• Title/Summary/Keyword: virtual program

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The Effect of Virtual Reality Programs on Upper Extremity Function in Stroke Patients : A Meta-Analysis (뇌졸중 환자의 가상현실 프로그램이 상지기능에 미치는 영향 : 메타분석)

  • Cho, Sung-Hyoun;Choi, Ki-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.429-439
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    • 2020
  • This study examined the effect size of virtual reality programs on the upper extremity function of stroke patients through a meta-analysis. Databases, such as the Research Information Sharing Service, the Korean Studies Information Service System, the National Library of Korea, the Korean Citation Index, and the National Digital Science Library, were used. Previous articles were surveyed for virtual reality programs between January 2010 and June 2019. A meta-analysis was performed by selecting the final 14 studies based on the PICO standard. The RoB and RoBANS tools were used as quality assessment tools for randomized and non-randomized control trials, respectively. The CMA 3.0 program was used to calculate the effect size of each study. Sub-group analysis, meta-regression analysis, and publication bias were performed. The total effect size of the virtual reality programs on the upper extremity function was Hedges's g=0.390 (95% CI: 0.192~0.587) (p<.05). The virtual reality program positively affects the upper extremity function of stroke patients. Therefore, the development of various virtual reality programs and industry-academia cooperation technology for stroke patients is required in accordance with the fourth industry. Randomized control trials and detailed upper extremity function studies for virtual reality programs will be needed in follow-up studies.

Virtual Reality in Cognitive Rehabilitation (인지재활 영역에서 가상현실)

  • Park, Inn-Jee;Park, Heung-Seok;Kim, Tae-Hoon
    • Therapeutic Science for Rehabilitation
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    • v.1 no.1
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    • pp.29-38
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    • 2012
  • Introduction : This study reviews the main areas of cognitive rehabilitation including executive dysfunction, memory dysfunction, perceptual dysfunction, attention deficit, and dysfunctions in activities of daily living in order to apply to the adaptation of occupational therapy. Body : Cognition programs based on the virtual reality are being used not only to evaluate but to train the overall components of human's cognition. Because the cognitive program is concentrating on the real environment, it is known to bring a remarkable transitional effect to the actual environment, compared to the basic computer-based evaluation and training. Applying virtual reality to the rehabilitation program can develop and advance the high technology and can result in a major effect on the innovative treatment technology. Conclusions : In this process, virtual reality is expected to be researched more in the near future. Particularly in the cognitive realm, it is imperative for researchers to pay attention to the improved transitional effect of the virtual reality toward the actual environment, rather than the already existing method of evaluations. Therefore, application of the virtual reality for the cognitive training should be researched for various types of subjects in the diverse aspects of congnitive function. Application of the virtual reality in the cognitive function has its unlimited potential, thus the rehabilitation program integrated with not only evaluation but training and education is expected extensively in the future.

Motion Visualization of a Vehicle Driver Based on Virtual Reality (가상현실 기반에서 차량 운전자 거동의 가시화)

  • Jeong, Yun-Seok;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.11 no.5
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    • pp.201-209
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    • 2003
  • Virtual human models are widely used to save time and expense in vehicle safety studies. A human model is an essential tool to visualize and simulate a vehicle driver in virtual environments. This research is focused on creation and application of a human model fer virtual reality. The Korean anthropometric data published are selected to determine basic human model dimensions. These data are applied to GEBOD, a human body data generation program, which computes the body segment geometry, mass properties, joints locations and mechanical properties. The human model was constituted using MADYMO based on data from GEBOD. Frontal crash and bump passing test were simulated and the driver's motion data calculated were transmitted into the virtual environment. The human model was organized into scene graphs and its motion was visualized by virtual reality techniques including OpenGL Performer. The human model can be controlled by an arm master to test driver's behavior in the virtual environment.

Development of a Virtual Simulation on Window 98/NT Environment (Window98 환경 내에서 가상 시뮬레이션 개발)

  • 김석하;김영호;이만형
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.373-376
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    • 2001
  • In this paper to cope with the reduction of products life-cycle as the variety of products along with the various demands of consumers, a virtual simulator is developed to make the changeover of manufacturing line efficient to embody a virtual simulation similar to a real manufacturing line. The developed virtual simulator can design a layout of a factory and make the time scheduling. Every factory has one simulator so that one product can be manufactured in the factories to use them as virtual factories. We suggest a scheme that heightens the ability to the diversity of manufacturing models by making the information of manufacturing lines and products models to be shared. The developed system embodies a virtual manufacturing line on the simulation using various manipulators and work cells as manufacturing components. we develop a virtual simulator system on Window 98/NT environment of Microsoft, operating system using of the greater part of PC user. Window program have a merit making GUI environment that programmer can use without the expert knowledge about hardware. A suer with the simulator can utilize an interface that makes one to manage the separate task process for each manufacturing module, change operator components and work cells, and easily teach tasks of each task module.

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Fit and Pressure Analysis of Cycling Short Sleeve Tops Using a 3D Virtual Garment System

  • Park, Hyunjeong;Do, Wolhee
    • Fashion & Textile Research Journal
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    • v.23 no.2
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    • pp.237-246
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    • 2021
  • This study aims to analyze short sleeve cycling tops from three brands for a change in garment fit and pressure depending on the static and cycling postures. To this end, it used a 3D virtual garment system to virtualize the garments. Further, a cross-section of the 3D virtual garment data was obtained, and the space length was measured in the design-X program to prove the objectivity of the 3D virtual garment. The results indicated that three brands had a large space length at the front than the back because of the bent posture in cycling. Therefore, appropriate ease was required for the waist and abdomen. Although there were various cutting lines of the bodice panel by brand, the design of the cutting lines should consider the changes in the surface to reflect the bent posture in cycling. The results of this experiment confirmed that the wrinkles present in the 3D virtual garment were reflected in the cross-section and that the space length was small in the high-stress area, as shown in red. Therefore, it was proven the stress of the 3D virtual garment could be used for 3D virtual garment evaluation.

Design of Virtual Machine for Vertex Shader (정점 셰이더의 가상 기계 구현)

  • Ha, Chang-Soo;Kim, Ju-Hong;Choi, Byeong-Yoon
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1003-1006
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    • 2005
  • Vertex shader of GPU in personal computer is advanced in functions as to be half of traditional fixed T&L functions. And, capacity of memory for saving resources to process instructions is unlimited. GPU that can be programmed by programmer is needed for mobile system as well as personal computer. In this paper, we implement software virtual machine for vertex shader using C++ Language. Our goal is designing hardware GPU that can apply to mobile system. The virtual machine consists of nVidia GPU instructions. Input Data to virtual machine is generated by Microsoft fxc compiler. That is to say, Input Data is compiled shader program written in HLSL, Cg, or ASM. The virtual machine will be a reference model for designing hardware GPU and can be used for Testbed to test added or modified instruction.

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A Multichannel System for Virtual 3-D Sound Rendering (입체음장재현을 위한 멀티채널시스템)

  • Lee Chanjoo;Park Youngjin;Oh Si-Hwan;Kim Yoonsun
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.223-226
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    • 2000
  • Currently a multichannel system for virtual 3-D sound rendering is under development. Robust sound image formation and smooth real time interactivity are main design Points. The system utilizes VBAP algorithm as virtual sound image positioning. Overall system settings can be easily configured. We developed software, RIMA. as a driving Program of the system. At this stage, it is possible to position virtual sound images at arbitrary positions in three-dimensional space. The characteristics of the system are discussed. The system has been applied to the KAIST Bicycle Simulator to generate the virtual sound field.

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Control simulation of MR damper for a cruise bus including the virtual dynamic damper (가상 동흡진기를 고려한 우등버스용 MR댐퍼의 제어 시뮬레이션)

  • Park, S.J.;Sohn, J.H.
    • Journal of Power System Engineering
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    • v.15 no.2
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    • pp.19-24
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    • 2011
  • In this study, a control method of MR(magneto-rheological) damper for a cruise bus is investigated. A virtual dynamic damper and a sky-hook algorithm are employed to control the damping characteristics of MR damper. Coefficients for a virtual dynamic damper are determined through the parameter identification. A quarter car model of a cruise bus is established by using ADAMS/Car program for the computer simulation. Sine wave excitation and random excitation are used to compare the controlled MR damper with the passive damper. From the simulation results, the performance of MR damper with a virtual dynamic damper is better than that of the passive damper.

Development of A Web-based Simulation System for Axi-Symmetric Deep Drawing (축대칭 디프드로잉 공정의 웹 기반 해석시스템 개발)

  • 정완진
    • Transactions of Materials Processing
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    • v.12 no.6
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    • pp.550-557
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    • 2003
  • In this study, a web-based system was developed by utilizing finite element method and virtual system designed using Virtual Reality Modeling Language (VRML). The simulation program for axi-symetric sheet forming is developed using finite flement method. The developed system consists of two modules, client module and server module. The client module was developed by using Active-X control. The input data for FEM calculation is transferred to the server module by using communication protocol. Then sever module performs several successive processes: input data generation, forming simulation, conversion of results to VRML format. After that, the results from the simulation can be visualized on the web browser in client computer. Besides, client module offers the capability to control and navigate on virtual forming machine and calculated result. By using this system simulation result can be investigated more realistically in virtual environment including forming machine.

An Application of Virtual Reality in E-learning based LEGO-Like Brick Assembling

  • Tran, Van Thanh;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.783-786
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    • 2016
  • E-learning is a new teaching model nowadays, and Virtual Reality (VR) technology is reported that the use of virtual reality as an education tool can increase student interests, understanding, and creative learning because of encouraging students to learn by exploring and interacting with the information on the virtual environment. Besides that, LEGOs have long been the favorite of many children. LEGOs provide a mechanism to understand and do for many concepts from spatial relationships to robotics platforms. In this paper, we present a virtual reality application based on the assembly of LEGO-Like bricks to increase math and science learning by improving spatial thinking. It not only encourages students to pursue careers in science, technology, engineering, or mathematics but also enhances learner's ability to analyze and solve problems. The application is built by Processing 2.0 as the easier programming language which is a top-down approach to build the 3D interactive program.