• Title/Summary/Keyword: VR(virtual Reality)

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Effects of Preclinical Virtual Reality Simulation in Undergraduate Nursing Students

  • Mihyun Jeong
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.6
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    • pp.1413-1424
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    • 2023
  • Virtual reality (VR) simulation in nursing education, especially in the teaching of VR simulations just prior to clinical practice, has the potential to enhance the effectiveness of clinical practice and better prepare nursing students for patient care. The aim of this study was to evaluate the effect of a preclinical VR simulation education program on the development of critical thinking, self-efficacy, problem-solving ability, and perceived clinical competency among undergraduate nursing students. The study was conducted between May and June 2021 using a pretest-posttest design with a control group. A total of 42 nursing students were recruited through convenience sampling from two separate classes. The intervention group participated in VR simulation education, while the control group engaged in lecture-based education, before beginning clinical practice. Assessments were conducted before preclinical education and after completing clinical practice using structured questionnaires. The data was analyzed using chi-square tests, independent t-tests, and ANCOVA. The findings indicated that the intervention group had a significantly higher score in perceived clinical competency compared to the control group (F = 5.25, p = 0.029) after controlling for pretest scores. However, there were no statistically significant differences in critical thinking, self-efficacy, or problem-solving abilities between the two groups. These findings suggest that preclinical VR simulation education is partially effective in preparing nursing students for their clinical practice, underscoring the need for a balanced educational approach that integrates VR with clinical practice to develop a full spectrum of nursing skills and knowledge.

VIRTUAL REALITY SHIP SIMULATOR

  • Yim, Jeong-Bin
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2000.06a
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    • pp.93-105
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    • 2000
  • This paper describes prototype Virtual Reality Ship Simulator (VRSS) that we have recently developed next-generation training equipment based on the virtual reality (VR) technology. The inherent defects of conventional ship simulators are enormous costs and difficult system upgrade due to the system construction, such as large mock-up bridge system, wide visual presentations, In this paper, to cope with those problems, we explored VR technology that can give realistic environments in a virtual world. Then we constructed prototype VRSS system, which is, consists of PC-based human sensors, and Databases set having 3D object models and coefficients of Head Related Transfer Functions (HRTFs). 3D-WEBMASTER authoring tool was used as Virtual Reality Modeling Language (VRML). Using the VRSS system, we constructed Port an Passage Simulator for the harbor of INCHON in Korea, and Ship and Sea State Simulator for an arbitrary given sea environmental states by user. Through many simulation tests, we testified the efficiency of developed prototype VRSS by subject assessment with five participants. Then, we present results on the simulation experiments and conclude with discussion of evaluation results.

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Does VR exergame increase a user's physical performance? : An Exploratory Study Design

  • Kim, Gyoung Mo;Jeong, Eui Jun;Kho, Khwang Hyun
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.147-156
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    • 2021
  • In this paper, we planned to see the positive effects of the immersive virtual environment. In particular, the positive effect of presence on physical performance was explored. A total of 25 participants were recruited for this experiment and his/her physical performance was measured by Electromyography (EMG) while they were exercising (rowing), and presence was measured by a self-reported measure. The participants were randomly assigned to experience either a) Virtual Reality (VR) or b) non-VR (2D screen) condition when they played the exergame. The result showed that 1) there was a positive relationship between representation mode and presence and 2) the higher level of presence reinforced the user's physical performance. The limitation of the study and future study were also discussed.

A Study on the Effect of HMD VR Technology on Design Application: Focusing on 3DEXPERIENCE Platform VR (HMD VR 기술이 디자인 활용에 미치는 영향에 관한 연구: 3DEXPERIENCE 플랫폼의 VR을 중심으로)

  • Lee, Kyoung-Soon;Yoon, Jeong Shick
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.49-55
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    • 2020
  • Recently, companies are growing by introducing rational and optimized technology for all processes, including design. In particular, the emergence of ICT-based cloud platforms has given rise to solutions that are equipped with all the necessary business services in corporations and schools, affecting technical education and corporate growth that have not been experienced thus far. The virtual reality technology and convergence of HMD devices utilizing this platform is a new turning point in corporate development. Therefore, this study tested the VR functions used in design based on 3DEXP and HMD VR devices. Second, design utilization and this issue were examined through a survey based on the experimental data. The results showed that 3DEXP and HMD VR technologies are closely related in terms of design utilization and have demonstrated their mediated effects through statistical analysis. Nevertheless, it is not enough to generalize some engineering students as a result of the study. On the other hand, the introduction of HMD VR technology is one of the pillars of education and the implementation of virtual reality technology.

A Study on Rapid Prototyping using VRML Model (VRML 모델을 이용한 쾌속조형에 관한 연구)

  • 김호찬;이주호;반갑수;최홍태;이석희
    • Journal of the Korean Society for Precision Engineering
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    • v.17 no.7
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    • pp.63-73
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    • 2000
  • Internet becomes very common tool for communication and data sharing. Virtual reality(VR) on web browser, and virtual prototyping and virtual manufacturing is widely used in many engineering folds. The reduction of overall development process and error minimization during data conversion becomes very crucial where sharing data via Internet and VR. This paper deals with the advantage and disadvantage of VRML format used in RP(Rapid Prototyping), and a software for RP data preparation is developed. If VRML format as an international standard for VR, is replaced with STL format, the weak points of STL format can be overcome and the technique related to virtual prototyping and virtual manufacturing can be addressed more systematically by sharing the data. The system developed in this work shows a good window to get access to a more realistic observation of an object fur an RP system from a long remote sites in a more systematic way.

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Control and VR Navigation of a Gait Rehabilitation Robot with Upper and Lower Limbs Connections (상하지가 연동된 보행재활 로봇의 제어 및 VR 네비게이션)

  • Novandy, Bondhan;Yoon, Jung-Won
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.3
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    • pp.315-322
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    • 2009
  • This paper explains a control and navigation algorithm of a 6-DOF gait rehabilitation robot, which can allow a patient to navigate in virtual reality (VR) by upper and lower limbs interactions. In gait rehabilitation robots, one of the important concerns is not only to follow the robot motions passively, but also to allow the patient to walk by his/her intention. Thus, this robot allows automatic walking velocity update by estimating interaction torques between the human and the upper limb device, and synchronizing the upper limb device to the lower limb device. In addition, the upper limb device acts as a user-friendly input device for navigating in virtual reality. By pushing the switches located at the right and left handles of the upper limb device, a patient is able to do turning motions during navigation in virtual reality. Through experimental results of a healthy subject, we showed that rehabilitation training can be more effectively combined to virtual environments with upper and lower limb connections. The suggested navigation scheme for gait rehabilitation robot will allow various and effective rehabilitation training modes.

VR·AR의 의학적 이슈 및 건강의학 분야의 활용

  • Jeong, Ji-Hun
    • The Optical Journal
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    • s.163
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    • pp.50-53
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    • 2016
  • 최근 VR(Virtual Reality)와 AR(Augmented Reality) 관련한 기술 개발과 사업화로 커다란 글로벌 기업들이 치열한 경쟁을 하고 있다. 이런 상황에서는 흔히 기술 그 자체와 산업적인 부분에 매몰되는 부작용을 간과할 수가 있는데, 특히 의학분야에서도 우려가 되는 부분들이 없지 않다. 그렇지만, 역설적이게도 VR과 AR이 활용될 수 있는 가능성이 가장 높은 산업분야도 건강의학 분야다.

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C-P-N-D Ecosystem-based Broadcasting/Media Virtual Reality (VR) Prospects (C-P-N-D 생태계 차원에서의 방송/미디어 분야 가상현실(VR) 발전 전망)

  • Lee, Jongseok;Suh, Kyoowon;Nam, Sanghun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.19-25
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    • 2018
  • The growth of virtual reality(VR), which is regarded as a part of the 4th industrial revolution, is being delayed differently from the prediction. In this study, we briefly analyze these reasons from the point of view of CPND ecosystem. Virtual reality is a technology in which a user wears a device and accesses a platform through a network to use various contents. Therefore, balanced development of C-P-N-D ecosystem fields is important for successful popularization of virtual reality. In Korea, content, platforms, and devices, except for the network, are evaluated as having low competitiveness. While efforts to secure competitiveness in individual fields are important, it is also necessary to nurture network-based platforms that can utilize killer content. It should be kept in mind that simple breeding of killer content alone can not build an entire virtual reality C-P-N-D ecosystem, and the broadcast / media sector also needs to take this approach.

English Conversation System Using Artificial Intelligent of based on Virtual Reality (가상현실 기반의 인공지능 영어회화 시스템)

  • Cheon, EunYoung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.55-61
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    • 2019
  • In order to realize foreign language education, various existing educational media have been provided, but there are disadvantages in that the cost of the parish and the media program is high and the real-time responsiveness is poor. In this paper, we propose an artificial intelligence English conversation system based on VR and speech recognition. We used Google CardBoard VR and Google Speech API to build the system and developed artificial intelligence algorithms for providing virtual reality environment and talking. In the proposed speech recognition server system, the sentences spoken by the user can be divided into word units and compared with the data words stored in the database to provide the highest probability. Users can communicate with and respond to people in virtual reality. The function provided by the conversation is independent of the contextual conversations and themes, and the conversations with the AI assistant are implemented in real time so that the user system can be checked in real time. It is expected to contribute to the expansion of virtual education contents service related to the Fourth Industrial Revolution through the system combining the virtual reality and the voice recognition function proposed in this paper.

Application Method of Virtual Reality by Types of Intangible Cultural Properties (무형문화재 유형별 가상현실 적용 방법에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1489-1494
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    • 2018
  • Recently, culture technology (CT), which combines cultural contents and IT technology, is being watched as a new growth engine, and IT technology is actively utilized in preserving, inheriting and utilizing cultural heritage. For this, new areas of convergence of IT technology and cultural heritage are attracting attention. In particular, virtual reality is a representative area of IT convergence in the era of the fourth industrial revolution. Although some studies have been conducted to utilize virtual reality technology to preserve and inform cultural heritage, it is mainly limited to tangible cultural properties. In this study, we propose a methodology to develop contents of intangible cultural heritage using virtual reality technology in intangible cultural properties. To do this, we classify the types of intangible cultural properties to apply the technology to each type of intangible cultural property. Next, virtual reality, augmented reality, and $360^{\circ}VR$ video technology are applied to the intangible cultural properties classified.