• 제목/요약/키워드: virtual training

검색결과 728건 처리시간 0.025초

간호대학생의 Virtual 시뮬레이션 실습 및 High fidelity 시뮬레이션 실습교육 경험 분석: 혼합연구방법 적용 (Analysis of the virtual simulation practice and high fidelity simulation practice training experience of nursing students: A mixed-methods study)

  • 이은혜;류소영
    • 한국간호교육학회지
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    • 제27권3호
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    • pp.227-239
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    • 2021
  • Purpose: This study used an exploratory sequential approach (mixed methods) design to explore essential meaning through comparing and analyzing the experiences of nursing students in virtual simulation practice and high fidelity simulation practice education in parallel. Methods: The study participants were 20 nursing students, and data were collected through focus group meetings from July 17 to August 5, 2020, and via online quantitative data from November 10 to November 15, 2020. The qualitative data were analyzed using Giorgi's phenomenological method, and the quantitative data were analyzed using descriptive statistics, the Mann-Whitney U test, Kruskal-Wallis H test analysis of variance and Spearman's ρ correlation. Results: The comparison between the two simulation training experiences was shown in five contextual structures, as follows: (1) reflection of the clinical field, (2) thinking theorem vs. thinking expansion, (3) individual-centered learning vs. team-centered learning, (4) attitudes toward participating in practical training, (5) metacognition of personal competency as a prospective nurse, and (6) revisiting the method of practice training. There was a positive correlation between satisfaction with the practice and the clinical judgment ability of high fidelity simulation, which was statistically significant (r=.47, p=.036). Conclusion: Comparing the experiences between virtual simulation practice training and high fidelity simulation practice training, which has increased in demand due to the Coronavirus Disease-2019 pandemic, is meaningful as it provides practical data for introspection and reflection on in-campus clinical education.

가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구 (Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality)

  • 정경부;이상원;최병욱;정승도
    • 한국통신학회논문지
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    • 제31권4C호
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    • pp.341-350
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    • 2006
  • 사판 훈련이란 모래와 석회로 만든 훈련장 모형을 이용하여 수행하는 실제 군사 작전에 대한 모의 훈련으로서 시간적, 공간적, 경제적인 제약을 극복할 수 있는 효과적인 훈련방식이다. 전통적인 사판 훈련은 모래와 석회로 만들어진 훈련장의 특성상 정확한 지형의 표현 및 보존이 어렵고 사실성이 떨어지며, 사판 내부에 많은 정보를 포함시킬 수 없는 등의 문제점을 가지고 있다. 본 논문에서는 증강현실의 관점에서 접근하며, 사실적으로 묘사된 가상의 사판 환경을 바탕으로 하는 효율적인 군사 훈련 브리핑 도구를 제안한다. 가상 전술지도를 통해서 학습자는 마커와 텐저블 인터페이스의 간단한 조작만으로 가상의 군사 훈련을 실감나게 수행할 수 있다. 뿐만 아니라 사판 내부에 포함된 실시간 상황 정보를 통해 보다 폭넓은 시각에서 전체적인 작전 상황에 대한 유기적인 판단이 가능하게 된다. 텐저블 인터페이스는 현실세계에 있는 사용자와 가상의 물체를 현실세계에 증강 시켜주는 시스템 간의 상호작용을 담당함으로써 사용자에게 직관적이고 다루기 쉬운 콘텐츠 저작 환경을 제공한다. 본 논문은 효과적인 군사 훈련을 위한 새로운 형태의 군사 훈련 브리핑 도구를 제안함으로써 군사 학습에 대한 효과를 증대시키고, 군사 훈련 내용을 추후 활용할 수 있는 콘텐츠로 제작이 가능함을 보였다. 이는 증강현실의 새로운 응용 가능성에 대한 제시라고 말할 수 있다.

가상현실 프로그램이 만성 뇌졸중 환자의 선자세 균형에 미치는 영향 (Effects of Virtual Reality Program on Standing Balance in Chronic Stroke Patients)

  • 김중휘;김중선
    • The Journal of Korean Physical Therapy
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    • 제17권3호
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    • pp.351-367
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    • 2005
  • The purpose of this study was to identity effects of virtual reality(VR) program related to standing postural control on balance, gait and brain activation patterns in chronic hemiplegic stroke patients. Subjects were assigned randomly to either VR group (n=12) or the control group (n=12) when the study began. Both groups received conventional physical therapy for 2 to 3 times per week. In addition to conventional physical therapies, VR group trained 3 types of virtual reality programs using IREX for standing postural control during 4 weeks (4 times/week, 30 minutes/time). Subjects were assessed for static and dynamic balance parameters using BPM, functional balance using Berg Balance Scale related to movement of paretic lower limb before and after 4 weeks of virtual reality training. The results of this study were as follows. 1. Following VR training, VR group demonstrated the marked improvement on dynamic mean balance, anteroposterior limits of stability (AP angle) and mediolateral limits of stability (ML angle). 2. Following VR training, both groups scored higher on Berg Balance Scale. However, a comparison of mean change revealed differences between groups. In conclusion, these data suggest that the postural control training using VR programs improve dynamic and functional balance performance in chronic hemiplegic stroke patients.

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가상 MCR 협동 훈련 시스템(Virtual MCR Collaboration training System)에 관한 연구 (A Study on Development of Virtual MCR Collaboration Training System)

  • 유현주;이용관;이명수;홍진혁;최진호
    • 전력전자학회:학술대회논문집
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    • 전력전자학회 2001년도 전력전자학술대회 논문집
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    • pp.124-127
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    • 2001
  • 가상현실 기술을 이용한 컴퓨터 지원 교육훈련 시스템 (VR-CATS: Virtual Reality based Computer Assisted Training System) 개발에 대한 연구를 전력연구원에서는 계속 수행해 왔다. 본 논문에서는 New VR-CATS (울진 3호기 참조)중 가상현실에서의 공동 협동 훈련 시스템(Virtual Reality Collaboration Training System)의 설계에 관하여 서술한다. 공동작업은 발전소 MCR(Main Control Room)을 3D 데이터 모델링 후 가상현실화하고 MCR 내부를 Navigation 할 수 있도록 가상패널(Virtual Panel)을 개발 및 에에 대한 엔지니어링 데이터베이스환경을 작성하여 추후 정확하고 신속한 계기 정보를 얻을 수 있도록 하며 훈련생들이 시뮬레이터실로 가지 않고 MCR에서 발전소를 운전하는 것과 같은 효과를 강의실에서 얻을 수 있다. 또한 설계기준사고 중의 하나인 LOCA 사고 복구 훈련 시나리오를 통하여 실제와 동일한 복구 훈련을 하므로서 효율적이며 현장감있는 교육훈련 수행을 가능케 한다.

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Experience in Using Peer-to-Peer Platforms and Immersive Technologies in the Training of Future Masters of Pharmacy in Medical Lyceum

  • Volodymyrovych, Tsekhmister Yaroslav;Tetiana, Konovalova;Yaroslavovych, Tsekhmister Bogdan
    • International Journal of Computer Science & Network Security
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    • 제22권2호
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    • pp.23-28
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    • 2022
  • The present study has been conducted to evaluate the experience in using peer-to-peer platforms and immersive technologies in the training of future masters of pharmacy from the Pharmaceutical Faculty of Bogomolets National Medical University, Ukraine. The selected participants were given the pre- and post-test containing multiple choice questions to assess the effectiveness of immersive technologies. Further, a self-designed structured questionnaire contained 10 questions with 5 options was delivered to consented participants through email and WhatsApp. The results of test presented that students attained an average of 26% in their pre-test while the average attained score post-test was 74% that showed a significant improvement with peer-to-peer platforms and virtual reality technology. The results of survey questions also showed an overall 86.73% satisfaction for the use of peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy. These results demonstrated that 90.81% showed agreement that they gained a high level of confidence through peer-to-peer platforms and virtual reality to handle patients in clinical practice. It can be concluded that participants of this study showed a strong agreement with positive experience in using peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy in medical lyceum.

소부대 전술 훈련을 위한 개체기반 워게임 모델과 전차시뮬레이터 연동에 관한 연구 (A Study on Integration between an Entity-based War Game Model and Tank Simulators for Small-Unit Tactical Training)

  • 김문수;김대규;권혁래;이태억
    • 한국군사과학기술학회지
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    • 제15권1호
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    • pp.36-45
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    • 2012
  • In this thesis, we propose an integrated simulation method of virtual tank simulators and an entity-based constructive simulation model for small unit tactical training. To do this, we first identify requirements for virtual-constructive integrated simulation in a synthetic environment. We then propose a virtual and constructive interoperation method where individual combat entities of virtual-constructive models are interacting with each others. We develop a method of aggregating individual combat entities into a larger combat unit and disaggregating an unit into entities from time to time. We also present a way of sharing synthetic environment information between the models. Finally, we suggest that for more effective interoperability, virtual and constructive models should be developed by using common combat object models. The proposed interoperation method can be extended to further live-virtual-constructive models.

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
    • 국제물리치료학회지
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    • 제5권2호
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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.

Effects of Virtual Reality Exercise Program on Balance, Emotion and Quality of Life in Patients with Cognitive Decline

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
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    • 제28권6호
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    • pp.355-363
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    • 2016
  • Purpose: In this study, we investigated the effectiveness of a 12-week virtual reality exercise program using the Nintendo Wii console (Wii) in improving balance, emotion, and quality of life among patients with cognitive decline. Methods: The study included 30 patients with cognitive decline (12 female, 18 male) who were randomly assigned to an experimental (n=15) and control groups (n=15). All subjects performed a traditional cognitive rehabilitation program and the experimental group performed additional three 40-minute virtual reality based video game (Wii) sessions per week for 12 weeks. The berg balance scale (BBS) was used to assess balance abilities. The short form geriatric depression scale-Korean (GDS-K) and the Korean version of quality of life-Alzheimer's disease (KQOL-AD) scale were both used to assess life quality in patients. Statistical significance was tested within and between groups before and after treatment, using Wilcoxon signed rank and Mann-Whitney u-tests. Results: After 36 training sessions, there were significant beneficial effects of the virtual reality game exercise on balance (BBS), GDS-K, and KQOL-AD in the experimental group when compared to the control group. No significant difference was observed within the control group. Conclusion: These findings demonstrate that a virtual reality-training program could improve the outcomes in terms of balance, depression, and quality of life in patients with cognitive decline. Long-term follow-ups and further studies of more efficient virtual reality training programs are needed.

과학화 전투훈련장 LVC-체계의 상위 구조 연구 (Study on the Architecture of Combat Training Center LVC-System)

  • 최상영
    • 한국군사과학기술학회지
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    • 제11권2호
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    • pp.80-87
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    • 2008
  • The LVC(Live, Virtual, Constructive) system of CTC(Combat Training Center) is at the very cutting edge of modeling and simulation technology, which has become widely accepted an enabler for a new military training transformation. In this paper, the architecture of LVC system is proposed for the Korean brigade-level CTC, and high level operational architecture, system architecture, and technical standard architecture are suggested.

운전자 교육을 위한 PC 기반의 굴삭기 시뮬레이터의 개발 (Development of a PC-based Excavator Simulator for Operator Training)

  • 한경숙;황세훈
    • 한국시뮬레이션학회논문지
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    • 제9권1호
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    • pp.83-91
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    • 2000
  • Vehicle simulators provide an effective and safe environment for training operators. Many vehicle simulators have been developed but only a few have reached the stage of widely available tools; these tools are usually expensive and run on workstations only We have developed a low-cost, PC-based excavator simulator for training operators. Currently the simulator is dedicated to operating the boom, Em, bucket, and driver's cabin for digging by the action of the operator on two joysticks. This paper presents the implementation of the excavator simulator and some implementation results.

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