• Title/Summary/Keyword: virtual program

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Standardization of Terminology to Boost the Use of 3D Virtual Fitting Program - Analysis of Terminology in Avatar Sizing - (가상착의프로그램의 활성화를 위한 용어 표준화 방안 - 아바타사이징 용어 분석 -)

  • Han, Hyunjung;Jeon, Eunkyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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    • pp.191-203
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    • 2016
  • The 3D virtual fitting system is a new and very efficient system replacing real fitting in apparel industry and on-line shopping. It is a win-win system for both of consumer and manufacturer which not only reduces design and production time but also resolves consumer's complaints by checking the wearing image beforehand. It is a must-have item in the future. The purpose of this study is to analyze sizing menu, terms, and current status and to figure out problems of avatar sizing programs which substitute human bodies in virtual fitting. We chose three existing outstanding programs in domestic and global market, compared and analyzed the program, manual, and terms that are used in avatar sizing, and investigated the strengths, weaknesses, problems of options and terms and finally suggested an alternative terms. The revealed problems are as follows: each program supports various avatars ranging from male to female, from child to adult, and from oriental style to western style. The image of the avatar could be changed through the options for hair style, shoes and accessories. But we found out some problems. The avatar body types are far from actual human body types, avatar sizing menus and item terms are different from program to program, and terms not yet standardized. Cooperative efforts of industry and academy on standardization of sizing menus and terms should be emphasized for the virtual fitting system to be widely used like the other computer graphic programs or word editors.

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Comparison of Balance and Fall Efficacy of Virtual Reality Program in Elderly Women with Fall Experience

  • Park, Seong-Doo;Kim, Jin-Young;Yu, Seong-Hun;Yang, Kyung-Hee;Song, Hyun-Seung
    • The Journal of Korean Physical Therapy
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    • v.26 no.6
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    • pp.430-435
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    • 2014
  • Purpose: The objective of this study was a virtual reality-based balance training program effective for improvement in physical function, examined the balance ability and fall efficacy of elderly women with experienced falls, intending to examine the program's usefulness as an exercise program to prevent the recurrence of a fall. Methods: The participants were 30 elderly women aged 65 or older who met the conditions. The participants were randomly assigned to either a balance training group (BT) or a virtual reality-based balance training group (VT) and received the training three times per week, 30 minutes per day, for six weeks. To measure static balance, the Tetrax Portable Multiple System (Tetrax Ltd, Israel) were used. To measure dynamic balance, the Berg Balance Scale (BBS) and functional reach test (FRT) was used, and regarding fall efficacy, the Korean Fall Efficacy Scale (K-FES) was used. Results: Tetrax significantly improved after the intervention in both the BT group and the VT group (p<0.05). The comparison between the two groups was not significantly. BBS and FRT result significantly improved after the intervention in both the BT and VT groups (p<0.001), while K-FES was significantly ameliorated in the VT group only (p<.05). Comparing the groups, there were more significant changes in the BBS (p<0.05) and FRT (p<0.01) result of the VT group than the BT group. Conclusion: A virtual reality-based balance training program is considered to be usable as an exercise program to prevent recurrence of falls in elderly women.

Effects of Virtual Reality Exercise Program after Applying Taping and Microwave on Balance with Functional Ankle Instability (테이핑과 극초단파를 적용 후 가상현실 운동 프로그램이 기능적 발목 불안정성 균형에 미치는 효과)

  • Jeong, Chanjoo;Kim, Kijong;Yang, Hoesong;Yoo, Youngdae
    • Journal of The Korean Society of Integrative Medicine
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    • v.5 no.3
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    • pp.63-70
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    • 2017
  • Purpose : The purpose of this study was to investigate the effects of the virtual reality exercise program on ankle balance with ankle taping or microwave. Methods : This study was performed on 18 subjects. Eighteen subjects were divided into two groups; conducted virtual reality exercises with taping (n=9), and performed virtual reality exercises after microwave application (n=9). Both groups performed the exercise three times a week for four weeks. The data was analyzed by the Wilcoxon signed-rank test for comparing before and after changes of factors in each group and performed the Mann-Whitney test for comparing groups. Result : Taping and microwave groups were increased dynamic balance after virtual reality exercises (p<.05). There was no significant difference in balance after applying taping and microwave for virtual reality exercises (p<.05). Conclusion : Reducing the frequency of recurrent ankle sprain in functional ankle subjects, it is recommended to perform virtual reality exercise after applying taping and microwave.

Development of a virtual reality program in South Korea for the measurement of vital signs in children: a methodological study

  • Sun Nam Park;Hye Young Hwang;Hyun Young Koo
    • Child Health Nursing Research
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    • v.29 no.2
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    • pp.137-148
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    • 2023
  • Purpose: We developed a virtual reality (VR) program for use in pediatric nursing practicums to help nursing students learn to measure vital signs in children. Methods: The analysis, design, development, implementation, and evaluation model was employed between July 2021 and December 2021 at a university in South Korea. In the analysis phase, in-depth interviews were conducted with four nursing students, two nursing school graduates, and four experts. The topic and contents of the VR program were settled in the design phase. The VR program was developed and subsequently used and evaluated by 20 nursing students and four experts. Results: The contents of the VR program for pediatric nursing practicums included the measurement of vital signs in a newborn baby and a young child, as well as an evaluation system. The mean score for the nursing students' satisfaction with practice was 4.02 out of 5 points. The mean scores for overall satisfaction with the VR program were 4.15 and 4.79 out of 5 points for nursing students and experts, respectively. Conclusion: The VR program developed in this study allows nursing students to practice measuring vital signs in children, thus improving the students' clinical performance in pediatric nursing.

A Study on Virtual Machine Design Simulator (가상 기구설계 시뮬레이터에 관한 연구)

  • Yim, Hong-Jae;Ju, Jae-Hwan;Sung, Sang-Jun;Jang, Si-Youl;Lee, Kee-Sung;Shin, Dong-Hoon;Jeong, Jae-Il;Lim, Si-Hyung
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.1559-1563
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    • 2007
  • This paper presents a virtual machine design simulation program. Kinematics of various mechanisms can be modeled with 3 dimensional geometry and actuators. CAD data for any machine component can be easily imported in STL format. Machine components are assembled with kinematic joints simply by drag and drop function in virtual graphic simulator. Interference and collision of any component with other components can be identified during the motion simulation. Graphic user interface program is developed using Microsoft Direct X code. A precision micro stage system is demonstrated with the proposed virtual machine design simulator.

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Effects of Virtual Reality Exercise Program on Balance in Multiple Sclerosis Patients

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
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    • v.27 no.1
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    • pp.61-67
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    • 2015
  • Purpose: This study was conducted in order to investigate the effectiveness of an 8-week virtual reality exercise program designed around the Nintendo Wii (Wii), in improving balance among patients with Multiple Sclerosis (MS). Methods: The study included 16 patients with MS (10 female, 6 male) who were assigned randomly to experimental (n=8) or control group (n=8). Experimental group performed three 40-minute Wii balance-training sessions per week, for 8 weeks. The control group did not perform any of the training programs. A computerized dynamic posturography (Sensory Organizing Test, SOT) was used to evaluate all patients at baseline and at the end of the treatment protocol. Statistical significance was tested in between the patients before and after treatment by t-test. Results: After 24 training sessions, SOT showed significant difference on condition 5, 6, and vestibular ratios within the experimental group from baseline to post-intervention. By contrast, no significant difference was observed within the control groups. Conclusion: These findings demonstrated that the virtual reality training program could improve the outcomes in terms of balance in the MS population. Long term follow ups and the development of more efficient virtual reality training programs are needed.

A Study on the Fitness Evaluation of Virtual Model Using 3D Clothes Modeling Software - Focused on Qualoth Program - (3D 의상 모델링소프트웨어를 이용한 가상모델의 착의 평가 연구 - 퀄로스(QUALOTH)프로그램을 중심으로 -)

  • Yang, Chung-Eun;Kim, Suk-Jin
    • Journal of the Korean Home Economics Association
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    • v.44 no.7 s.221
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    • pp.153-162
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    • 2006
  • This study was attempted to investigate the possibilities of fitness evaluation of virtual model using 3D clothes modeling software. For the purpose, two one-piece dresses were made with two kinds of patterns using Qualoth program, and then each dress was fitted to a real model and a virtual model, and the results were compared and discussed. The result of this study was as follows. First, the fitness evaluation of real model showed a significant difference only at a little difference in figures (1-2.5cm) of the pattern, while any significant difference in appearance was not found in case of a virtual model fitted a dress made out of a pattern with the same difference in figures. Second, items to evaluate a difference in patterns using 3D clothes modeling software were shoulder line, the distance between shoulder points, armhole line, ease of armscye depth, and overall appearance. Because all the items fall under design lines which make up outer lines of a cloth, it can be said that the Qualoth program is good for representing design, rather than exposing a small difference in patterns.

Developing a teaching practice program for pre-service teachers using a virtual space (가상공간을 활용한 예비교사 수업실습 프로그램 개발)

  • Park, Jung-Hwan;Cheong, Dong-Uk;Kim, Young-Tae;Yun, Seong-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.9
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    • pp.3878-3886
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    • 2011
  • The purpose of this research was to develop a teaching practice program using a virtual space for pre-service teachers reflecting the characteristics of both a virtual space and teaching practice. To develop the program, objectives of the developing, methods of a team grouping, conditions for effective practice were analyzed from literature review and preliminary research. In order to evaluate the effects of the constructed program, the program was applied to 99 pre-service teachers of a university in Korea, and the 46 pre-service teachers participated in the evaluating. The results obtained from the evaluation were that the program brought about the positive change of pre-service teachers' cognition on their teaching efficacy. This program is expected to be effectively used in pre-service teacher education program and connected to the field-based teaching practicum.

Effects of Virtual Reality Based Exercise Program on Gross Motor Function and Balance of Children with Spastic Cerebral Palsy (가상현실 프로그램이 경직성 뇌성마비 아동의 대동작 기능 및 균형에 미치는 영향)

  • Lee, Hyojeong;Go, Jieun
    • Journal of The Korean Society of Integrative Medicine
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    • v.4 no.4
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    • pp.53-65
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    • 2016
  • Purpose : The purpose of this study is to evaluate the effects of virtual reality based exercise program on gross motor function and balance of children with spastic cerebral palsy. Method : Subjects of this study, among the children who received the diagnosis spastic cerebral palsy, for children total of 8 people have agreed to research. Experimental group 4 people, control group 4 people, was a total of 8 people. Group-specific arbitration method, was applied to Nintendo Wii Fit game (experimental group) and exercise program (control group). Each training courses 30 minutes for 4 weeks, examined the changes in Gross Motor Function Measure(GMFM) and Pediatrics Balance Scale(PBS) ability to examine a total of 4-week course effectively. The intervention were compared by measuring before and after. Result : There were significant improvements in the subscales of the gross motor function and balance test of those who practiced with the Nintendo Wii Fit game, while the control group showed no significant changes. Conclusion : Therefore, the virtual based on exercise is effective in improvement of to improve the gross motor function and balance in children with spastic cerebral palsy.

The Effects of Virtual Reality Training and Traditional Balance Training on Balance in Patients with Functional Ankle Instability (가상현실과 전통적 균형훈련이 기능적 발목 불안정성 환자의 균형에 미치는 효과)

  • Kim, Su-Hyeon;Park, So-Hee;Kim, Da-Jung;Gwak, Yu-Jin;Shin, Yeon-Jin;Kim, Su-Jin
    • PNF and Movement
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    • v.18 no.2
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    • pp.183-194
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    • 2020
  • Purpose: Functional ankle instability (FAI) causes tension in the joints, ligaments, and tendons, and the impact on visual and vestibular organs leads to imbalance. This study compared the effects of a traditional balance training program to virtual reality training to improve FAI. Methods: Twenty-four participants with FAI (CAIT score < 24) were assigned to a virtual reality training group (n = 13) and a traditional balance training group (n = 11). Both groups pursued their respective training program for four weeks. After a ten-minute warm-up, participants completed a 30-minute training session, three times per week. The traditional balance training group underwent static and dynamic training using a balance board and a stability trainer pad while the virtual reality group underwent balance training using a virtual reality program. Biorescue was used to measure changes in the speed and length of center of pressure (COP) for single-leg stance pre- and post-training. Results: The speed and length of COP improved significantly in both groups after training as compared to before (p < 0.05). However, there were no significant differences in these outcomes between the virtual reality training group and the traditional balance training group (p>0.05). Conclusion: The study findings confirm the effectiveness of both virtual reality training and traditional balance training in reducing ankle instability, with no difference in treatment effects.