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An Analysis of the Effect of Career Education Programs for the Future Society Using Virtual Reality(VR) (가상현실(VR) 활용 미래사회 진로교육 프로그램의 효과 분석)

  • Kim, Daekwon;Lee, Dongkuk
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.835-845
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    • 2021
  • Virtual Reality (VR) has high potential to provide learners with rich learning experience based on a sense of presence and various interactions. The purpose of this study is to investigate the effect of career education programs for the future society using VR. To this end, 29 third grade students were given an eight-session education program, and changes in their perception of career and their overall opinion on the program were examined. The results are as follows: First, the VR-based career experience program for the future society had a positive effect on changes in the students' self-understanding and their attitude and perception of career. Second, the study subjects showed high interest in and satisfaction with the VR-based career education program. The results of this study suggested the need for the extensive use of VR in career education, the development of content considering achievement criteria and learners' characteristics, and the establishment of VR learning environments.

A Comparative Study between Vocational Training Using Virtual Reality and Traditional Training: Focusing on Industrial Cranes (가상현실을 활용한 직업훈련과 전통적인 훈련과의 비교연구: 산업용크레인을 중심으로)

  • Seong-Yeon Mun;Hyun-Jung Oh;Sang-Joon Lee
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.529-540
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    • 2024
  • In industrial sites, experiential virtual training contents are partially used to replace high-risk and high-cost training, and virtual training contents development is also becoming active along with the increasing demand for non-face-to-face industries. Existing studies mainly focused on quantitative research through surveys, and only measured the change in users' learning commitment. This study attempted to investigate the effect of the combination of theoretical education and virtual training on the improvement of actual job performance in a dual vocational training environment by conducting an experimental study. This study studied whether the combination of theoretical education and virtual training can improve the performance of vocational training in dual vocational training (comparative work and learning) in which companies and schools participate. The results of pre- and post-evaluation of vocational training using traditional vocational training and virtual training contents were compared with 24 vocational training trainees. As a result of the study, it was demonstrated that the outcome of virtual training education was higher than that of traditional vocational training, and the combination of virtual reality-based education was more effective in theoretical education. This study suggests that the virtual training content presents a new paradigm for industrial safety education, and through the interview results of trainees, it was confirmed that virtual training can lead to a change in attitude toward safety beyond just knowledge transfer. This contributes to the prevention of safety accidents in industrial sites and provides important implications for improving the quality of vocational training.

Reproduction of 3D Virtual Wear of Sleeve-expanded Power Shoulder Jacket (소매확장 파워숄더 재킷의 3D 가상착의 재현)

  • Jeongah Park;Jeongran Lee
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.593-602
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    • 2023
  • This study aimed to facilitate the use of virtual technologies such as sewing, appearance, and material expression in 3D virtual wear programs. For product production and education, we expounded how to express the shoulder shape and silhouette of sleeve-expanded power shoulder jackets. Two designs of sleeve-expanded power shoulder jackets were selected, and virtual jackets were produced using a virtual avatar based on the body dimensions of female subjects in their 20s. The essential purpose of a 3D virtual power shoulder jacket is to express the shoulder angle rise and shoulder width, which are much wider than the avatar's shoulder. Therefore, the virtual pad values were adjusted for the collision and rendering of each thickness. In addition, the position and angle of the virtual pads were controlled through simulation. Appearance similarity was evaluated using photographic data and the virtual jackets. For the set-in sleeve virtual power shoulder jacket, the wrinkle expressions of the torso and sleeve were rated as moderate, and material expression was slightly insufficient. The similarity of some ease and width items of the torso was tightly expressed, and the overall appearance, positions of lines, and details of jackets were rated high, especially at the neck and sleeve shapes. In the case of the kimono virtual power shoulder jacket, the expressions of the torso wrinkles and buttons were slightly lower; however, the overall similarity, basic lines, ease, shoulder and neck details, and material expression of the virtual jackets were highly evaluated.

Modeling Technique for a Positive and Negative Variable Displacement Swash Plate Hydraulic Piston Pump in a Multibody Dynamics and Multi-Physics Co-Simulation Environment (다물체 동역학과 다중물리 연동 시뮬레이션 환경에서 정/역 가변용량형 사판식 피스톤 펌프의 모델링 기법)

  • Jang, Jin Hyun;Jeong, Heon Sul
    • Journal of Drive and Control
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    • v.16 no.1
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    • pp.36-44
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    • 2019
  • Variable displacement swash plate piston pump analysis requires electric, hydraulics and dynamics which are similar to the one's incorporated in the complex fluid power and mechanical systems. The main variable capacity for the swash plate piston pumps, hydraulics or simple kinematic (swash plate degree, piston displacement) models are analyzed using AMESim, a multi-physics analysis program. AMESim is a multi-physics hydraulic analysis program that is considered good for the environment but not appropriate for environmental analysis for multibody dynamics. In this study, the analytical model of the swash plate type hydraulic piston pump variable capacity is modeled by combining the hydraulic part and the dynamic part through co-simulation of multibody dynamics program (Virtual.lab Motion) and multi-physics analysis (AMESim). This paper describes the whole modeling analysis method on the mechanical analysis of the multi-body dynamics program and how the hydraulic analysis in multi-physics analysis program works. This paper also presents a methodology for analyzing complex fluid power systems.

Effect of Taping and Virtual Reality Combined Exercise on Static and Dynamic Balance With Functional Ankle Instability

  • Kim, Ki-jong;Gang, Mi-yeong
    • Physical Therapy Korea
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    • v.27 no.4
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    • pp.292-297
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    • 2020
  • Background: Ankle sprain is one of the most common musculoskeletal injuries in the sports population or during usual daily life activities. The sprain can cause functional ankle instability (FAI), and it is very important to treat FAI. However, the optimum intervention method for FAI has yet to be determined. Objects: This study investigated the impact that virtual reality (VR) training program on balance with ankle kinesio taping for FAI. Methods: Twenty-two people were selected for the study and randomly divided into the experimental (n = 11) and the control group (n = 11). The experimental group had attached kinesio taping on the ankle and then implemented a virtual reality exercise program for 30 minutes a day. Nintendo Wii Fit Plus was used for the VR intervention three times a week for four weeks. The control group performed only two measurements without intervention. Results: There were no statistically significant differences in overall, anterior-posterior (AP), medial-lateral (ML) index of the static balance, and significant differences in overall, AP, ML index of the dynamic balance when taping and VR exercise were applied at the same time (p < 0.05). There were no significant differences in overall and ML index of static and dynamic balance compared with before and after assessment between the experimental and the control group, and found differences in AP index of static and dynamic balance (p < 0.05). Conclusion: Kinesio taping may not influence the balance of FAI as great as people expected. VR approach does not affect the static balance of FAI, but it influences dynamic balance in overall, AP, ML index. The authors suggest that VR-based exercises can be used as an additional concept in clinicians for FAI or as part of a home program because the exercises still have limitations.

Effect of Virtual Reality Program for Alleviating Behavioral and Psychological Symptoms of Dementia Patients (치매 환자의 행동심리 증상완화를 위한 가상현실 프로그램의 효과)

  • Park, Seon-Min;Choi, Seung-Yi;Kim, Jung-Hee
    • Journal of Korean Academy of Nursing
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    • v.52 no.2
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    • pp.121-133
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    • 2022
  • Purpose: This study examined the impact of a virtual reality intervention program based on psychological needs on behavioral and psychological symptoms, apathy, and quality of life (QOL) in patients with dementia or mild cognitive impairment living in nursing facilities. Methods: This study is nonequivalent control group pretest-posttest design of quasi-experimental study. The study collected data from November 18, 2020 to July 24, 2021 from patients with dementia or mild cognitive impairment (30 in the experimental group and 30 in the control group) at three nursing facilities in G city using self-reporting and caregiver-informant reporting methods. The analysis employed the chi-square test, Fisher's exact test, paired t-test, independent t-test, Wilcoxon signed rank test, Mann-Whitney U, repeated measures ANOVA, GEE, using SPSS/WIN 27.0. Results: The severity of behavioral and psychological symptoms (Wald 𝛘2 = 2.68, p = .102) and the care burden of caregivers (Wald 𝛘2 = 1.72, p = .190) were not significant and was no significant time and group interaction effect (Wald 𝛘2 = 0.63, p = .426, Wald 𝛘2 = 0.52, p =. 471). The difference in apathy and QOL score were statistically significant for the group-time interaction (F = 43.65, p < .001; F = 4.35, p = .041). Conclusion: The virtual reality intervention program of this study shows a positive effect on the apathy reduction and QOL of patients with dementia or mild cognitive impairment residing in nursing facilities.

The Effect of Cognitive Rehabilitation Program Using Virtual Reality (VR) Contents on Cognitive function, Depression, Upper Extremity Function and Activities of Daily Living in the Elderly (가상현실(Virtual Reality) 콘텐츠를 활용한 인지재활프로그램이 노인의 인지기능, 우울감, 상지기능 및 일상생활능력에 미치는 영향)

  • Kim, Young-June;Park, Jin-Hong;Cho, Young-Suk;Kim, Keum-Sook
    • Journal of Convergence for Information Technology
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    • v.10 no.8
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    • pp.203-212
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    • 2020
  • The purpose of this study was to investigate the effects of cognitive rehabilitation programs using Virtual Reality(VR) content on the daily living abilities such as cognitive abilities, depression, and upper extremity functions of the elderly. The study group analyzed the effectiveness by separating the experimental group, which is the virtual reality cognitive rehabilitation application group, and the control group, the universal cognitive stimulation program application group. As a result of the study, the MMSE-K score improved by 13.0% in the experimental group and 2.3% in the control group. The improvement in each area of the experimental group was found to be 3.1% MBI, 7.1% MFT(Rt.), 3.5% MFT(Lt.), and 25.4% K-GDS. As a result of comparing the pre-post score change between each group, there was a significant difference between groups in daily living ability (p<.001) and MFT(Rt.)(p<.01). In addition, as a result of comparing the changes in absolute alpha waves to confirm the degree of depression through brain waves, there was no statistically significant difference. However, in the experimental group, it was confirmed that the average value increased to a positive value. This study is an experiment to verify the effectiveness of the cognitive rehabilitation program using virtual reality contents, and suggests a new intervention method to maintain and improve the daily life ability, cognitive function, depression and upper extremity function of the elderly.

A Study on the Fit Preferences of Knitted Jackets According to Body types Using a 3D Virtual Try-On System -Focus on Adult Women in Their 30's and 40's- (3차원 가상 착장 시스템을 이용한 체형별 니트 재킷의 맞음새 연구 -30~40대 성인 여성을 중심으로-)

  • Do, Wol-Hee;Park, Hyun-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.10
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    • pp.1632-1646
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    • 2010
  • This article is an analysis of the fit preference of the knitted jacket according to body types for 30's and 40's adult women through a comparison of real and virtual fit. A five point likert scale was used to evaluate the degree of the preference of real and virtual fit. The data were analyzed with t-test and ANOVA using statistical program SPSS 17.0. The results are as follow. 1. The real and virtual fit preference of the knitted jacket according to body types indicates that respondents preferred pattern 2 for body type N than the rest of the patterns; however, respondents preferred pattern 3 for body type A and H. 2. There were no significant differences between real and virtual fit preference. 3. It is necessary that the knitted jacket follow a similar size tolerance like a woven jacket. The results show that the next generation of virtual try-on systems need the development of a minus clothing ease scale.

Effects of Virtual Reality-based Exercise on Static Balance and Gait Abilities in Chronic Stroke (가상현실을 이용한 재활 운동이 뇌졸중 환자의 정적 균형 및 보행에 미치는 효과)

  • Shin, Won-Seob;Song, Chang-Ho
    • The Journal of Korean Physical Therapy
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    • v.21 no.3
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    • pp.33-40
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    • 2009
  • Purpose: This study examined the effects of a virtual reality-based exercise program on the functional recovery of balance and gait in chronic stroke subjects. Methods: A total of 42 chronic stroke patients were enrolled in this study. The participants were allocated randomly to 2 groups: a VR (n=22) and control group (n=20). Both groups received treadmill training for 3 sessions (10 minutes each), 30 minutes per week over a 6 week period. The VR group practiced additional virtual reality programs consisting of 3 programs for 10 minutes each. The data was analyzed using a paired t-test and independent t-test to determine the statistical significance. Results: The virtual reality-based exercise group showed significant increases in gait velocity, cadence and stride length compared to the control group (p<0.05). However, there were no significant differences in static balance. Conclusion: These results support the perceived benefits of exercise programs that incorporate virtual reality to augment the balance and ambulation of stroke patients. Therefore, virtual reality is feasible and suitable for stroke patients

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A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery (3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구)

  • Kim, Ji-Eon
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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