• Title/Summary/Keyword: VR1

Search Result 592, Processing Time 0.034 seconds

The Use of Virtual Reality in Psychiatry: A Review

  • Kim, Suji;Kim, Eunjoo
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.31 no.1
    • /
    • pp.26-32
    • /
    • 2020
  • With the advancement in modern information technology, virtual reality (VR) is being increasingly used for the diagnosis, assessment, and treatment of mental disorders. Recently, a VR-based cognitive behavioral therapy for social phobia has been recognized as a new medical technology in South Korea. This might lead to an increase in the use of VR in the field of psychiatry. The present review provides an overview of the status of VR therapies in various psychiatric conditions such as anxiety disorder, post-traumatic stress disorder, psychosis, addiction, and eating disorder. Besides, it summarizes the role of VR therapy in the management of disorders associated with child and adolescence psychiatry as well as various other clinical applications. Additionally, we discuss the merits and limitations of VR therapy, which might serve as a useful reference for researchers. In the current environment wherein novel medical models consisting of a combination of digital devices and medicine are being developed; understanding new technologies such as VR could open new doors to mental health treatments.

Stabilization Technique for 360 VR Video Sequences (360 VR 영상용 흔들림 제거 기술)

  • Kim, Geun-Bae;Lee, Jae-Yung;Han, Jong-Ki
    • Journal of Broadcast Engineering
    • /
    • v.22 no.6
    • /
    • pp.817-828
    • /
    • 2017
  • In this paper, we propose an efficient stabilization algorithm for 360 VR sequence, where the geometric information and the relationship between various projection formats have been utilized. The proposed scheme consists of '1st stitching', 'extraction of wide angle picture from VR data', 'stabilization', and '2nd stitching'. The simulation results show that the proposed method outperforms the conventional algorithms in the viewpoint of image quality for end-user.

Effects of Virtual Reality Program on Standing Balance in Chronic Stroke Patients (가상현실 프로그램이 만성 뇌졸중 환자의 선자세 균형에 미치는 영향)

  • Kim, Joong-Hwi;Kim, Chung-Sun
    • The Journal of Korean Physical Therapy
    • /
    • v.17 no.3
    • /
    • pp.351-367
    • /
    • 2005
  • The purpose of this study was to identity effects of virtual reality(VR) program related to standing postural control on balance, gait and brain activation patterns in chronic hemiplegic stroke patients. Subjects were assigned randomly to either VR group (n=12) or the control group (n=12) when the study began. Both groups received conventional physical therapy for 2 to 3 times per week. In addition to conventional physical therapies, VR group trained 3 types of virtual reality programs using IREX for standing postural control during 4 weeks (4 times/week, 30 minutes/time). Subjects were assessed for static and dynamic balance parameters using BPM, functional balance using Berg Balance Scale related to movement of paretic lower limb before and after 4 weeks of virtual reality training. The results of this study were as follows. 1. Following VR training, VR group demonstrated the marked improvement on dynamic mean balance, anteroposterior limits of stability (AP angle) and mediolateral limits of stability (ML angle). 2. Following VR training, both groups scored higher on Berg Balance Scale. However, a comparison of mean change revealed differences between groups. In conclusion, these data suggest that the postural control training using VR programs improve dynamic and functional balance performance in chronic hemiplegic stroke patients.

  • PDF

A Design of Matching Module for Synchronizing Moving Objects and VR Images (이동 객체의 움직임과 VR 영상의 동기화를 위한 매칭 모듈 설계)

  • Lee, Hyun-Sup;Kim, Jindeog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.111-112
    • /
    • 2017
  • 최근 중소 테마파크들은 방문객의 감소로 인한 운영의 어려움을 겪고 있다. 새로운 어트랙션의 도입 및 테마파크의 리뉴얼을 통해 방문객 증가를 유도하기에는 천문학적인 비용이 소요된다. 이런 비용 소모는 운영 업체의 입장에서 부담하기 쉽지 않은 구조로 새로운 방법으로 방문객의 재방문률을 높일 수 있는 방안이 필요하다. 대표적인 방안으로 최근 높은 관심으로 인해 관련 기술 및 연구가 활발히 진행되고 있는 VR 시스템의 어트랙션 적용이 있다. 많은 움직임이 없고 안정적인 속도로 운영되는 어트랙션에 VR의 콘텐츠를 적용하여 사용자의 탑승률을 높이고 이로 인해 재방문률 또한 증가 시킬 수 있을 것으로 사료되어 많은 접근이 시도되고 있다. 이 논문에서는 어트랙션의 탑승자에게 몰입감 높은 VR 콘텐츠 제공을 위해 탑승한 어트랙션의 움직임과 VR영상을 동기화 하는 매칭 모듈에 대해 제안한다. 제안하는 모듈은 가속도 센서의 움직임에 따라 1차 적분하여 속도를 산출하고 이를 2차 적분하여 거리를 산출한다. 기존의 가속도 센서를 통한 이동거리 판단에는 칼만 필터를 적용한 오차 보정, 다분화 사다리꼴 적분 등의 연산이 필요하지만 본 논문의 고정 어트랙션에서는 탑승체의 방향이 결정되어 있어 최소화된 연산으로 정확한 이동거리를 판단할 수 있을 것으로 사료된다.

  • PDF

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
    • /
    • v.18 no.1
    • /
    • pp.1-16
    • /
    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Development of Instructional materials using various convex lenses 'VR glasses' for area of Communication technology of the 2015 Revision Curriculum in middle school (2015 개정 중학교 교육과정 통신기술 영역에서 다양한 볼록렌즈를 사용한 'VR 글라스' 수업자료 개발)

  • Hwang, Woo-Jun;Lee, Yong-Jin
    • 대한공업교육학회지
    • /
    • v.43 no.1
    • /
    • pp.94-113
    • /
    • 2018
  • The purpose of this study is to develop a using various convex lenses 'VR glasses' instructional materials for area of communication technology of the 2015 Revision Curriculum in middle school. This study was progressed depend on ADDIE model. In the analysis step, a necessity of developing the instructional materials was confirmed through social needs and leaner's needs and literature researches were reviewed about the 2015 Revision Curriculum and virtual reality and confirmed the area of communication technology related to VR glasses. The communication process of information was selected as a communication technology area related to VR glass. In the design step, Based on the analysis stage, instructional objectives were set and instructional method and medium were selected. In the development step was developed instructional materials, what are teaching-learning guidance, power-point presentations, the paper for group learning activities, Individual portfolio, and using various convex lenses VR glasses example. As a result of 'VR glasses' using various convex lenses, the viewing angle was enlarged when the diameter of the convex lens was large, but it was difficult to quantify it. In the implementation step, the instructional materials developed for middle school students was applied. In the evaluation step, instructional materials were modified and improved through a students evaluation, experts evaluation.

A Novel and Highly Potent Non-vanilloid VR Antagonist

  • Suh, Young-Ger;Lee, Yong-Sil;Lee, Bo-Young;Min, Kyung-Hoon;Kim, Jin-Kwan;Seung, Ho-Sun;Park, Young-Ho
    • Proceedings of the PSK Conference
    • /
    • 2003.04a
    • /
    • pp.239.1-239.1
    • /
    • 2003
  • The vanilloid receptor VR has attracted great interest as a sensory transducer for capsaicin. protons, and heat. and as a therapeutic target. On the basis of the previous studies on vanilloid agonists and antagonists. we have looked for non-vanilloid VR antagonists by developing ideal vanilloid equivalents, which might provide the perfect analgesic effects without the side effects caused by vanilloid receptor agonists. (omitted)

  • PDF

Development of VR Monitoring System for Gas Plant (가상현실을 이용한 가스플랜트의 VR Monitoring System 개발)

  • Seo, Myeong-Won;Jo, Gi-Yong
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.25 no.5
    • /
    • pp.788-796
    • /
    • 2001
  • VR(Virtual reality) technologies have given engineers the ability to design, test, and evaluate engineering systems in a virtual environment. The virtual plant is the highlight of the application of the VR technology to plant engineering. Plant design, maintenance, control, management, operation are integrated in the virtual plant. The VR monitoring system including the concept of the virtual plant is developed to replace a current control room that has number of gages and warning lamps in two-dimensional panels which shows the operating status of a plant. The operating status of the plant is displayed in the VR monitoring system through the realistic computer graphics. Sophisticated, realistic and prompt control becomes possible. The VR monitoring system consists of advanced visualization, walk-through simulation and navigation. In the virtual environment, a user can navigate and interact with each component of a plant. In addition, the user can access the information by just clicking interesting component. The VR monitoring system is operated with various modules, such as (1) virtual plant constructed with Graphic Management System (GMS), (2) Touch & Tell System, and (3) Equipment DB System of Part. In order to confirm the usefulness of the VR monitoring system, a pilot gas plant which is currently being used for plant operator training is taken as application. The end of the paper gives an outlook on the future work and a brief conclusion.

Attitude and satisfaction of head and neck anatomy class using virtual reality (VR) in dental hygiene students (치위생학과 학생의 가상현실(VR) 적용 두경부해부학 수업태도 및 만족도)

  • Cho, Hye-Eun
    • Journal of Korean society of Dental Hygiene
    • /
    • v.21 no.6
    • /
    • pp.813-820
    • /
    • 2021
  • Objectives: This study was conducted to verify the effectiveness of the VR-applied head and neck anatomy class and to be used as basic data for the development of a teaching method using VR in the basic dental hygiene field. Methods: A convenience sample was extracted from 128 students and graduates who completed the head and neck anatomy class at the department of dental hygiene at a university in Gwangju. From June 1 to July 31, 2021, an online survey was conducted on class attitude and satisfaction, and statistical analysis was performed using frequency analysis and independent sample t-test. Results: Class attitude (3.79), interest (3.64), attention (3.88), learning motivation (3.80), and achievement motivation (3.84) were all high in the head and neck anatomy VR application group (p<0.01). Satisfaction (3.99), relevance of class content (4.06) and class achievement (3.96) were high in the head and neck anatomy VR application group (p<0.01). The suitability of class attitude (3.65) and class content (sub-item of class satisfaction) (4.13) was high in the group with the 4th industrial revolution education experience (p<0.05). Conclusions: The effect of VR application in the head and neck anatomy class was confirmed to increase students' class attitude and satisfaction. In the basic dental hygiene curriculum, it will be necessary to develop and utilize teaching methods related to the 4th industrial revolution and VR application classes.