• Title/Summary/Keyword: Healing VR

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A Study on the Development of Healing VR Content Based on Horticulture (원예 기반 힐링형 VR 콘텐츠 개발 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.681-686
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    • 2023
  • The study aims to develop horticulture-based VR content so that users can find rest in their chaotic daily lives. Healing contents that increase user participation, immersion, emotional stability, and creativity and concentration were implemented by using teleports, plant illustrations, inventory, NPC functions, and drawing games. Garden viewing content using VR technology requires technical research and development to overcome the difference from reality, which can increase the reality of the content and the completeness of the experience. The reality of the VR experience will be increased by using high-resolution displays, high-performance processors, and sensors, and user feedback will be collected and continuously improved. Through this, users present new methods by relieving stress, feeling emotional stability, and providing experiences that are impossible in reality.

A Study of Development and Production of Relaxing VR Content

  • Kim, Mijung
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.194-203
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    • 2021
  • Virtual reality is being increasingly used for healing and therapy for mental health. In this study, we developed VR-based immersive content that enables virtual travel without the limitations of time and physical conditions. We aim to develop and produce VR content for relaxation and meditation using the beautiful natural scenery. To make realistic and immersive content, we took a video of natural sceneries with a small UAV connected to a VR camera. The content was developed through stitching, video editing and post-processing of the initially captured video data, and then the created VR video was inserted into the VR device. The produced content will be helpful for stress and used to heal the mind and body of exhausted modern people by providing the place with great scenery and sound in an immersive way at any time.

'Jangseong Pyunbaek Healing Forest(JPHF)' Visitors: Socio-demographic Characteristics, Use Patterns and Motivational Factors by Types of Visitors ('장성 편백치유의 숲' 방문객 유형에 따른 인구사회학적 특성, 이용행태 및 방문동기 요인)

  • Kim, Sang-Oh;Kim, Sang-Mi
    • Korean Journal of Environment and Ecology
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    • v.32 no.2
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    • pp.203-214
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    • 2018
  • This study was conducted to investigate the types, socio-demographic characteristics, use patterns, and visit motivations of visitors to "Jangseong Pyunbaek Healing Forest (JPHF)." Data were collected from 216 samples selected by convenient sampling method using questionnaire survey between October and November 2016. Data obtained from 476 respondents of the same type of survey during the same period were partly used to examine the types of activities of visitors to the study site. The results showed that 77.0 percent of respondents were categorized as "visitor for recreation" (VR: Those who visit JPHF for the purpose of general recreational experiences such as appreciating landscapes, tourism, social interactions rather than better health or healing). On the other hand, only 10.3 percent of respondents were "visitor for healing" (VH: Those who visit JPHF for the purpose of better health or physical and mental healing). VH showed a higher level of visit experiences to JPHF than VR and tended to expect JPHF as "the place to enjoy calm and natural experiences" more than VR did. VH tended to visit JPHF "alone" more, and their group size was also smaller than VR. About 26.8 percent of all respondents were not aware that JPHF was the "healing forest," and VH showed higher awareness of it than VR. About 66.8% of respondents assessed the managerial and operating states of JPHF positively while only 6.2% assessed them negatively. There was no difference in the assessment of managerial and operating states between VR and VH. The visitors of JPHF showed the markedly high use in main forest roads (use rate: 47.4%) and "Healing Field" (use rate: 59.2%) of JPHF. Regarding the visit motivations to JPHF, VH showed higher importance on "quietude," "health," and "tension release" than VR while VR rated higher importance on "social interaction." The paper discussed the managerial implications, findings, limitations and further studies.

Development of VR Healing Content 'NORNIR' Using Color Therapy (컬러테라피를 활용한 VR 힐링 콘텐츠, '노르니르' 개발)

  • Choi, Seyoung;Kim, Sujin;Lee, Nayoung;Lee, Kihan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.143-153
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    • 2020
  • This study embodies and proposes VR color therapy healing contents 'Nornir' that can manage stress in daily life. "Nornir" applies the CRR analysis method to provide a customized VR color therapy experience according to the three colors selected by the user. It is designed to enable users to understand themselves through their color journey, to rec eive various color interactions and stimuli to implement in the future, and to provide healing that lowers stress levels. Based on the results implemented, the Korean version of the mood condition test 'K-POMS' was conducted before an d after the demonstration to check the user's stress changes after the content demonstration. Experiments have shown that users clearly see a decrease in negative emotions and an increase in positive emotions. By using VR technology, color psychotherapy rules are combined to provide the possibility of relieving stress for users who are exposed to fre quent stress in daily life.

A Study on the Effect of VR Content on Sub-Syndromatic Depression of Chinese Students in Korea - Based on Attention Restoration Theory (ART) - (VR 콘텐츠가 재한 중국인 유학생 아증후군적 우울 상태에 미치는 영향 연구 - 주의력회복이론을 기반으로 -)

  • Ding, Xianyao;Lee, YeonWoo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.124-134
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    • 2022
  • Based on existing research, the psychological state of Chinese students has become a very significant issue that needs to be resolved. In addition to paying attention to the daily life and study of Chinese students, the psychological problems of Chinese students are also worthy of attention. At the same time, if the existing psychological problems are not resolved in time, serious consequences may result. Based on the ART(Attention Restoration Theory) theory, this article uses VR (Virtual Reality) content as a medium, uses 3D modeling software to build a healing scene that helps Chinese students improve their psychological and emotional state, and presents it in a VR device. To achieve the purpose of improving the psychological and emotional state of Chinese students. According to experimental tests, the VR recovery scene constructed by this method can help improve the psychological mood of Chinese international students who already have subliminal depression. The results of independent sample T-tests after data analysis experiments show that after the intervention of the experiment, the depression of the experimental group is significantly improved compared to the control group. It is proved that the method in this study is effective for the mentality and emotion of Chinese international students who have subliminal depression. There is a significant improvement effect.

Operation Plan for a Customized Convergence Marine Healing Exercise Program for Metabolic Disease Patients (대사질환자를 위한 맞춤형 융합 해양치유 운동프로그램 운영방안)

  • Lee, Si-Woo;Lim, Byung-Gul;Kim, Hyun-Jun
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.4
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    • pp.261-275
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    • 2022
  • Purpose : According to the Korean Diabetes Association, the number of metabolic disease patients in Korea is approximately 14.97 million as of 2020;, the prevalence of diabetes among adults over 30 years old is 44.3 %, and the prevalence of diabetes in the elderly over 65 years old is 50.4%. These individuals exposed to the risk of complications. Therefore, the purpose of this study was to determine a distribution method for a customized fusion exercise marine healing program for metabolic disease patients. Methods : We have searched numerous papers concerning artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and marine resources related to marine healing programs that can be introduced in marine healing centers for people with metabolic diseases Results : Through the production of various marine resources and evidence-based exercise programs, the provision of exercise programs using AI, and the development of exercise platforms using AR and VR, we were able to establish guidelines for how to operate marine healing programs at marine healing centers. Conclusion : Korea has much more diverse marine healing resources than other advanced countries in the marine healing industry. However, the development of these resources has only just begun. It is hoped that the studied marine healing program will be of great help to metabolic patients by creating contents that will be implemented in marine healing centers by using the cutting-edge technologies and various marine resources that Korea possesses.

Experimental Analysis of the Healing Effect of Visual Forest Stimulation in Digital Environment (디지털 환경에서 시각적 산림자극의 치유효과에 대한 실험적 분석)

  • Il-Doo Kim;Won-Soep Shin
    • Korean Journal of Environment and Ecology
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    • v.37 no.6
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    • pp.473-483
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    • 2023
  • This study was conducted to find out the psychological or physiological healing effects of real natural forests and virtual forest experiences using virtual reality (VR) in an artificially-controlled digital environment. To find out this, 81 healthy undergraduate students from C University were experimented on visual forest stimulation effects in the digital environment from September 5 to December 9 in 2022. The experiment evaluated the psychological and physiological healing effects of visual forest stimulation in the digital forest environment (2D, 3D). The SRI (stress response inventory) experiment for analyzing psychological effect showed statistically significant differences among groups. As for the SRI experiment for measuring psychological stress, except Control group, 2D group in the digital environment showed little difference before and after the experiment. But 3D group showed less stress than before. As a result, it was proved that visual forest stimulation in a forest-based digital environment (2D, 3D) reduces psychological stress significantly. And when analyzing how visual forest stimulation changes EEG (electroencephalogram) in the digital environment, alpha waves (RA), which are activated during relaxation or stabilization, were more active than beta waves (RB), which are activated during tension or awakening. This study is expected to be used to create a psychological and physiological healing environment for those who cannot go to a natural forest due to mobility difficulties by providing them visual forest stimulation experiences in a digital environment. It is also expected that the results will be the basis for forest healing in the digital environment and virtual reality programs will help forest healing activities.

Normative Standards on Number of Users, Perceived Conflict, and Perceived Interference of Healing Experience by Types of Visitors at 'Healing Field' of 'Jangseong Pyunbaek Healing Forest' (방문객 유형별 이용객수에 대한 규범적 평가기준, 혼잡지각과 치유경험방해 지각: '장성 편백치유의 숲'의 '치유필드'를 대상으로)

  • Kim, Sang-Oh;Kim, Sang-Mi
    • Korean Journal of Environment and Ecology
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    • v.32 no.2
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    • pp.231-243
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    • 2018
  • This study was conducted to determine and compare the perceived number of users (PNU) and evaluative standards for each type of visitors to "Healing Field" of Jangseong Pyunbaek Healing Forest (JPHF). Data were collected from 158 samples selected by convenient sampling method from the users of "Healing Field" in JPHF during September 2017. Visitors to "Healing Field" consisted of 49.3% for recreation (VR), 15.3% for healing (VH), and 35.3% for both recreation and healing (VRH). Respondents' average PNU was 23.8 (median: 20.0), and the range of average PNU by visitor type was 21.1-27.8 (median: 20.0). Respondents' PNU showed low correlations with perceived crowding (PC) (r=0.23) and perceived interference of healing experience (PIHE) (r=0.20). There were no differences in the optimal number of users (ONU) of "Healing Field" among the types of visitors. The overall average ONU was 28.9(median: 25.0), and the range of average ONU by types of visitors was 25.4-31.4 (median: 25.0-27.5). The overall maximum acceptable number of users (MANU) was 38.1, and MANU for VR, VH, and VRH was 36.9, 32.0, and 38.0, respectively. Respondents' mean PC was 2.73 (SD: 3.26, 9-point scale) while mean PIHE was 3.26 (SD: 1.77, 9-point scale). The VRH group showed a higher PC and PIHE than the VR group. The group with greater PNU than ONU showed higher PC and PIHE than the other groups. Based on the results, this paper presented some managerial implications, discussed the limitations of the study, and suggested the further studies.

Physiological and Psychological Responses to Landscape Experiences in a Natural Forest and a VR Forest (자연숲과 VR숲의 경관 체험에 따른 생리 및 심리적 반응)

  • Kim, Il-Doo;Shin, Won-Soep
    • Korean Journal of Environment and Ecology
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    • v.36 no.5
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    • pp.525-534
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    • 2022
  • In this study, we investigated the psychological and physiological effects of experiences in real natural forests and virtual forests using artificially controllable VR. The experiment tested 60 adult college students in a natural forest and a graduate seminar room where external light was blocked. It evaluated the effects of the natural and the VR forest environments by comparing the psychological and physiological recovery of the subjects. Psychometric testing using the PANAS psychological index showed increased positive emotions and decreased negative emotions after experiencing forest scenery in the natural and VR forest environments. And a stress index, based on measuring cortisol in saliva, decreased significantly in the subjects in both environments. The experiment results can be used to support the creation of a psychological and physiological recovery environment with VR for those who cannot go to the natural forest due to certain restrictions such as physical distance, mobility difficulties, etc. It is expected that the results will be the basis for further research into the visual effects of forest healing and also for widening the use of VR, a technology of the fourth industry, in the field of forestry.

Effect of 2D Forest Video Viewing and Virtual Reality Forest Video Viewing on Stress Reduction in Adults (2D 숲동영상 및 Virtual Reality 숲동영상 시청이 성인의 스트레스 감소에 미치는 영향)

  • Hong, Sungjun;Joung, Dawou;Lee, Jeongdo;Kim, Da-young;Kim, Soojin;Park, Bum-Jin
    • Journal of Korean Society of Forest Science
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    • v.108 no.3
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    • pp.440-453
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    • 2019
  • This study was carried out to investigate the effect of watching a two-dimensional (2D) forest video and a virtual reality (VR) forest video on stress reduction in adults. Experiments were conducted in an artificial climate room, and 40 subjects participated. After inducing stress in the subjects, subjects watched a 2D gray video, 2D forest video, or VR forest video for 5 mins. The autonomic nervous system activity was evaluated continuously in terms of measured heart rate variability during the experiment. After each experiment, the subject's psychological state was evaluated using a questionnaire. The 2D forest video decreased the viewer's stress index, increased HF, and reduced heart rate compared with the 2D gray video. The VR forest video had a greater stress index reduction effect, LF/HF increase effect, and heart rate reduction effect than the 2D gray video. Psychological measurements showed that subjects felt more comfortable, natural, and calm when watching the 2D gray video, 2D forest video or VR forest video. We also found that the 2D forest video and VR forest video increased positive emotions and reduced negative emotions compared to the 2D gray video. Based on these results, it can be concluded that watching the 2D forest and VR forest videos reduces the stress index and heart rate compared with watching the 2D gray video. Thus, it is considered that the 2D forest video increases the activity of the parasympathetic nervous system, and the VR forest video increases the activity of the sympathetic nervous system. The increased activity of the sympathetic nervous system upon watching the VR forest video is judged to be positive sympathetic nerve activity, such as novelty and curiosity, and not negative sympathetic activity, such as stress and tension. The results of this study are expected to be the basis for examining the visual effects of forest healing, with hope that the utilization of VR, the technology of the fourth industrial revolution in the forestry field, will broaden.