• Title/Summary/Keyword: VR 프로그램

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A Study on the Design of Immersed Augmented Reality Education Models (몰입형 증강현실 교육 모델 설계에 관한 연구)

  • Tae, Hyo-Sik
    • Journal of Internet of Things and Convergence
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    • v.7 no.4
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    • pp.23-28
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    • 2021
  • Through the 4th industrial revolution, it is rapidly developing in various fields such as artificial intelligence, AR/VR, and big data, and software is at the center. In the field of education as well, the importance of integrated education to support the development of technology is being emphasized, and in order to compete in software technology, securing human resources for software development should be prioritize in domestic. However, unlike the hardware-centric society of the past, the role of software technology human resources is very important, and the reality is that they are discharging human resources that are far from the human resources image that companies need. In this paper, present an immersed education model for training AR software professionals, and based on this, propose an evaluation index that can grasp the quality of the program of the immersed AR education model. Through the AR education model, it is expected that the weaknesses and strengths of the model can be identified, and it can contribute to setting the direction for improvement of the education program.

Effects of Simulation Program using Immersive Virtual Reality: Meta-analysis (몰입형 가상현실 시뮬레이션 프로그램의 효과: 메타분석)

  • Choi, Moon-Ji;Kim, Kyeng-Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.381-388
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    • 2021
  • The purpose of this study is to analyze the effects of simulation program using virtual reality (VR). Examination of databases resulted in identification of 1,415 studies of which 3 satisfied the inclusion data. Data analysis was performed using R version 4.0.2 to calculate the effect sizes, explore possible causes of heterogeneity, and check for publication bias, using a funnel plot. The mean effect size of the simulation program was medium (g=0.35), along with the skill performance (g=0.59), satisfaction (g=0.38), knowledge (g=0.21). Finally a funnel plot was produced to check for publication bias, but no significant bias was detected. Based on these findings, the simulation program using VR affects nursing education.

Effects of Virtual Reality Program on Standing-Balance in Stroke with Sensory Deficit (가상현실 프로그램이 감각이상이 있는 뇌졸중 환자의 균형능력에 미치는 영향)

  • Lee, Seong-Ran;Bae, Sung-Soo
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.1
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    • pp.63-70
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    • 2010
  • Purpose : The purpose of this study was to investigate the effects of virtual reality(VR) program on standing balance in stroke with sensory deficit. Methods : Subjects were assigned randomly to either VR group (n=28) or the control group (n=31) when study began. Both groups were conducted electricity therapy, exercise therapy 5 times per week during six weeks, and a group who have VR group 3 times per week during six weeks. Both groups assessed for standing balance before and after virtual reality program. Results : In standing balance, the virtual reality program which have sensory deficit in stroke group, open eyes from the center area of the body and center line significantly reduced the training period(p<.05). The virtual reality program to instantly move the weight through maximum voluntary safety limits to sensory deficit of virtual reality program(p<.05). Conclusion : Stroke patients with sensory deficit affects the recovery of the standing balance. In addition, virtual reality program was stroke patients with sensory deficit affects the recovery of standing balance.

Development of Virtual Poster Session Service based on WebVR for conference (학술대회 중계용 WebVR 기반의 가상 포스터 세션 서비스 개발)

  • Jeong, Eunyoung;Hyun, Changjong;Seo, Bong-seok;Kim, Namtae;You, Dongho;Kim, Dong Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.71-72
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    • 2018
  • 학술대회에 발표된 논문은 이동형 저장장치 혹은 학회 홈페이지를 통해 배포된다. 이용자가 저자의 설명 없이 배포된 논문만으로는 내용을 이해하는 데에 한계가 있다. 이러한 한계를 해결하고 더 나아가 언제 어디서든 설명을 들을 수 있는 환경을 제공하기 위해 웹 기반으로 MPEG-DASH 기반의 학술대회 중계용 가상 포스터세션 서비스를 제안한다. 제안하는 서비스는 포스터 발표자의 영상을 가상공간에 배치하고 이를 MPEG-DASH 기반으로 전송한다. 가상공간은 구글의 WebVR API을 응용해 구현하여 별도의 프로그램 설치 없이 웹 기반으로 이용할 수 있으며 MPEG-DASH 기반의 전송을 통해 효율적인 대역폭 활용이 가능하다. 본 서비스를 통해 논문의 내용을 효과적으로 전달할 수 있을 것이며 새로운 학술대회의 패러다임 제시가 가능할 것으로 예상한다.

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The Effect of Virtual Reality-Based Anatomy Education Program on Learning Presence, Technology Acceptance, Learning Motivation, and Knowledge for Nursing Students (가상현실(Virtual Reality) 기반 해부학 교육 프로그램이 간호대학생의 학습실재감, 기술수용성, 학습동기 및 해부학 지식에 미치는 효과)

  • Kim, Minkyeong;Song, Young A;Son, Dong Min
    • Journal of East-West Nursing Research
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    • v.29 no.2
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    • pp.141-149
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    • 2023
  • Purpose: The purpose of this study was to verify the effects of virtual reality (VR) based anatomy education program on nursing students' learning presence, technology acceptance, learning motivation, and knowledge. Methods: A nonequivalent control group pre-test and post-test design was employed. The study participants included 113 nursing students (56 in the experimental group and 57 in the control group) from Ansan City. Data collection was conducted from June 1 through 23. Data were analyzed using χ2-test, Fisher's exact test, and t-test using SPSS 23.0 program. Results: The experimental group had a significant increase in learning presence, technology acceptance, and knowledge before and after the intervention compared to the control group. Conclusion: Virtual reality based anatomy education is an effective learner-centered educational program. From an educational perspective, VR anatomy education programs can improve anatomy knowledge by increasing students' acceptance of VR technology and increase their motivation to learn by increasing their sense of presence.

Vertual Reality Astronomy Education Using Planetarium Software (천체시뮬레이션 소프트웨어를 활용한 가상현실 천문학 교육)

  • Ha, Sanghyun;Sohn, Jungjoo;Park, Soonchang
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.1
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    • pp.40.2-40.2
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    • 2021
  • 최근 COVID-19의 확산에 따라 비대면 학습의 중요성이 화두로 오르고 있다. 과학관과 같은 다중이용시설을 이용하는 방법에서 각 학교, 또는 가정에서 지도할 수 있는 교육 방법의 변화 또한 논의해야 할 때이다. 특히 천문학 교육의 장으로 활용되고 있는 천체투영관(Planetarium)은 다중이용시설로, 상황에 따라 여러 가지 제약을 가지므로 시·공간 제약을 받지 않는 교육프로그램의 개발이 필요하고 볼 수 있다. 본 연구에서는 천체시뮬레이션 소프트웨어를 활용한 스크립트 제작 및 360° VR 영상 제작기술을 개발하고 온라인 플랫폼을 활용하여 천체투영관을 방문하지 않은 비대면 환경에서 도 참가자개인의 휴대기기등을 통한 몰입도 높은 천문학 교육을 구현할 수 있는 프로그램을 개발하여 새로운 환경에 대한 적용 기회를 제공하고자 한다. 나아가 개발한 프로그램을 천체투영관에 적용하여 천체투영관 활용 천문학 교육프로그램과 교육과정과 연계한 교육콘텐츠 개발에 활용되기를 기대한다.

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Review on the Articles of the Effect of Image Training Program with 3D Virtual Reality and Use for Physical Activity of Older Adults: Based on the Embodied Cognition (3D 가상현실 심상운동 프로그램 효과 및 노인체육 적용가능성에 대한 문헌고찰연구: 체화된 인지접근)

  • Moon, Kyung-Ji;Han, Kyung-Hun
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.886-904
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    • 2018
  • The 3D(dimension) vritual reality(VR) has already been used in various sports fields, especially in the training of elite athletes. It is mainly used to maximize the effectiveness of image training, and the use of VR-based image training has received special attention as evidence-based pratices for its feasibility, practicality, and appropriateness. However, in recent years, the use of VR is no longer used only for the training of elite athletes, but is widely used in social sports. This is because, the advantage of exercise in VR is that it is highly stable and has fewer restrictions from the external environment. Considering these advantages, it can be used for the elderly physical activity. This study identifies and reviews studies applying VR-based image training. Several recommendations for the future study on VR-based image training for the older such as interdisciplinary approach to VR-based image training, support needs regarding characteristics of the older, and generalization and maintenance of acquired technology were discussed.

The Effect of Cognitive Rehabilitation Program Using Virtual Reality (VR) Contents on Cognitive function, Depression, Upper Extremity Function and Activities of Daily Living in the Elderly (가상현실(Virtual Reality) 콘텐츠를 활용한 인지재활프로그램이 노인의 인지기능, 우울감, 상지기능 및 일상생활능력에 미치는 영향)

  • Kim, Young-June;Park, Jin-Hong;Cho, Young-Suk;Kim, Keum-Sook
    • Journal of Convergence for Information Technology
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    • v.10 no.8
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    • pp.203-212
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    • 2020
  • The purpose of this study was to investigate the effects of cognitive rehabilitation programs using Virtual Reality(VR) content on the daily living abilities such as cognitive abilities, depression, and upper extremity functions of the elderly. The study group analyzed the effectiveness by separating the experimental group, which is the virtual reality cognitive rehabilitation application group, and the control group, the universal cognitive stimulation program application group. As a result of the study, the MMSE-K score improved by 13.0% in the experimental group and 2.3% in the control group. The improvement in each area of the experimental group was found to be 3.1% MBI, 7.1% MFT(Rt.), 3.5% MFT(Lt.), and 25.4% K-GDS. As a result of comparing the pre-post score change between each group, there was a significant difference between groups in daily living ability (p<.001) and MFT(Rt.)(p<.01). In addition, as a result of comparing the changes in absolute alpha waves to confirm the degree of depression through brain waves, there was no statistically significant difference. However, in the experimental group, it was confirmed that the average value increased to a positive value. This study is an experiment to verify the effectiveness of the cognitive rehabilitation program using virtual reality contents, and suggests a new intervention method to maintain and improve the daily life ability, cognitive function, depression and upper extremity function of the elderly.

Virtual reality-based rehabilitation training program using bio-signals and gyro sensors (생체 신호와 자이로 센서를 이용한 가상현실 기반의 재활 훈련 프로그램)

  • Lee, Jaejun;Kim, Ung Gyu;Nasir, Atiqah Binti Muhammad;Lee, Young Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1031-1033
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    • 2017
  • 본 논문에서는 EMG(Electromyogram) 신호 기반의 재활 치료용 VR(Virtual Reality) 플랫폼을 제안한다. EMG 신호는 근육의 움직임을 확인할 수 있는 생체 신호로, EMG 신호를 활용하면 근육에 직접적인 움직임이 없어도 환자의 행동 의도를 확인할 수 있다. 본 논문에서는 EMG 신호를 이용하여 환자의 근육 움직임을 확인하며, 해당 움직임을 나타내는 VR 콘텐츠에 대한 제안과 실제 제작 콘텐츠를 소개한다. 실험 결과는 실제 근육 움직임에 대한 인식률을 확인하였다.

A VR-based Tiled Display System using Multi Display Wall Controller (다중 영상처리 장치를 이용한 가상현실용 타일 디스플레이 시스템의 구축)

  • Cha, Moo-Hyun;Lee, Jai-Kyung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1397-1398
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    • 2011
  • 고해상도 타일 디스플레이 기술은 사용자에게 넓은 시야각과 높은 정밀도를 제공하여 가상현실 시스템 개발을 위해 널리 활용되고 있다. 이러한 VR 용 타일 디스플레이 시스템 구축을 위해 일반적으로 분산형 PC 클러스터 방식이 주로 이용되나, 추가적인 멀티채널 모듈이 필요하고 시스템의 운영과 관리가 어려운 단점이 있다. 최근에는 하나의 전용 그래픽 워크스테이션을 이용하여 다중 디스플레이가 가능한 방식이 소개되고 있지만, 그 출력 갯수가 제한적이다. 본 연구에서는 하나의 워크스테이션으로 운영되는 렌더링 시스템과 다수의 타일 스크린 장치를 확장성 있게 연결하기 위해, 다중 디스플레이 영상처리 장치를 도입하여 가상현실 시스템을 구축하고, 간단한 실시간 렌더링 프로그램의 구동을 통해 그 성능과 응용 가능성을 확인하고자 하였다.