• Title/Summary/Keyword: Virtual Group

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The Effects of Virtual Upper Extremity Training Using the RAPAEL Smart Glove on Physical and Cognitive Function in Stroke Survivors -A Single Group Study-

  • Song, Chiang-Soon;Lim, Jae-Heon;Jeon, Byeong-Hyeon;Lee, Hye-Sun
    • PNF and Movement
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    • v.17 no.2
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    • pp.199-206
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    • 2019
  • Purpose: The purpose of this study was to evaluate the effects of a virtual upper extremity training program using the RAPAEL Smart Glove on upper extremity function in stroke survivors with chronic hemiparesis and to focus the training program development using the Smart Glove as a feasibility study. Methods: This study was conducted using a single group and pre-post test research design in the outpatient departments of local rehabilitation units. Ten chronic hemiparetic stroke survivors with a diagnosis of first stroke received therapeutic rehabilitation at the rehabilitation units. All the participants used a virtual reality program with the RAPAEL Smart Glove for 30 minutes per session 3 days a week over 8 weeks. They also received conventional occupational therapy with functional electrical stimulation for 40 minutes per session 3 days a week for 8 weeks as an additional therapy. To analyze the effects of this therapeutic intervention, four clinical measures, including the box-block test (BBT), the Wolf motor function test (WMFT), the trail-making score, the Jebsen Taylor hand function test (JTHFT), and grip strength, were used. Results: Upon completion of the intervention in week 8, all the participants demonstrated significant WMFT, JTT, BBT, grip strength, and trail-making score gains compared to the respective baselines at week 0. Conclusion: This study suggests that virtual upper extremity training using the RAPAEL Smart Glove has a reasonable and beneficial effects on upper extremity function in chronic hemiparetic stroke survivors.

A Study on Body Shape for 3D Virtual Body Shape Transformation - Focusing on the Women with age of forties - (3차원 가상바디 변형을 위한 체형연구 - 40대 여성을 대상으로 -)

  • Shin, Ju-Young Annie;Nam, Yun-Ja
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.265-277
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    • 2015
  • The aim of this study was to successfully reflect human body changes on the transformation of the virtual body within 3D virtual fitting spaces. For this purpose, existing problems of shape transformation of the virtual body were analyzed and regression equations which provides useful basic data for transformation of the virtual body that can be applied usefully to the 3D virtual fitting system was developed. Necessary data for the analyses were body measurement and 3D scan data of women with average physical form between the ages of 40 through 49. The reason that we used human body changes of the female subjects in their forties was based on the recognition that fundamental female body changes start to occur from age of forty. Body shapes were largely divided into 3 groups according to obesity which was found to be the biggest factor of shape change. Seven factors were extracted based on factor analysis of 47 body measurement categories and regression equations were created to extract specific measurements for each BMI group based on these seven factors. The major contribution of this paper can be summarized as follows. First, the regression equations to extract specific measurements based on the 7 representative variables remediated existing problem of virtual bodies as it increased the number of body shape transformation areas. Second, the regression equations helped to overcome the problem of current failing to reflecting changes in body cross-section shape based on simple girth measurements based on analysis of cross-section distances.

A Study on the Effectiveness of Military Counseling Practice Education using Virtual Reality (가상현실을 활용한 병영상담 실습교육 효과 연구)

  • Min, Seunghee;Kim, Doheon;Kim, Yeekhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.527-535
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    • 2021
  • This study examined the reality of military counseling education applied by the Army and studied the effects of military counseling training using virtual reality. First, we explored the cases of virtual reality application related to counseling, reviewed the virtual reality technology that can be benchmarked in the Army military counseling education, and examined the applicable technology. We classified the education method and the curriculum for the students and tested the difference using the analysis of variance, which is a statistical analysis method, through the satisfaction measurement of the current education. In addition, after having students experience virtual reality contents, the effects of practical training applied with virtual reality technology were derived and the difference in actual training was compared and analyzed through T-test. Then, the reliability of the study was improved by analyzing the effects of practical training using virtual reality by using the Analytic Hierarchy Process for the expert group who can consider the overall situation. Based on the results of the analysis, the development plan of military counseling training combined with virtual reality technology and the supplements of current military counseling education were presented as policy implications.

Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups (한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징)

  • JIAYI XUE;Seunghee Suh
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

A Study on Sense of Self-efficacy and Stress Encountering Strategy of Smart-phone Addicted University Students (스마트폰중독 대학생의 자기효능감과 스트레스 대처전략에 관한 연구)

  • Baek, Yumi
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.173-183
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    • 2017
  • The purpose of this study is to find out the difference of sense of self-efficacy and stress encountering strategy of university students under the stress situation depending on the smart-phone user group (addiction group, general user group). For this purpose, the study issues are established as follows. First, it has analyzed what is the correlation of smart-phone addiction, sense of self-efficacy, and stress encountering strategy. Second, it has studied if there is any difference of sense of self-efficacy and stress encountering strategy for the smart-phone user group. In order to verify such study issues, For 1,670 university students in the Chungcheong area, smart-phone addiction scale, sense of self-efficacy scale, and stress encountering method scale were administered. Looking into the study result, first, as a result of the relativity analysis, it displayed the correlation of preference of test difficulty, self-control efficacy and important negative from the smart-phone addiction and sense of self-efficacy. In addition, all sub-variables of smart-phone addiction and avoidance orientation from the stress encountering strategy displayed the important positive correlation, and from the smart-phone addiction, the virtual world orientation and pursuit of social-support displayed the important negative correlations, and all sub-variables (interference with ordinary living, virtual world striving direction, withdrawal, resistance) of smart-phone addiction and problem solving-orientation displayed the negative correlation. Second, as a result of verification for the difference of the smart-phone addiction group and general use group following the sense of self-efficacy, the general use group is shown to have higher self-control efficacy sense than the addiction group. And third, as a result of verifying the difference of stress encountering following the smart-phone addiction group and general use group, the addiction group is shown to be lower than the general use group in terms of social support pursuit and problem solution orientation with the avoidance orientation shown to be higher. This type of result is expected to provide the base data when developing the smart-phone addiction preventive education program by finding out in details for the characteristics of smart-phone addiction group for university students.

Physical Functions of Industrial Workers with Chronic Low Back Pain and Changes in Health-related Quality of Life according to Virtual Reality Exercise Program (가상현실 운동프로그램에 따른 산업체 만성요통환자의 신체기능과 건강관련 삶의 질의 변화)

  • Ko, Dae-Sik;Jung, Dae-In;Lee, Sang-Heon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4564-4571
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    • 2012
  • This study performed a virtual reality exercise program for self-back pain control of industrial workers with chronic back pain and analysed their physical function and health-related quality of life relating to industrial chronic back pain. The subjects of the study were thirty chronic back pain patients working for K company and were divided into Nintendo Wii Sports Group made of 15 subjects and Physical Therapy Group made of 15. As variables for physical functions, back strength, flexibility, balance and pain were measured and for the health-related quality of life, SF-36 of each group was measured before and after the exercise program. To compare differences before and after the program, a paired t-test was used and to compare differences between both groups, an independent samples t-test was used. As a result of the test, it was discovered that balance and pain of the both groups were improved statistically significantly. Physical functions of the Nintendo Wii Sports Group were improved statistically significantly in comparison with those of the Physical Therapy Group. The health-related quality of life was improved statistically significantly only for the Nintendo Wii Sports Group. In conclusion, it is suggested that as the virtual reality exercise program had a positive influence on chronic back pain of industrial workers, it should be considered as a home exercise program for back pain control.

Educational Effects of a Virtual IV Simulator and a Mannequin Arm Model Combined Training in Teaching Intravenous Cannulation for Nursing Students (간호대학생을 위한 정맥주사용 가상학습 시뮬레이터와 마네킨 팔 모형을 병합한 정맥주사 실습교육의 효과)

  • Kim, Yun-Ji;Kim, Jin Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.131-141
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    • 2020
  • The purpose of this study is to compare the effects on nursing students' knowledge, performance confidence, and skills from combined virtual IV simulator and mannequin arm IV cannulation training against training with a mannequin arm only. A non-equivalent control group pretest-posttest experimental study was carried out. Ninety-three sophomore nursing students who were just beginning their fundamental skills training were recruited. Participants were divided into two groups (46 for the combined group and 47 for the mannequin-only group). Data were collected from March 18-29. For the experimental group, both virtual IV simulator and mannequin-arm training were provided for 30 minutes (15 minutes each). For the control group, training for 30 minutes with a mannequin arm only was provided. After intervention, there was no statistically significant difference in the knowledge score between the two groups (F=2.52, p=.116). However, there was a significant improvement in performance confidence (t=2.14, p=.035) and nursing skills (t=5.34, p<.001) in the experimental group, compared with the control. Overall, this study provides empirical evidence that the combination of virtual IV simulator and mannequin arm training may further enhance nursing students' performance confidence and nursing skills.

The Effect of a Virtual Reality Program on Static Balance Control and Fall Efficacy of Elderly People (가상현실 프로그램이 노인의 정적균형 조절과 낙상효능감에 미치는 효과)

  • Kim, Eun Ja;Hwang, Byong Yong;Kim, Mi Sun
    • 한국노년학
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    • v.30 no.4
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    • pp.1107-1116
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    • 2010
  • The elderly people with advancing years have many problems such as the decline of the proprioceptive, visual & vestibular function and muscle weakness. Furthermore the decrease of the reflex which influences the balance ability in sudden change of the movement could cause the falls. The difficulty of the balance caused by the fear releated to the fall aggravates the Falls Efficacy and causes a lot of the disability of the independent activities of daily living. The purpose of this study was the effect of a Virtual Reality Program on Static Balance control and Fall efficacy of Elderly people. 14 elderly people(subjects) who were ≥65years of age partiripated in this study and they were divided into VR(Virtual Reality) group(n=7) and Control group (n=7). VR group took the general physical therapy & IREX and only the general physical therapy was carried out in the control group. VR group of intervention was carried out for 30min. total 8times. They were evaluated by BIO-Rescue, Fall Efficacy Scale before and after treatment. The Static Balance control and Fall efficacy were assessed by Bio-Rescue & Falls Efficacy Scale. The analysis of the resulf was assessed by Wilcoxon signed test & Mann-Whitney U test. The result showed that the static balance of VR group with the open eyes was improved in a static balance test and range of the movement was increased in limited of stability. And Falls Efficacy was also efficacious. IREX was effective to static balance control and Falls Efficacy of the elderly When we think about these effects, various treatments and objective assessments using VR program will be needed for the elderly

A Study on the Significance and Relationship Drunken Drivers Characteristics Using Virtual Reality Scenario (VR 시나리오를 이용한 음주운전자 운전 특성의 유의성 및 상관분석에 관한 연구)

  • Kim, Myung-Soo;Park, Sang-Jin
    • International Journal of Highway Engineering
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    • v.14 no.5
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    • pp.165-177
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    • 2012
  • PURPOSES: The number of traffic accidents in 2010 was 226,978 in Korea, a high percentage of which up to 12.61% was due to drunk driving. As it is expected that the number of traffic accidents will increase because of the drastic increase of the number of vehicle registrations and the prevalent drinking cultures, it is necessary to understand the driving characteristics of drunken drivers to lower the increasing rate. METHODS: This study, therefore, comparatively analyzes the two groups - one group before drinking and the other after drinking - based on the graph, and implements the correlation in each scenario(1,2,3). scenario 1. appearance of jaywalkers; scenario 2. appearance of an illegal left-turning car; and scenario 3. appearance of a vehicle and a person as obstacles to the driver after an accident. RESULTS: The comparative analysis of speed shows that the group after drinking was 50km/h faster than the group before drinking in Scenario 1, 20km/h in Scenario 2, and 15km/h in Scenario 3 respectively. In the comparative analysis of acceleration, the average level of the group after drinking was 0.15 higher than that of the group before drinking in Scenario 1, 0.30 in Scenario 2, and 0.15 in Scenario 3. In the comparative analysis of deceleration, the average level of the group after drinking was about 0.4 lower than that of the group before drinking in Scenario 1, 0.35 in Scenario 2, and 0.2 in Scenario 3 respectively. In the comparative analyses, the item of speed, acceleration and deceleration was of significance for each group in Scenarios. CONCLUSIONS: The comparative analysis demonstrated that there is a difference between the group before drinking and the group after drinking. In the analysis of correlation in each group, it was proved that the drunken group was of significance.

The Effects of Virtual Reality Program on Fall Efficacy and Activities of Daily Living for Patients with Stroke (가상현실 프로그램이 뇌졸중 환자의 낙상 효능감과 일상생활활동에 미치는 영향)

  • Lee, Jong-Min;Kim, Dong-Hee;Song, Seung-Il
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.25-35
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    • 2012
  • Objective : The purpose of this study was to investigate the effect of virtual reality program on fall efficacy and activities of daily living(ADL) for patients with stroke. Method : Twenty stroke patients were participated voluntarily and were assigned randomly into the control and the experimental groups. Both control and experimental groups were given same basic rehabilitation treatment while only the experimental group was given virtual reality program. The fall efficacy of both groups was assessed using fall efficacy scale(FES) and ADL performance ability was assessed by functional independence measure(FIM). Result : Fall efficacy and ADL performance ability showed a statistically meaningful difference for both experimental and control groups(p< .05), the fall efficacy and ADL performance ability of the experimental group improved meaningfully in a statistical way than that of the control group(p<. 05). Conclusion : It was found that carrying out virtual reality program with occupational therapy has an effect on fall efficacy and ADL performance ability of patients with stroke. Therefore, virtual reality program can be a way of treatment for patients with stroke to improve their fall efficacy and ADL performance ability, and the program can also be applied in clinics as well as occupational therapy.

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