• 제목/요약/키워드: VR(virtual Reality)

검색결과 1,120건 처리시간 0.026초

Brain Stimulation of Elderly with Dementia Using Virtual Reality Home

  • Park, Sung-jun
    • Journal of Information Technology Applications and Management
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    • 제26권4호
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    • pp.1-18
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    • 2019
  • The virtual reality (VR) is an immerging technology used in the serious games industry to treat psychological disorders like dementia. We created a system named as Virtual Reality Home (VRH) for the elderly who lived with Alzheimer's disease (or other form of dementia) and cognitive impairment using virtual reality technology. The purpose of our study is to measure the long-time immersion and retention of VRH on the moods and apathy, enhancement in physical and brain stimulation as well as a decision making with peoples of dementia and explore the experience of aged care home staff's member. The VRH shows a positive impact on the elderly participants and staff members. During the VRH experience, excitement and a great level of alertness were observed among the participants but few of them were feeling anxiety. Furthermore, we observed the improvement in physical, memory and brain stimulation, but the participants have a low focus on decision making because they wanted to explore all interactable objects in the VRH. This study suggests that the VR may have the potential to improve the quality of life, and these results can assist to expand the future development in the enhancement of efficiency of people with dementia.

A study on the influence of interaction of virtual reality consumption pattern on consumers' purchase intention under the background of VR technology

  • Liu, Xiao-Yin;Liu, Jia-Yu;Liu, Zi-yang
    • 한국컴퓨터정보학회논문지
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    • 제26권5호
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    • pp.141-148
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    • 2021
  • 본 연구의 목적은 VR 기술을 토대로 하는 가상현실 소비 패턴의 상호작용 및 소비자의 구매 의도에 미치는 영향을 연구하고자 하는 것입니다. 본 연구의 3개 독립변수는 콘텐츠 상호 작용, 기능적 상호 작용, 서비스 상호 작용이고 2개의 매개 변수는 지각된 품질과 지각된 가치이며 이들과 소비자의 구매 의도 간의 관계를 분석하고자 한다. 연구 과정에서는 SPSS24.0 및 AMOS24.0 소프트웨어를 사용하였으며, 신뢰성과 타당성 분석, 그리고 구조 방정식 모델을 통해 가설 검증을 수행하였다. 연구 결과에 따르면 14개의 가설이 모두 성립되며 VR 기술의 지각된 가치가 소비자의 구매 의도에 긍정적인 영향을 미친다. 또한 분석을 통해 지각된 가치가 매개 효과가 있는 것으로 확인할 수 있다.

지적장애 학생을 위한 가상현실 기반 의사소통 프로그램 개발 및 적용 가능성 탐색 (Developing and Exploring the Possibility of Virtual Reality Based Communication Training Program for Students with Intellectual Disabilities)

  • 이태수;김연표
    • 한국콘텐츠학회논문지
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    • 제17권11호
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    • pp.342-353
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    • 2017
  • 이 연구는 지적장애 학생을 위한 가상현실 기반 의사소통 프로그램(VR-CTP)을 개발하고, 지적장애 학생의 교수학습 활동에서의 적용 가능성을 탐색하는데 주요한 목적이 있다. 이에 프로그램에서 사용할 문장과 대화를 장애학생을 위한 국민공통 기본교육과정 국어과를 분석하여 추출하였고, 특수교사와 특수교육 전문가들의 검토와 자문 및 적합성 평가에 기초하여 프로그램을 개발하였다. 프로그램의 적용 가능성을 탐색하기 위하여 특수학교에 재직하고 있는 특수교사 30명과 지적장애 학생 44명을 대상으로 사용자 평가를 실시하였다. 그 결과 특수교사는 5점 만점에 4.23점을 나타내었고, 지적장애 학생은 4.44점을 나타내었다. 전반적으로 특수교사와 지적장애 학생 모두 VR-CTP가 교수학습 활동에 적용 가능성이 있다고 인식하였다. 특수학급의 교사가 특수학교의 교사보다 사용자 평가점수가 유의미하게 높았으나, 특수교사의 학교급과 교사경력에 따른 차이는 없었다. 지적장애 학생의 경우에는 인지능력, 학교급, 교육적 배치 등에서 유의한 차이가 없었다. 이는 곧 VR-CTP에 대하여 사용자 평가가 고르게 나타난 것임을 보여주는 것이다.

Comparative evaluation of virtual reality distraction and counter-stimulation on dental anxiety and pain perception in children

  • Nunna, Mahesh;Dasaraju, Rupak Kumar;Kamatham, Rekhalakshmi;Mallineni, Sreekanth Kumar;Nuvvula, Sivakumar
    • Journal of Dental Anesthesia and Pain Medicine
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    • 제19권5호
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    • pp.277-288
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    • 2019
  • Background: This study evaluated the efficacy of virtual reality (VR) distraction and counter-stimulation (CS) on dental anxiety and pain perception to local anesthesia in children. Methods: A prospective, randomized, single-blinded interventional clinical trial with a parallel design was used. Seventy children 7-11 years old who required local anesthesia (LA) for pulp therapy or tooth extraction were recruited and allocated to two groups with equal distribution based on the intervention. Group CS (n = 35) received CS and Group VR (n = 35) received VR distraction with ANTVR glasses. Anxiety levels (using pulse rate) were evaluated before, during, and after administration of local anesthesia, while pain perception was assessed immediately after the injection. Wong-Baker faces pain-rating scale (WBFPS), visual analog scale (VAS), and Venham's clinical anxiety rating scale (VCARS) were used for pain evaluation. Student's t-test was used to test the mean difference between groups, and repeated measures ANOVA was used to test the mean difference of pulse rates. Results: Significant differences in mean pulse rates were observed in both groups, while children in the VR group had a higher reduction (P < 0.05), and the mean VCARS scores were significant in the VR group (P < 0.05). Mean WBFPS scores showed less pain perception to LA needle prick in the CS group while the same change was observed in the VR group with VAS scores. Conclusions: VR distraction is better than CS for reducing anxiety to injection in children undergoing extraction and pulpectomy.

가상현실(VR) 기술의 도서관서비스 적용에 대한 대학생들의 인식 및 요구 조사 (College Students' Needs and Perception Assessment to Apply Virtual Reality(VR) Techniques to Library Services)

  • 권선영
    • 한국융합학회논문지
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    • 제10권5호
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    • pp.141-148
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    • 2019
  • 본 연구는 가상현실(VR)과 관련된 기술 및 콘텐츠를 도서관서비스에 접목하여 활용하는 것에 대한 대학생들의 인식정도와 요구사항을 조사하는 것을 목적으로 한다. 가상현실 기술과 콘텐츠를 활용한 도서관서비스를 개발하기 위한 전단계 연구과정으로, 이 연구는 차세대 지능정보기술에 대한 기본 개념과 종류들을 정리하여 이해하고 현재 국내외 도서관에서의 적용 사례들을 조사한 관련 선행연구들을 분석하였다. 이 선행연구 분석내용들을 바탕으로 현 대학생 563명을 대상으로 설문지법을 통해 가상현실 기술에 대한 인식과 요구사항을 수집하고 분석하였다. 조사 결과가 시사하는 바를 분석하고 이에 따라 가상현실 기술 및 콘텐츠를 도서관서비스에 적용할 때 유의해야 할 사항과 이를 도서관 현장에서 준비하고 고려해야 할 내용과 전략들을 제언하였다.

가상현실(VR) 콘텐츠를 활용한 과학수업이 초등학생의 공간 감각과 과학적 태도에 미치는 영향 (Effects of Science Classes Using Virtual Reality (VR) Contents on Elementary School Students' Spatial Ability and Scientific Attitude)

  • 이재병;권난주
    • 과학교육연구지
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    • 제46권1호
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    • pp.66-79
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    • 2022
  • 본 연구는 가상현실(VR) 콘텐츠를 활용한 과학 수업이 학생들의 과학적 태도와 공간 감각에 미치는 영향을 알아보고자 하였다. 초등학교 4, 5학년 학생들을 대상으로 학년별로 비교 반과 실험 반을 1개씩 설정하여 연구를 진행하였으며, 학년 별로 총 11차시씩 1개 단원 수업을 하였다. 수업 처치 전·후, 과학적 태도와 공간 감각에 대한 사전·사후 검사를 시행하였고, 수업이 진행되는 동안 학생들과 면담을 진행하였다. 연구 단원에 대한 수업이 모두 종료된 후 학생들의 인식 변화를 알아보고자 설문을 시행하였다. 연구 결과 가상현실(VR) 콘텐츠를 적용한 과학 수업은 학생들의 과학적 태도 및 공간 감각에 긍정적인 영향을 미치는 것으로 나타났다.

Nature Experience-based Virtual Reality Improves Depressive Symptoms in a Young Population: A Pilot Study

  • Da-Been Lee;Seung-Lim Yoo;Sang Shin Pyo;Jinkwan Kim;Bo-Gyu Kim;Suhng-Wook Kim;Byung-Jung Ko;Dae Wui Yoon
    • 대한의생명과학회지
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    • 제30권1호
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    • pp.1-9
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    • 2024
  • Although there have been several attempts to use virtual reality (VR) in the treatment of depression, the results have been inconsistent and existing studies have mostly relied on subjective measures to assess the effectiveness of VR in improving depression. The aim of this study was to investigate the effect of nature experience-based VR intervention on depressive symptoms in a young population using both subjective and objective measurements. The study population included 15 participants who had more than 14 identifiers of the Korean Beck Depression Inventory (K-BDI)-II. Participants received three weeks (four times per week) of VR intervention. The effectiveness of VR was assessed through changes in K-BDI-II scores and depression-related blood biomarkers. Nature experience-based VR intervention led to an approximately 50% reduction of K-BDI-II score (before 25.7±7.7 vs. after 12.5±8.3 (P<0.001)). Of these, loss of pleasure and fatigue showed the largest amount of improvement. However, levels of cortisol, brain-derived neurotrophic factor, and interleukin-6 did not differ from those at baseline. The findings of our pilot study suggest that nature experience-based VR can be a useful adjunctive treatment method for improving depressive symptoms in individuals who have difficulty accessing the real outside natural environment.

선박 검사 교육훈련을 위한 VR 선박 환경 구축 (Development of VR Ship Environment for The Educational Training of Ship Survey)

  • 길우성;손명조;이정렬
    • 대한조선학회논문집
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    • 제55권4호
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    • pp.361-369
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    • 2018
  • The ship surveyor makes a scheme of reasonable ship operation by examining whether the ship has been properly constructed in accordance with the rule of classification societies and international conventions or whether the facilities of the ship in operation meet the standard stipulated by law. Even though the ship surveyors of classification society generally consist of people who have the skill of design or operation of a ship, it takes a long time to train a surveyor to the maturity level. This paper describes the development of survey simulator based on virtual ship environment that enables the surveyor minimize trial and errors to survey the ships. By using VR(Virtual Reality) based survey simulator, surveyors possibly achieve improvement of competence in survey quality by means of safe and immersive training environment. In order to improve the usability and utility of the VR simulator, the ship 3D model has been generated using 3D CAD model for design and production in shipyard. Through this, we suggested the possibility of consistent use of 3D model as the digital twin of a ship.

Virtual Reality Safety Training on Multiple Platforms

  • Bao, Quy Lan;Tran, Si Van-Tien;Nguyen, Truong Linh;Park, Chansik
    • 국제학술발표논문집
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    • The 9th International Conference on Construction Engineering and Project Management
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    • pp.1187-1193
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    • 2022
  • A construction site is a highly complex and constantly changing environment, where hazardous areas are difficult to detect if workers lack sufficient knowledge and awareness. Thus, frequent worker safety training is required. Numerous studies on using virtual reality (VR) for safety training were published. While they demonstrate the potential for improving the skills necessary to avoid accidents in the construction industry, they remain difficult to apply at actual construction sites. VR requires specialized hardware and software, limiting workers' access and restricting workers' participation in training sessions. As a result, this paper proposes multiple platforms for immersive virtual reality safety training (VRMP) based on Industry Foundation Classes (IFC) and web technologies such as immersive web (WebXR). The VRMP is compatible with mobile and desktop devices currently by workers and demonstrates scenario models familiar to workers. Also, it reduces development time by utilizing Building Information Models (BIM). Additionally, The VRMP collects data from workers in a virtual environment to assess each worker's safety level, assisting workers in effectively and comfortably gaining a better understanding and raising their awareness. This paper develops a case study based on the VRPM in order to assess its effectiveness.

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Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.