• Title/Summary/Keyword: Virtual Group

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A Study on Virtual Tooth Image Generation Using Deep Learning - Based on the number of learning (심층 학습을 활용한 가상 치아 이미지 생성 연구 -학습 횟수를 중심으로)

  • Bae, EunJeong;Jeong, Junho;Son, Yunsik;Lim, JoonYeon
    • Journal of Technologic Dentistry
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    • v.42 no.1
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    • pp.1-8
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    • 2020
  • Purpose: Among the virtual teeth generated by Deep Convolutional Generative Adversarial Networks (DCGAN), the optimal data was analyzed for the number of learning. Methods: We extracted 50 mandibular first molar occlusal surfaces and trained 4,000 epoch with DCGAN. The learning screen was saved every 50 times and evaluated on a Likert 5-point scale according to five classification criteria. Results were analyzed by one-way ANOVA and tukey HSD post hoc analysis (α = 0.05). Results: It was the highest with 83.90±6.32 in the number of group3 (2,050-3,000) learning and statistically significant in the group1 (50-1,000) and the group2 (1,050-2,000). Conclusion: Since there is a difference in the optimal virtual tooth generation according to the number of learning, it is necessary to analyze the learning frequency section in various ways.

Development and Effects of Head-Mounted Display-Based Home-Visits Virtual Reality Simulation Program for Nursing Students (간호학생을 위한 Head Monted Display기반 재가방문 가상현실(Virtual Reality) 시뮬레이션 프로그램 개발 및 효과 검증)

  • Ahn, Min Kweon;Lee, Chong Mi
    • Journal of Korean Academy of Nursing
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    • v.51 no.4
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    • pp.465-477
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    • 2021
  • Purpose: This study aimed to evaluate the effects of head monted display based home-visits virtual reality simulation (HVRS) program developed for undergraduate nursing students. Methods: A nonequivalent control group with a non-synchronized design was utilized and 84 participants (experimental group, 44; control group, 40) were recruited from August 31, 2020 to November 8, 2020 in Gwangju metropolitan city. The HVRS program consisted of scenarios of three nursing cases, hypertension, diabetes mellitus, and stroke. Data were analyzed SPSS version 25.0 for Windows. Results: At the completion of HVRS, significant differences were found between groups in knowledge of home-visits (t = 4.73, p < .001), self-confidence (t = 6.63, p < .001), self-efficacy (t = 3.13, p = .002), and clinical competency (t = 4.13, p < .001). No significant difference was shown between groups in nursing knowledge about strokes, a subcategory of knowledge pertaining to home visits. Conclusion: The HVRS program developed for undergraduate nursing students is effective in improving knowledge of home-visits, self-confidence, self-efficacy, and clinical competency for nursing students.

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.

Analysis on the peer assessment results and the attributes of mathematics pre-service teachers' virtual instruction (수학 예비교사의 가상 수업 시연의 특징 및 동료 예비교사의 평가)

  • Kim, Sun Hee
    • The Mathematical Education
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    • v.52 no.4
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    • pp.465-481
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    • 2013
  • In this study, 27 pre-service teachers presented virtual mathematics instruction to develop his/her own teaching practice ability. I found several attributes in their virtual mathematics instruction such as connecting contents, asking justification, encouraging students' communication, representing variously, and using ICT etc. These will be the characteristics of the future mathematics class. When peer pre-service teachers assess presenter's instruction quantitatively, there are differences in the results between expert and pre-service teachers. Pre-service teachers didn't find the elements of student self assessment or group assessment and communication activities at the virtual instruction. When they assess peers' virtual instruction qualitatively, the results are specific or new ones compared with the quantitative assessment elements. Thus I suggested some implications for the mathematics pre-service teachers' virtual instruction in the view of teacher education.

Virtual World On-line Lecture System based on Mixed Reality (혼합현실 기반의 가상 세계 온라인 강의 시스템)

  • Kwon, Oh-Young;Seo, Hyo-Seok;Teles, Gustavo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.97-102
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    • 2011
  • Learning system on virtual environment gives the immersive feeling that lacks in existing E-Learning system, excites user's interest, and offers dangerous and expensive education contents. In this paper, we classified the learning categories into four classes: realtime lecture, anytime study, practice education, and the activity of study group. We built the on-line lecture system using Second Life that supports 3D virtual world and mixed reality. We provided virtual learning environment as running developed virtual world on-line lecture system.

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Evaluation of Balance and Activities of Daily Living in Children with Spastic Cerebral Palsy using Virtual Reality Program with Electronic Games (전자게임을 이용한 가상현실프로그램이 경직성 뇌성마비 아동의 균형과 일상생활활동에 미치는 영향)

  • Han, Ji-Hye;Ko, Joo-Yeon
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.480-488
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    • 2010
  • The aim of this study were to examine the effects of virtual reality program on balance and activities of daily living in children with spastic cerebral palsy (CP) using the Pediatric Balance Scale (PBS) and the Functional Independence Measure for Children (WeeFIM), and to measure relationship between the PBS and the WeeFIM. For this, A total of 20 spastic CP classified as the Gross Motor Function Classification System (GMFCS) I and II were employed. The Participant's were allocated randomly to 2 groups: a virtual reality group (n=10) and the control group (n=10). Both groups received muscle strengthening exercise for 3 sessions, 30 minutes per week over a 12 week period. The virtual reality group practiced additional virtual reality program. The virtual reality group showed significant increases in balance (p<0.05) and activities of daily living (p<0.05). There were a significant correlation between the PBS and the WeeFIM (p<0.05). Application of the virtual reality program to treat the spastic CP will be feasible and suitable. And the PBS was a useful tool to predict activities of daily living in the spastic CP.

Comparison of educational interest, satisfaction, and achievements of educational virtual reality and videos education before simulation training (시뮬레이션 교육 전 가상현실 교육과 동영상 교육의 교육 흥미도, 만족도, 성취도 비교 분석)

  • Jung, Eun-Kyung;Choi, Sung-Soo;Jung, Ji-Yeon
    • The Korean Journal of Emergency Medical Services
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    • v.22 no.2
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    • pp.93-102
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    • 2018
  • Purpose: The study aims to establish an effective training strategy and methods by comparing the effects of educational interest, satisfaction, and achievements of virtual reality and videos education before simulation training. Methods: The randomized control study was implemented on May 31, 2018, by randomly selecting 36 participants to compare educational virtual reality and videos. Statistical analyses were performed using SPSS 20.0. Results: The participants were divided into an intervention group of 17(47.2%) and a control group of 19(52.8%). Regarding the levels of satisfaction, a significant difference (p= .010) was noted between the control (3.88 points) and the intervention groups (4.45 points). A significant difference (p= .001) was also noted between the intervention (80.3 points) and control (63.3 points) in terms of total simulation practical skills. Conclusion: Educational virtual reality can be an alternative training method to achieve the standard educational objectives by raising levels of educational interest and of achievement with practical skills.

Effects of sensory stimulation on upper limb strength, active joint range of motion and function in chronic stroke virtual reality training

  • Kim, Dong-Hoon;Lee, Suk-Min
    • Physical Therapy Rehabilitation Science
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    • v.9 no.3
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    • pp.171-177
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    • 2020
  • Objective: This study aimed to investigate the upper limb strength, active joint range of motion (AROM), and upper limb function in persons with chronic stroke using virtual reality training in combination with upper limb sensory stimulation. Design: Two-group pretest-posttest design. Methods: 20 subjects were divided into two groups of 10, the sensory motor stimulation and virtual reality training (SMVR) and virtual reality training (VR) groups. The training was conducted for 30 minutes per session, three times a week for 8 weeks.The participants' upper limb strength was measured via the hand-held dynamometer, joint angle AROM was measured via dual inclinometer, function was measured using the Jebson-Taylor hand function test and the manual function test. Results: Significant differences were observed in all groups before and after the training for upper extremity strength, AROM, and function (p<0.05). Between the two groups, the SMVR group showed significant improvement in muscle strength, AROM, and Jebsen-Taylor hand function test scores compared with the VR groups (p<0.05). Conclusions: In this study, we confirmed that sensory stimulation and VR had positive effects on upper extremity strength, AROM, and function of persons with chronic stroke. The results suggest that in the future, VR in combination with sensory stimulation of the upper limb is likely to become an effective method (a rehabilitation training program) to improve the upper limb function of persons with chronic stroke.

The Effect of Virtual Reality-based Sitting Balance Training Program on Ability of Sitting Balance and Activities of Daily Living in Hemiplegic Patients (앉기자세에서 실시한 가상현실 균형훈련이 뇌졸중 환자의 앉기 균형 및 일상생활활동 능력에 미치는 영향)

  • Lee, Minjae;Koo, Hyunmo
    • Journal of The Korean Society of Integrative Medicine
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    • v.5 no.3
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    • pp.11-19
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    • 2017
  • Purpose : This study examined the effects of balance training using virtual reality program on sitting balance ability and activities of daily living (ADL) in stroke patients. Method : In the study, 20 patients with hemiplegia were divided into two groups: experiment group (EG) of 10 patients and control group(CG) of 10 patients. The two groups received general occupational therapy for 30 minutes, per day, at a rate of 5 times per week for 6 weeks. The EG was additionally conducted which was performed virtual reality balance training and the CG was conducted general occupational therapy balance training for 30-minutes, once a day, 3 times a week for 6 weeks. Result : The evaluations of this study included: limit of stability(LOS), modified Functional Reach Test(mFRT), and modified Barthel Index(MBI). The patients were evaluated before and after their six week training programs. Significant differences in the LOS, mFRT, MBI were found between pretest and posttest scores in both the EG and CG groups(p<.05). Also, LOS, mFRT, MBI were significant different between the groups at post-test(p<.05). Conclusion : The study findings suggest that virtual reality balance training can improve sitting balance and ADL ability in stroke patients.

The Effects of Virtual Reality-Based Occupational Therapy Program on the Physical Function and Learning Capacity of School-Age Intellectual Disability Children (가상현실 기반 작업치료프로그램이 학령기 지적장애 아동의 신체기능 및 학습능력에 미치는 영향)

  • Kim, Ko-Un;Oh, Hye-Won
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.1
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    • pp.13-22
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    • 2021
  • Purpose : The purpose of this study was to investigate the effects of a virtual reality-based occupational therapy program on the physical function and learning ability of intellectually disabled school-aged children. Methods : In this study, 20 intellectually disabled children of school age were randomly and evenly divided into experimental and control groups with children in the experimental group receiving a virtual reality-based occupational therapy intervention. The study adopted a pretest-posttest design. The intervention was conducted for a total of 12 sessions for six weeks, twice a week, and 50 minutes per session. As measurement tools, BOT-2 and grooved pegboard tests were used to compare physical function before and after the intervention program, and K-ABC was used to check changes in learning ability. Results : The occupational therapy program produced a significant improvement in both physical function and learning ability of the experimental group. A significant difference was observed between the experimental and control groups. Conclusion : This study confirmed the value and usefulness of virtual reality-based occupational therapy as a tool for enhancing the physical function and learning ability of intellectually disabled school-aged children. Based on the results, a variety of future studies are encouraged that would further test the effects of the occupational therapy program used here.