the exercise program, the heart rate variability and quality of life were measured. The VR group showed significant improvement in the heart rate variability and quality of life. The self-motivated VR exercise program provided both the role of supervisor as well as feedback, which is important for hemodialysis patients.Therefore, a self-motivated VR exercise program may be a useful tool for improving the psychosocial function in chronic disease patients undergoing hemodialysis.

Effect of the Virtual Reality Cognitive Rehabilitation Program on Cognition Ability and Activities of Daily Living in Patients with Mild Cognitive Impairment (가상현실 인지재활 프로그램이 경도인지장애 환자의 인지능력과 일상생활동작에 미치는 영향)

  • Kang, Hyeok-Jun;Kim, Sang-Ryul;Kim, Jeong-Heon;Song, Dae-Heon;Yang, Ji-Eun;Chu, Mi-Ran;Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.4
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    • pp.155-161
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    • 2020
  • PURPOSE: This study investigated the effect of a head-mounted display (HMD) based virtual reality (VR) cognitive rehabilitation program on the cognitive ability and activities of daily living in patients with mild cognitive impairment. METHODS: This study enrolled 5 mild cognitive impairment patients at the G welfare center in Gwangju metropolitan city. Patients were examined using the MMSEDS (Mini mental state examination-dementia screening). The VR cognitive rehabilitation program was applied twice a week for four weeks. The functional independence measure (FIM) and Loewenstein occupational therapy cognitive assessment-geriatric population (LOTCA-G) were compared before and after applying the VR cognitive rehabilitation program. RESULTS: Subsequent of application of the VR cognitive rehabilitation program, significant increase was observed in the LOTCA-G score. The FIM score was also perceived to increase, after the intervention, but was not statistically significant. CONCLUSION: Application of the VR cognitive rehabilitation program as a therapy is effective in improving the visual perception, and upper extremity executive ability, especially orientation, thinking organization, attention, and concentration.

Effects of Simulation Program using Immersive Virtual Reality: Meta-analysis (몰입형 가상현실 시뮬레이션 프로그램의 효과: 메타분석)

  • Choi, Moon-Ji;Kim, Kyeng-Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.381-388
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    • 2021
  • The purpose of this study is to analyze the effects of simulation program using virtual reality (VR). Examination of databases resulted in identification of 1,415 studies of which 3 satisfied the inclusion data. Data analysis was performed using R version 4.0.2 to calculate the effect sizes, explore possible causes of heterogeneity, and check for publication bias, using a funnel plot. The mean effect size of the simulation program was medium (g=0.35), along with the skill performance (g=0.59), satisfaction (g=0.38), knowledge (g=0.21). Finally a funnel plot was produced to check for publication bias, but no significant bias was detected. Based on these findings, the simulation program using VR affects nursing education.

The Effects of Flow in a Metaverse-based Virtual Brand Space on Satisfaction and Purchase Intention of Virtual and Actual Fashion Products (메타버스 기반 브랜드 가상 공간 내 플로우가 만족과 가상 및 실제 패션 제품 구매의도에 미치는 영향)

  • Hyesim Seo;Eunah Yoh
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.891-906
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    • 2023
  • The essence of fashion brands' marketing with metaverse-based virtual spaces is to capture more potential consumers and boost the sales of companies' virtual and physical products. However, existing research has not fully addressed customer responses and behavioral outcomes regarding fashion virtual brand spaces. This study uses flow theory to address this gap and explores the factors that lead to the flow experience in virtual brand spaces. It also establishes the causal relationships between the flow experience, satisfaction with virtual spaces, the intention to purchase virtual products, and the intention to purchase actual products. We chose "Ralph Lauren World" of Ralph Lauren on Zepeto as the virtual brand space for this study and analyzed 239 valid data sets. We tested the hypotheses using structural equation modeling and bootstrapping for the mediation analyses. The findings indicate that the flow experience in virtual brand spaces positively and indirectly affects the purchase intention of virtual products via satisfaction with virtual brand spaces. In addition, virtual space satisfaction had an indirect, positive effect on actual product purchase intention through virtual product purchase intention. The research emphasizes that the purchase intention of virtual and actual products has a positive causal relationship.

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

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • v.2 no.1
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    • pp.7-11
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    • 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.

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A Study on the Development of a Basic Electronic Virtual Lab System Using JAVA (자바를 이용한 가상 전자 회로 실험 구축에 관한 연구)

  • Park, Jun-Young;Cha, Jeong-Hun;Kim, Dong-Sik;Ho, Won
    • Proceedings of the KIEE Conference
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    • 1999.07g
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    • pp.3242-3245
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    • 1999
  • The current educational software usually has limitations of accessing and mutual communication. Networking Technology can overcome these limitations. Using Internet, students can access the educational resources easily and learning process can be monitored. In this study a virtual experiment program is developed for students to practice the basic electronic experiment, which is a fundamental subject in electronic department curriculum. Students can understand the basic theory and rules easily by simulated experimental process. Almost the same result is obtained as in real experiment because this program is made to simulate the real experiment. The virtual experiment site can be accessed easily by Internet and an experiment is performed based on individual basis without restriction of location and time. This program can be used as fully the real experiment substitution or supplementary educational materials. In both case, it provides many benefits in education.

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Research Trends in Medical Simulation Education Based on Virtual Reality (VR) and Augmented Reality (AR) (가상현실 (VR) 및 증강현실 (AR) 기반 의료 시뮬레이션 교육에 관한 연구 동향)

  • Sung Hyun Kyung;Shin Na Min
    • The Journal of Pediatrics of Korean Medicine
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    • v.38 no.1
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    • pp.78-87
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    • 2024
  • Purpose To develop an educational program using virtual reality (VR) and augmented reality (AR) in oriental medicine education, this study investigated the status of programs currently being used mainly in the fields of medicine, nursing, and dentistry, and was the basis for developing an oriental medicine education program. We plan to use this for future research purposes. Methods To investigate medical simulation education using VR and AR technologies, 72 studies were searched using the ProQuest Central Database (period 1.1.2000 to 10.10.2023.) Of these, 22 were selected for analysis. Results Among the selected studies, the educational fields of the program were 59% (13 studies) in medicine, 32% (7 studies) in nursing, 9% (2 studies) in dentistry, 73% (16 studies) were VR in terms of applied technology, and 27% (6 studies) in AR. Conclusions Recently, research on VRand AR has increased in the medical field. As patient rights and medical environments change, clinical practice education programs using new technologies are needed, in addition to traditional face-to-face practice. Related research is expected to be active in the field of Oriental medicine in the future.

Online Practice Experience of Nursing Students in COVID-19 Situations (COVID-19 상황에서 간호대학생들의 온라인실습 경험)

  • Jang, Young-Eun;Han, Kuem-Sun
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.702-714
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    • 2021
  • Purpose: This study aims to understand the online practice experience of nursing students through virtual simulation in order to prepare basic data for online practice program development. Methods: This study is a descriptive study that applied a qualitative thematic analysis method to explore the online practice experiences of nursing students. It was targeted to 16 students in the department of nursing at a university. Results: As a result, 5 themes such as 'Feeling ambivalent about the online practice', 'Doubts about the effectiveness of online practice', 'Running into the limits of online practice', 'Feeling like a virtual simulation as an alternative', and 'Approaching true nursing' Conclusion: Virtual simulation is considered a very effective online practice program. However, since the lack of various scenarios and cases is pointed out as a limitation, it is necessary to develop and apply more diverse and systematic practice programs in future research.

A systematic review and meta-analysis of studies on extended reality-based pediatric nursing simulation program development

  • Kim, Eun Joo;Lim, Ji Young;Kim, Geun Myun
    • Child Health Nursing Research
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    • v.29 no.1
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    • pp.24-36
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    • 2023
  • Purpose: This systematic literature review and meta-analysis explored extended reality (XR)-based pediatric nursing simulation programs and analyzed their effectiveness. Methods: A literature search was conducted between May 1 and 30, 2022 in the following electronic databases: MEDLINE, Embase, Cochrane Central Register of Controlled Trials (CENTRAL), and CINAHL. The search period was from 2000 to 2022. In total, 6,095 articles were reviewed according to the inclusion and exclusion criteria, and 14 articles were selected for the final content analysis and 10 for the meta-analysis. Data analysis was performed using descriptive statistics and the Comprehensive Meta-Analysis program. Results: XR-based pediatric nursing simulation programs have increased since 2019. Studies using virtual reality with manikins or high-fidelity simulators were the most common, with six studies. The total effect size was statistically significant at 0.84 (95% confidence interval=0.50-1.19, z=4.82, p<.001). Conclusion: Based on the findings, we suggest developing standardized guidelines for the operation of virtual pediatric nursing simulation education and practice. Simultaneously, the application of more sophisticated research designs for effect measurement and the combined applications of various virtual simulation methods are needed to validate the most effective simulation methodology.