• Title/Summary/Keyword: 가상훈련

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A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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An Architecture of the Military Aircraft Safety Check System Using 4th Industrial Revolution Technology (4차 산업혁명기술을 활용한 군 항공기 안전점검 체계 설계)

  • Eom, Jung-Ho
    • Convergence Security Journal
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    • v.20 no.2
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    • pp.145-153
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    • 2020
  • The aviation safety policy master plan is promoting the development of aviation safety management technology applying the 4th industrial revolution technology with the goal of establishing a flawless aviation safety management system and establishing a future aviation safety infrastructure. The master plan includes the establishment of various aviation safety management systems such as aircraft fault management using AI & Big data and flight training system using VR/AR. Currently, the Air Force is promoting a flight safety management system using new technology under the goal of building smart air force. Therefore, this study intends to apply the 4th Industrial Revolution technology to the aircraft condition check system that finally checks the safety of the aircraft before flight. The Air Force conducts airframe flaw checks and pre-flight aircraft check. In this study, we architect the airframe flaw check system using AI and drones, and the pre-flight aircraft condition check system using the IoT and big data for more precise and detailed check of aircraft condition and flawlessness check.

Effects of Visual Perception Skills on Driving Performance of Patients With Stroke (뇌졸중 환자의 시지각 능력이 운전수행에 미치는 영향)

  • Kwak, Ho-Soung
    • Therapeutic Science for Rehabilitation
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    • v.9 no.1
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    • pp.45-55
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    • 2020
  • Objective : The purpose of this study was to investigate the effects of visual perception on driving performance and the importance of visual training for improving driving performance in patients with stroke. Methods : The evaluations, using MVPT(Motor-free Visual Perception Test), TMT A&B(Trail Making Test A & B), UFOV(Useful Field Of View test), and a driving simulator, were carried out with patients in department of physical medicine and rehabilitation in a rehabilitation hospital from October 2014 to November 2014. Results : Driving performance was related to the ability of various visual perceptions of patients with stroke, and the highest correlation was found in the UFOV subtest 2, TMT B, and MVPT. The results of discriminant analysis indicated a sensitivity of 100.0%, specificity of 80.0%, and predicted the results of the driving simulator with 89.5% accuracy. Conclusion : This study found that visual-perception skills influence driving performance and suggested the importance of visual-perception skill training for driving.

Effect of early robot-assisted training using virtual reality program in patient with stroke (가상현실을 이용한 조기 로봇보조 보행 훈련이 뇌졸중 환자에 미치는 영향)

  • Lee, Dong-Soon;Lee, Kyung-Hwa;Kang, Tae-Woo;Cho, Sung-Tae
    • The Journal of Korean Physical Therapy
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    • v.25 no.4
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    • pp.195-203
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    • 2013
  • Purpose: The purpose of this study was to determine the effect of early Robot-assisted training on gait ability, function and ADL in patients with stroke. Methods: 26 patients with stroke were recruited for this study. The subjects were randomly assigned to either the experimental group (EG) or the control group (CG), with 13 patients in each group. All subjects received a routine physical therapy. The robot-assisted training was for 30 min in the case of the EG subjects. The assessment tools of this study involved the gait ability, balance ability, function and ADL. The measurements were recorded before the intervention and after the intervention. Results: EG subjects and CG subjects, the variables measured after the intervention significantly differed from gait ability, balance ability, function and ADL without the FMA (p<0.05). The FMA was only effective experimental group after intervention. Also, there were significant differences in gait ability, balance ability, function and ADL without the FMA at post-test between the 2 groups (p<0.05). Conclusion: The findings indicate that early robot-assisted training exerts a positive effect on gait ability, balance ability, function and ADL in patients with stroke. This result indicates the possibility of application of the early Robot-assisted training to the management for stroke patients. Further studies are required to generalize the result for this study.

Development of an Interactive self-control-mode based RTE System based on CBT (CBT 환경을 기반으로 하는 쌍방향 자율모드 기반 RTE 시스템 개발)

  • Kim, Seong-Yeol;Choi, Bo-Chul;Hong, Byeong-Du
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.227-234
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    • 2012
  • Development of Computer science and internet technoloy have led changes all over the social area. Educational markets based on this circumstance are offering various services named remote education, cyber lecture, e-Learning, etc. Due to these products, systems for computer based teaching and evaluating student's achievement are wide spread. But in many systems we can find functional restrictions. In this paper we propose a RTE system offering interactive self control mode based education so as to provide customized education for each individual by realtime feedback of the level of the student's comprehension we expect that this system provides customized education environment considering student's achievement level and maximizes their motivation.

Development of an ACMI Simulator Based on LVC Integrating Architecture (LVC 통합 아키텍처 기반 실기동급 ACMI 모의기 개발)

  • Jang, Youngchan;Oh, Jihyun;Myung, Hyunsam;Kim, Cheonyoung;Hong, Youngseok
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.6
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    • pp.540-547
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    • 2015
  • This paper describes development contents and flight tests of an ACMI simulator based on LVC integrating architecture. ACMI is the system that provides air combat training and ground bombing training for improving fighting efficiency, that is the live simulation involving real people to operate real systems. ACMI simulator was developed for technic acquisition of LVC interoperability by using data link communication. ACMI simulator simulated maneuvering of a fighter by operating an UAV, a fighter can be distinguished from an UAV by maneuvering characteristics. This study proposes maneuvering simulation method by using flight data of the UAV, and performed its flight test for verifying similarity of fighter maneuvering.

The Effects of Virtual Reality Training with Upper Limb Functional Electrical Stimulation to Improve on Muscle Strength, AROM, and Function of Upper Limb Joints in Patient with Chronic Stroke (가상현실훈련과 위팔 기능적 전기자극이 만성 뇌졸중 환자의 위팔 근력, 능동관절운동과 기능에 미치는 효과)

  • Kim, Donghoon;Kim, Kyunghun
    • Journal of The Korean Society of Integrative Medicine
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    • v.8 no.2
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    • pp.211-220
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    • 2020
  • Purpose : The purpose of the present study is to examine the effects of VR training with FES on improving the muscle strength, AROM, and function of the upper limb joints in patients with chronic stroke. Methods : The present study makes use of a pre-post control group design. Thirty patients with chronic stroke were randomly assigned to two groups according to treatment method - the VRFES group and the control group. The VRFES group received 15 minutes of VR training and 15 minutes of FES treatment. The control group received 15 minutes of conservative physical therapy and 15 minutes of VR training. All subjects received 30 minutes of treatment, three times a week, for eight weeks, which amounted to 24 sessions of training. The muscle strength, AROM, and function of the upper extremities were measured before the training and eight weeks after. Upper limb muscle strength was tested using the Digital Manual Muscle Tester while AROM was measured using the Digital Dual Inclinometer. The clinical assessment tools for upper extremity function included the use of the Manual Function Test and the Jebsen-Taylor Hand Function Test. Results : Both groups exhibited great improvements in muscle strength and upper extremity function during the intervention period. The VRFES group exhibited a significant difference in muscle strength, AROM, and function of the upper extremities in comparison with the control group(p<.05). Our results reveal that VRFES is more effective for the muscle strength, AROM, and function of the upper extremities in patients with chronic stroke. Conclusion : VRFES treatment will be used as an important intervention for improving the muscle strength, AROM, and function of the upper extremities in patients with chronic stroke and achieving the functional recovery of the upper extremities.

A Study on K2 Rifle Recoil Measurement and Analysis for Virtual Reality Marksmanship (가상현실 사격훈련을 위한 탄종별 K2 소화기의 주퇴산출 및 분석 연구)

  • Kim, Jong-Hwan;Jin, Youngho;Kwak, Yunki
    • Journal of Korean Society for Quality Management
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    • v.48 no.1
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    • pp.13-27
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    • 2020
  • Purpose: The purpose of this study is to present a recoil measurement and analysis of K2 rifle for the development of a virtual reality marksmanship training in the Republic of Korea Army. Methods: For the recoil measurement, a test-bed is built by a barrel that has exact dimensions of K2 rifle and three piezoelectric pressure sensors mounted on the barrel. Data of over 200 rounds of 5.56mm M193 and K100 bullets are collected and analyzed from live fire experiments. For the recoil analysis, both the free recoil method and the gas exhaust aftereffect method are used to calculate a recoil velocity, momentum and kinetic energy of K2 rifle by applying the law of conservation of momentum. In addition, a new method is proposed that uses the third law of motion and the chamber pressure model for the recoil measurement Results: The results show how different between the previous and proposed methods with respect to M193 and K100 bullets of K2 rifle. In M193, the free recoil method demonstrates 1.113, 4.197, and 2.335, the gas exhaust aftereffect method computes 1.698, 6.407, and 5.441, and the proposed method calculates 0.990, 3.734, and 1.848 in recoil velocity, momentum and kinetic energy, respectively. In K100, the free recoil method demonstrates 1.190, 4.487, and 2.669, the gas exhaust aftereffect method computes 1.776, 6.699, and 5.949, and the proposed method calculates 1.060, 3.998, and 2.119 in recoil velocity, momentum and kinetic energy, respectively. Conclusion: This study implements live fire experiments to provide recoil velocity, momentum, and kinetic energy of K2 rifle using both M193 and K100 bullets. For the development of the army virtual reality marksmanship, the results in this paper would be useful to design and produce a gun and/or a rifle of virtual reality.

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.

Changes in Young Adults' Static Balance Ability Following Immersive Virtual Reality Balance Training (젊은 성인에서 몰입형 가상현실 균형 훈련에 따른 정적 균형 변화)

  • Seo, Jeong-Pyo;Yeo, Sang-Seok
    • PNF and Movement
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    • v.18 no.2
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    • pp.265-273
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    • 2020
  • Purpose: The purpose of the study was to investigate the effects of HMD (head mounted display)-based virtual reality balance training on static balance in young adults, and whether appropriate balance training can help healthy adults to improve balance ability in daily living. Methods: The study subjects were 14 healthy adults. Subjects received 20 minutes of HMD-based virtual reality balance training 3 times per week for 4 weeks. Static balance was measured before, during, and after training and after one month. Static balance was measured in a total of 8 conditions, and the results were classified as visual (F1), somatosensory (F5-6), vestibular (F2-4), and central nervous system (F7-8). Results: The test results showed no significant difference in pre-training, post-training, and follow-up results under all conditions at Fourier index F1, F5-6, and F7-8 frequencies. For the F2-4 frequency, there was a significant difference before and after training under NC (neutral head position, eyes closed, firm surface) and PC (neutral head position, eyes closed, elastic surface) conditions. The NC condition returned a significant decrease of F2-4 frequency in post-training testing as compared to pre-training, and the PC condition showed a significant decrease of F2-4 frequency between the pre-training and mid-training tests, and between the pre-training and post-training tests. Conclusion: These results indicate that HMD-based balance training can improve balance ability, even in normal adults, and seems especially effective for vestibular function training.