• Title/Summary/Keyword: 가상훈련

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The Effect of Training Using Virtual Reality System on Sitting Balance and Activities of Daily Living for the Patient with Spinal Cord Injury (가상현실 시스템(Virtual Reality System)을 이용한 훈련이 척수손상환자의 앉기 균형 및 일상생활동작에 미치는 영향)

  • Chung, Jae-Hoon
    • The Journal of Korean Physical Therapy
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    • v.21 no.2
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    • pp.31-38
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    • 2009
  • Purpose: This study was examined the effect of training using a Virtual Reality System on the sitting balance and Activities of Daily Living for patients with a spinal cord injury. Methods: The subjects were divided into an experimental (6 persons) and control group (5 persons). The experimental group trained the 5 programs, three times per week for 6 weeks using the Virtual Reality System and five days for week using conventional physical therapy. The control group trained five days for a week using conventional physical therapy. Results: The difference in the mean Spinal Cord Independence Measurement (SCIM) score in the experimental and control groups was increased to 8.33 and 6.60 (p=0.79), respectively. The difference in the mean functional reaching test in experimental and control group increased to 4.21 and 1.09 (p=0.25), respectively. The difference in the mean sitting time in experimental and control group increased to 41.05 and 10.33 (p=0.66), respectively. There was a difference in the mean of all variances but these differences were not statistically significant. Conclusion: These results suggest that training using the Virtual Reality System increased the SCIM, functional reaching test and sitting time in people with a spinal cord injury.

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The Effect of Virtual Reality-based Sitting Balance Training Program on Ability of Sitting Balance and Activities of Daily Living in Hemiplegic Patients (앉기자세에서 실시한 가상현실 균형훈련이 뇌졸중 환자의 앉기 균형 및 일상생활활동 능력에 미치는 영향)

  • Lee, Minjae;Koo, Hyunmo
    • Journal of The Korean Society of Integrative Medicine
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    • v.5 no.3
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    • pp.11-19
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    • 2017
  • Purpose : This study examined the effects of balance training using virtual reality program on sitting balance ability and activities of daily living (ADL) in stroke patients. Method : In the study, 20 patients with hemiplegia were divided into two groups: experiment group (EG) of 10 patients and control group(CG) of 10 patients. The two groups received general occupational therapy for 30 minutes, per day, at a rate of 5 times per week for 6 weeks. The EG was additionally conducted which was performed virtual reality balance training and the CG was conducted general occupational therapy balance training for 30-minutes, once a day, 3 times a week for 6 weeks. Result : The evaluations of this study included: limit of stability(LOS), modified Functional Reach Test(mFRT), and modified Barthel Index(MBI). The patients were evaluated before and after their six week training programs. Significant differences in the LOS, mFRT, MBI were found between pretest and posttest scores in both the EG and CG groups(p<.05). Also, LOS, mFRT, MBI were significant different between the groups at post-test(p<.05). Conclusion : The study findings suggest that virtual reality balance training can improve sitting balance and ADL ability in stroke patients.

Situation Of Safety Experience Center In Abroad (해외 재난안전체험관 현황)

  • Park, Sang-Hyun;Jeong, woo-min
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2016.11a
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    • pp.133-137
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    • 2016
  • 안전교육을 위한 방법으로 체험교육은 일반 국민들이 사고예방법이나 사고발생시 올바른 대처방법을 체험하게 함으로서 스스로를 안전하게 지킬 수 있는 능력을 습득하는데 매우효과적인 중재전략이다(강신광, 2003: 142-143 전세중, 2008). 또한 학생들을 대상으로 소방안전교육을 실시하고 있지만 교과서에 수록되어 있는 그림이나 이론 위주의 주입식 교육이 주를 이루고 있어 혼란스러운 응급 상황에서 올바르게 대응하기 위해서는 반드시 실제와 같은 가상 상황에서 반복적인 훈련을 통하여 체험할 수 있어야 한다(김현기, 2006 전세중, 2008). 그리하여 김태환(2001: 83-117)은 국민의 안전의식의 향상을 위한 안전 개선에는 주민 스스로가 안전사고에 대한 예방과 유사시 긴급대응을 할 수 있도록 안전에 대한 적극적이고 능동적인 체험교육을 위한 교육시설이 필요하다고 하였다. 안전체험관 설립을 위한 시민의식 조사 연구(김태환, 2001: 83-117)에서도 대부분의 응답자들은 안전사고 발생에 대한 불안감을 가지고 있으나 대처요령을 잘 모르고 있다고 함으로서, 주입식 안전교육의 한계를 극복하고 일반인의 안전의식 결여를 해결하기 위한 체험식 교육을 시행할 수 있는 재난안전체험관의 설립이 시급하다고 주장하였다. 재난발생시 위기상황에서 적용할 수 있는 현장 체험식 안전교육이 필요하다는 사회적 요구에 따라 2003년 최초로 안전종합체험관 형태의 서울시민안전체험관이 개관되었다. 이를 계기로 여러 지방자치 단체에서도 현장과 유사한 교육상황을 제공할 수 있는 안전체험교육의 필요성을 절감하고 잇달아 안전체험관을 설립하여 운영하고 있다.

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3-D Facial Motion Estimation Using Iterative Extended Kalman Filter (반복적 확장 칼만 필터를 이용한 얼굴의 3차원 움직임량 추정)

  • Park, Gang-Ryeong;Kim, Jae-Hui
    • The KIPS Transactions:PartB
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    • v.8B no.1
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    • pp.28-34
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    • 2001
  • 컴퓨터 시각 인식 방법을 이용하여 얼굴의 3차원 움직임 량을 추정하고자 하는 연구는 가상 현실 환경에서 얼굴 움직임에 의한 3차원 그래픽 화면 조정, 시뮬레이터에서의 훈련자 얼굴 움직임에 의한 화면 조정 및 모니터상의 시선 위치 파악 등을 위해 필수적으로 요구되는 기술로서 최근 활발히 연구되고 있다. 기존에 얼굴의 3차원 움직임 량을 추정하고자 하는 연구들은 대부분 확장 칼만 필터(extended kalman filter)를 이용하였으나, 이러한 방법은 필터의 초기 값을 정확하게 설정해야하는 제약 요소를 갖고 있으며, 또한 얼굴의 회전 방향 변화 시 이에 대처하지 못하는 경우 역시 종종 발생한다. 본 논문에서는 이러한 문제점을 해결하기 위하여 확장 칼만 필터의 변형 형태인 반복적 확장 칼만 필터를 이용하여 얼굴의 3차원 움직임 량을 추정하였다. 반복적 확장 칼만 필터에서는 확장 칼만 필터에서 계산되어 나오는 추정 오차 공분산 행렬 값이 미리 정해진 임계치보다 커지는 경우, 현재 얼굴의 움직임 량을 제대로 추정하지 못하고 있는 것으로 판단하여 칼만 필터에서 사용하는 회전 및 이동 속도, 그리고 회전 및 이동 각 속도를 변형함으로써 얼굴의 움직임 량을 정확하게 추정할 수 있도록 하는 방법이다. 실험 결과 반복적 확장 칼만 필터를 사용하였을 경우에 얼굴의 급격한 회전 방향 변화에도 얼굴의 3차원 움직임 량을 정확하게 추정할 수 있음을 알 수 있었다.

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An Effectiveness Survey Study of Marine Safety Experience Education Program in Reducing Vessel-Related Fatality (해양안전체험교육의 선박사고 인명피해 저감 효과 연구)

  • Cho, Ah Ra;Lee, Jung Lyul
    • Proceedings of the Korea Water Resources Association Conference
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    • 2015.05a
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    • pp.201-201
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    • 2015
  • 국민의 생명과 재산을 보호하기 위해 아무리 강조해서 지나치지 않는 안전을 중요시 하는 우리나라는 각종 재난 사고가 많이 발생한다. 이는 안전의식이 결여되었기에 발생하는 사고들이다. 특히 안전사고와 관련해 다사다난한 일들이 많이 있는데 책임감을 비롯한 본인과 타인의 안전의식 결여로 일어난 문제들이다. 우리나라는 재난에 좀 더 현명하고 안전하게 대처하기 위해서 사전의 적극적인 예방과 사고 후의 빠른 조치, 건전한 안전의식 함양이 필요하다. 2014년 4월 16일 세월호 침몰 사고로 수백 명의 사상자를 낸 대형 참사를 계기로 국민들의 해난(해양사고) 안전에 대한 관심이 높아졌다. 위기상황 속에서 당황하지 않고 올바르고 안전한 판단으로 신속히 대피 할 수 있도록 미리 체험하는 안전체험교육시설을 통해 체계적인 대비로 인명피해를 줄이기 위한 대책이 필요하다. 본 연구는 해난(해양사고)로 인한 인명피해 위험도의 관리기법을 수립하고 재난 관리 체계 중 대비(Preparedness)에 중점을 두고 체험교육을 통해 어떤 효과가 있는지 설문조사를 실시하여 연령대별 체험자들의 반응을 토대로 가상적인 방법을 적용한 인명피해 위험도 저감효과를 분석한다. 국내 여수 해양경비안전교육원에서 올해부터 한국해양소년단연맹과 협업하여 '바다로 캠프' (해양안전 체험 프로그램)를 운영하여 위기 대응 훈련을 실시 할 계획이다. 따라서 본 연구에서는 교육원 대상자를 대상으로 설문조사를 실시하고자 한다.

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Comparison of chest compression and ventilation volume using LUCAS and manual in virtual reality-based ambulance simulation -A manikin study- (가상실현 기반 구급차에서 루카스와 수기에 의한 가슴압박과 인공호흡 비교 -마네킨 연구-)

  • Lee, Jae-Gook;Kim, Jin-Su;Roh, Sang-Gyun
    • The Korean Journal of Emergency Medical Services
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    • v.22 no.3
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    • pp.67-76
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    • 2018
  • Purpose: The purpose of this study was to evaluate the quality of chest compressions and ventilation when using an mechanical device(LUCAS) and 2-men manual cardiopulmonary resuscitation(CPR) performed on a minikin, as well as to propose a more effective CPR method during transit. Methods: Data were collected by LUCAS and manual virtual reality based ambulance simulation. Analysis was performed using SPSS software 12.0. The average and standard deviation of chest compression depth and ventilation were analyzed using descriptive statistics and t-test. Results: In the virtual reality based LUCAS and manual CPR results, LUCAS showed better chest compression and lower incomplete chest release than manual CPR. During CPR with a chest compression-ventilation ratio of 30:2 in virtual reality ventilation with bag-valve mask was able to deliver an adequate volume of breathing. Conclusion: It is suggested that rescuers on ambulance may consider using LUCAS as an alternative to high-quality chest compression during transit.

The Effects of 4 Weeks Training using Virtual Reality Game on Balance and Gait Ability, Depression of Elderly People (가상현실 게임을 이용한 4주간 훈련이 노인의 균형 및 보행 능력과 우울증에 미치는 효과)

  • Lee, Sang-Yeol;Lee, Su-Kyung;Kim, Young-Hoon;Chae, Jung-Byung
    • PNF and Movement
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    • v.10 no.2
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    • pp.41-46
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    • 2012
  • Purpose : This study investigated the effect of 4 weeks training of virtual reality game on balance and gait ability, depression of elderly people. Methods : The subjects of this study were 12 elderly people over 65 age. The subjects were treated by training using virtual reality gam (during 60 minutes, 3 times a week for 4 weeks). The results of the experiment were analyzed using paired T-test along with averages and standard deviations as the statistical methods for data analyses. Results : In comparison of depression, gait and balance ability between pre-test and post-test, there were statistically significant differences. Conclusion : Our study finding indicate that training using virtual reality game could improve balance and gait ability, depression in elderly people. According to our study, training using virtual reality game is judged to be used for elderly people with gait and balance problems, depression to prevent fall down.

A Study on the Validity of the Prediction of Binaural Parameters by 5 Channel Microphone System (5채널 마이크로폰 시스템을 활용한 공간감 지표 예측의 타당성에 관한 연구)

  • Jang Jae-Hee;Oh Yang-Ki;Jeong Dae-Up;Jeong Hyok
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.2
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    • pp.103-110
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    • 2005
  • Providing adequate amount of spatial impression for spaciousness) has been known to be one of the most important design considerations for the good acoustics of rooms for music. and the measurement, of room acoustics using parameters. such as LEF and IACC, forms an essential part of such evaluation. However. it is unavoidable to use different transducers (figure of eight microphones. head and torso) for the measurement of each parameter and it tends to make the measurement procedure complicated. The Present work tried to provide a simpler way to measure these binaural room acoustic parameters including monaural ones with a single measurement system using both spatial information collected through a 5-channel microphone and a trained neural network. A computer simulation program, CATT-Acoustic V7.2. which allowed us to obtain exactly the same spatial information as a 5-channel microphone was used. since it requires quite a large amount of data for practical training of a neural network. Since each reflection has different energy. delay and direction, energy should be integrated properly. the concept of ray tracing method was applied inversely in this work. Also applying weightings according to the delay times was considered in this work. Finally, predicted results were compared with the measured data md their correlations were analyzed and discussed.

A Bio-Edutainment System to Virus-Vaccine Discovery based on Collaborative Molecular in Real-Time with VR

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.109-117
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    • 2020
  • An edutainment system aims to help learners to recognize problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Edutainment contents can be usefully applied to education and training in the both scientific and industrial areas. Our present work proposes an edutainment system that can be applied to a drug discovery process including virtual screening by using intuitive multi-modal interfaces. In this system, a stereoscopic monitor is used to make three-dimensional (3D) macro-molecular images, with supporting multi-modal interfaces to manipulate 3D models of molecular structures effectively. In this paper, our system can easily solve a docking simulation function, which is one of important virtual drug screening methods, by applying gaming factors. The level-up concept is implemented to realize a bio-game approach, in which the gaming factor depends on number of objects and users. The quality of the proposed system is evaluated with performance comparison in terms of a finishing time of a drug docking process to screen new inhibitors against target proteins of human immunodeficiency virus (HIV) in an e-drug discovery process.

A Semi-Automated Labeling-Based Data Collection Platform for Golf Swing Analysis

  • Hyojun Lee;Soyeong Park;Yebon Kim;Daehoon Son;Yohan Ko;Yun-hwan Lee;Yeong-hun Kwon;Jong-bae Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.11-21
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    • 2024
  • This study explores the use of virtual reality (VR) technology to identify and label key segments of the golf swing. To address the limitations of existing VR devices, we developed a platform to collect kinematic data from various VR devices using the OpenVR SDK (Software Development Kit) and SteamVR, and developed a semi-automated labeling technique to identify and label temporal changes in kinematic behavior through LSTM (Long Short-Term Memory)-based time series data analysis. The experiment consisted of 80 participants, 20 from each of the following age groups: teenage, young-adult, middle-aged, and elderly, collecting data from five swings each to build a total of 400 kinematic datasets. The proposed technique achieved consistently high accuracy (≥0.94) and F1 Score (≥0.95) across all age groups for the seven main phases of the golf swing. This work aims to lay the groundwork for segmenting exercise data and precisely assessing athletic performance on a segment-by-segment basis, thereby providing personalized feedback to individual users during future education and training.