• Title/Summary/Keyword: Virtual Reality-based Training

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Case study of extended reality education and field application of pre-service elementary teachers (예비 초등교사의 확장현실 교육 및 현장 적용 사례 연구)

  • Junghee Jo;Gapju Hong
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.307-315
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    • 2022
  • The purpose of this study was to design a training program for pre-service elementary teachers, incorporating the concepts of extended reality technologies. This program contained the basic skills necessary for them to utilize in their future classrooms. To accomplish this, 12 undergraduate students of various majors enrolled in one of Korea's national universities of education were selected as research subjects. For a total of 6 times over 6 weeks, they participated in a training program learning the basic concepts of virtual, augmented, and mixed reality, as well as creating their own education software to use in simulated classes. To improve the quality of future research efforts, this study found it would be beneficial to: 1) expand the relevant support equipment, 2) provide students with preliminary, background knowledge of text-based programming, 3) introduce short-term, more intensive training, and 4) improve the survey methods for this research.

The Effects of Training with Immersive Virtual Reality Devices on Balance, Walking and Confidence in Chronic Stroke Patients

  • Hyun-min Moon;Ho-dong Gwak;Jang-hoon Shin;Na-eun Byeon;Wan-hee Lee
    • Physical Therapy Rehabilitation Science
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    • v.13 no.2
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    • pp.250-260
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    • 2024
  • Objective: This study aimed to explore the effects of balance training using fully immersive VR devices on the balance and walking abilities of stroke patients. Design: Randomized controlled trial Methods: This study involved 54 stroke patients divided into three groups: VRT(VR and traditional physical therapy), VR(VR only), and TPT(traditional physical therapy only). Interventions were administered twice daily for 30 minutes over eight weeks. Outcome measures included the Berg Balance Scale, Timed Up and Go Test, 10-meter walk test, gait analysis, and Activities-specific Balance Confidence Scale. Results: The VRT and VR groups showed significant effects on spatiotemporal variables and confidence compared to the TPT group (p<0.05). Specifically, the VR group demonstrated superior effects in TUG, 10MWT, velocity, stride length, single-leg support, and ABC compared to the other two groups (p<0.05). Conclusions: Fully immersive VR balance training had a positive impact on balance, walking, and confidence in chronic stroke patients. Traditional physical therapy alone showed limited effectiveness, highlighting the potential of VR-based interventions in stroke rehabilitation. These findings underscore the importance of integrating VR technology into clinical practice to enhance outcomes for stroke survivors.

A Study on Plant Training System Platform for the Collaboration Training between Operator and Field Workers (운전자와 현장조업자의 협동훈련을 위한 플랜트 훈련시스템 플랫폼 연구)

  • Lee, Gyungchang;Chung, Kyo-il;Mun, Duhwan;Youn, Cheong
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.4
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    • pp.420-430
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    • 2015
  • Operator Training Simulators (OTSs) provide macroscopic training environment for plant operation. They are equipped with simulation systems for the emulation of remote monitoring and controlling operations. OTSs typically provide 2D block diagram-based graphic user interface (GUI) and connect to process simulation tools. However, process modeling for OTSs is a difficult task. Furthermore, conventional OTSs do not provide real plant field information since they are based on 2D human machine interface (HMI). In order to overcome the limitation of OTSs, we propose a new type of plant training system. This system has the capability required for collaborative training between operators and field workers. In addition, the system provides 3D virtual training environment such that field workers feel like they are in real plant site. For this, we designed system architecture and developed essential functions for the system. For the verification of the proposed system design, we implemented a prototype training system and performed experiments of collaborative training between one operator and two field workers with the prototype system.

Children's Education Application Design Using AR Technology (AR기술을 활용한 어린이 교육 어플리케이션 디자인)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.23-28
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    • 2021
  • Augmented reality is a technique for combining virtual images into real life by showing information of virtual 3D objects on top of a real-world environment (Azuma et al., 2001). This study is an augmented reality-based educational content delivery device that receives user input that selects either a preset object or a photographed object for augmented reality-based training; It includes a three-dimensional design generation unit that generates a stereoscopic model of the augmented reality environment from an object, a three-dimensional view of the scene, a disassembly process of the developing road from a three-dimensional model, and a content control unit provided by the user terminal by generating educational content including a three-dimensional model, a scene chart, a scene, a decomposition process, and a coupling process to build a coupling process from the scene to the three-dimensional model in an augmented reality environment. The next study provides a variety of educational content so that children can use AR technology as well as shapes to improve learning effectiveness. We also believe that studies are needed to quantitatively measure the efficacy of which educational content is more effective when utilizing AR technology.

Effects of Educational Content for Dental Extraction Using Virtual Reality Technology on Dental Extraction Knowledge, Skill and Class Satisfaction (가상현실 기술을 활용한 치아발치 교육콘텐츠가 치아발치에 관한 지식, 수행능력 및 실습만족도에 미치는 효과)

  • Park, Jong-Tae;Kim, Ji Hyo;Kim, Moon Young;Lee, Jeong Hyun
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.650-660
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    • 2019
  • The purpose of this study is to verify the effect of the contents of tooth extraction education using VR(virtual reality) on knowledge, performance and satisfaction of practicing teeth. To accomplish this purpose, we divided 72 dental students into the two groups: The experimental group 30 dental students using VR based tooth extraction training contents. And the control group consisted of 42 participants. As a first result for the study, The experimental group using VR tooth extraction content and control group receiving the training using the tooth model based content showed no statistically significant difference in tooth extraction knowledge. Second, in the case of performance of tooth extraction (before tooth extraction-tooth extraction-after tooth extraction-finishing), the training group using VR tooth extraction contents was higher than the control group. Third, The satisfaction rate of the practice group using VR tooth extraction education contents was higher than in the control group. Therefore, it can be seen that the practical training using the VR applied tooth extraction contents improves the performance of the tooth extraction and the satisfaction of the practice more than the existing practice method.

Nursing students' experiences in virtual simulation practice (간호대학생의 가상 시뮬레이션 실습 경험)

  • Kim, Yoonjung;Kim, Won Jeong;Min, Hye young
    • The Journal of Korean Academic Society of Nursing Education
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    • v.26 no.2
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    • pp.198-207
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    • 2020
  • Purpose: The purpose of this study was to explore the meaning of nursing students' experiences in virtual simulation practice. Methods: The participants were six nursing students who have experience in a virtual simulation. Data were collected from August to September 2019 through a focus group interview. Giorgi's phenomenological method was used for analysis. Results: The study results revealed 3 constituents and 6 sub-constituents that are essential for nursing student's experiences in a virtual simulation. The three constituents were: "Chaos in the virtual reality", "The process of adjusting to chaos", and "Becoming an independent nurse in a safe virtual reality". Conclusion: Based on the results of this study, the following suggestions are made. Results suggest the development of virtual simulations in Korean, the use of simulations as a group activity first, and the use of simulation between lecture and practice or in the regular curriculum. The results of the study can be used as primary data for providing virtual simulation in nursing education.

A Study on HMD-AR based Industrial Training System for Live Machinery Operation

  • Lee, Beomhee;Choi, Jinyeong;Choi, Byunghoon;Lee, Jisung;Min, Byungjun;Cho, Juphil
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.65-70
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    • 2018
  • As technological development is progressing recently, various technologies are actively being studied in the course of the 4th industrial revolution. So, even in the educational field, virtual reality and augmented reality technology are used in educational environments, but specialized additional equipment is required and the price is very expensive. Also, since a plurality of equipment are required for a large number of people, it is urgent to study the technology that can be effectively applied to the industrial education field. So in this paper, we propose an industrial training system for HMD-AR, MPEG-DASH and SOAP based HTTP based Live Machinery Operation using Smartphone to solve the problems of existing system.

Proposal of Construction Method of VR-based Safety Training System According to Plant Characteristics (플랜트 특성에 따른 VR기반 안전훈련 시스템 구축 방법 제시)

  • Lee, Jae Yong;Park, Chan Cook
    • Journal of the Korean Institute of Gas
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    • v.23 no.5
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    • pp.44-51
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    • 2019
  • The system components and implementation methods to be considered when constructing a system for plant safety training in a virtual environment were classified according to plant characteristics. When constructing a safety training system based on VR, the necessary components may be different according to the characteristics of the plant, and the basic system components to be built according to the target plant are presented. In order to support the proposed system, we implemented a city gas governor safety training system, which is a relatively simple facility. Through this, we propose guidelines for the construction of a suitable VR-based plant safety training system in the plant to be applied.

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.

Effect of digital therapies on balance and gait in children with cerebral palsy: A systematic review (디지털 치료제가 뇌성마비 아동의 균형 및 보행에 미치는 효과: 체계적 고찰)

  • Jung-Hyun Kim
    • Journal of Korean Physical Therapy Science
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    • v.30 no.4
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    • pp.92-110
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    • 2023
  • Background: Digital therapeutics are software medical devices that provide evidence-based treatments to prevent, manage, and treat disease. Digital therapies have recently been shown to be effective in motivating children with cerebral palsy as a tool in neuropsychological therapy. Digital therapies improve postural control, balance and gait in children with cerebral palsy. Therefore, this study aims to investigate the effects of digital therapies on balance and gait in children with cerebral palsy and to provide guidelines for prescribing digital therapies for children with cerebral palsy. Design: A Systematic Review Methods: This study searched for English-language articles published in medical journals from January 2000 to July 2023 using PubMed and MEDLINE based on the year of initiation of the digital therapy. The search terms used in the study were 'digital technology' OR 'digital therapeutic' OR 'mobile application' OR 'mobile health' OR 'virtual reality' OR 'game' AND 'cerebral palsy', 'balance' 'gait' as the main keywords. The final article was assigned an evidence level and a Physiotherapy Evidence Database (PEDro) score to assess the quality of clinical trials studies. Results: The digital therapies applied to improve balance and gait in children with cerebral palsy are game-based virtual reality training and the Nintendo Wii Fit program. Both digital therapy interventions had a significant effect on improving balance in children with cerebral palsy, and virtual reality training significantly improved balance and gait. However, there were no significant improvements in balance and gait within two weeks of treatment, regardless of the type of digital intervention. Conclusion: The study suggests that this data will be important in building the evidence base for the effectiveness of digital therapies on balance and gait in children with cerebral palsy and in advancing clinical protocols.