• 제목/요약/키워드: Virtual Reality-based Training

검색결과 246건 처리시간 0.022초

가상환경 변화에 따른 덤벨 컬 운동효과에 관한 운동역학적 검증 (Biomechanical Validation about Dumbbell Curl Exercise Effects of Virtual Environment)

  • Hong, Ah Reum;Kim, Jai Jung;So, Jae Moo
    • 한국운동역학회지
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    • 제30권1호
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    • pp.111-119
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    • 2020
  • Objective: The purpose of this study is to apply exercise learning effect to various subjects through training effect and information accumulation based on verification of the effect on dumbbell curl exercises applied with virtual reality. Method: To analyze the effect on the dumbbell curl exercise in the virtual environment, a total of 20 persons with 10 males and 10 females who does not have orthopedics diseases were selected. The dumbbell weight of the subjects was set to a weight of 70% strength of 1RM. At this time, the virtual environment situation was set to four types; presence/absence of virtual environment, preferred colors, and unfavorable colors to perform dumbbell curl exercise. The anaysis of muscle activity was conducted by adhering four surface electrodes (Biceps Brachii, Triceps Brachii, Brachioradialis Muscle, Extensor Carpi Radialis Longus Muscle) on the right upper limbs. Independent sample t-test using SPSS (24.0) program was carried out to analyze average values and standard deviations for each variable depending on the presence/absence of virtual environments and changes in color (preferred colors, unfavorable colors) and the level of significance was set to a=.05. Results: In the eccentric contraction, males showed high muscle activity in the Biceps Brachii under virtual reality. On the other hand, females had high muscle activity in the Biceps Brachii in the absence of virtual reality. Also, in case of a change of colors in the virtual environment, females had the high muscle activity in the unfavorable color in the eccentric contraction. Conclusion: During the dumbbell curl exercise, results of different exercises present depending on gender. When males put VR on and performs a basic dumbbell curl exercise, the effect of Biceps presents Brachii for them while exercising in unfavorable colors. However, since it is the basic research data of muscle exercise using virtual reality, it is necessary to verify whether or not it is effective for myopachynsis through long-term training rather than unity.

가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구 (Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality)

  • 정경부;이상원;최병욱;정승도
    • 한국통신학회논문지
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    • 제31권4C호
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    • pp.341-350
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    • 2006
  • 사판 훈련이란 모래와 석회로 만든 훈련장 모형을 이용하여 수행하는 실제 군사 작전에 대한 모의 훈련으로서 시간적, 공간적, 경제적인 제약을 극복할 수 있는 효과적인 훈련방식이다. 전통적인 사판 훈련은 모래와 석회로 만들어진 훈련장의 특성상 정확한 지형의 표현 및 보존이 어렵고 사실성이 떨어지며, 사판 내부에 많은 정보를 포함시킬 수 없는 등의 문제점을 가지고 있다. 본 논문에서는 증강현실의 관점에서 접근하며, 사실적으로 묘사된 가상의 사판 환경을 바탕으로 하는 효율적인 군사 훈련 브리핑 도구를 제안한다. 가상 전술지도를 통해서 학습자는 마커와 텐저블 인터페이스의 간단한 조작만으로 가상의 군사 훈련을 실감나게 수행할 수 있다. 뿐만 아니라 사판 내부에 포함된 실시간 상황 정보를 통해 보다 폭넓은 시각에서 전체적인 작전 상황에 대한 유기적인 판단이 가능하게 된다. 텐저블 인터페이스는 현실세계에 있는 사용자와 가상의 물체를 현실세계에 증강 시켜주는 시스템 간의 상호작용을 담당함으로써 사용자에게 직관적이고 다루기 쉬운 콘텐츠 저작 환경을 제공한다. 본 논문은 효과적인 군사 훈련을 위한 새로운 형태의 군사 훈련 브리핑 도구를 제안함으로써 군사 학습에 대한 효과를 증대시키고, 군사 훈련 내용을 추후 활용할 수 있는 콘텐츠로 제작이 가능함을 보였다. 이는 증강현실의 새로운 응용 가능성에 대한 제시라고 말할 수 있다.

선박 검사 교육훈련을 위한 VR 선박 환경 구축 (Development of VR Ship Environment for The Educational Training of Ship Survey)

  • 길우성;손명조;이정렬
    • 대한조선학회논문집
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    • 제55권4호
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    • pp.361-369
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    • 2018
  • The ship surveyor makes a scheme of reasonable ship operation by examining whether the ship has been properly constructed in accordance with the rule of classification societies and international conventions or whether the facilities of the ship in operation meet the standard stipulated by law. Even though the ship surveyors of classification society generally consist of people who have the skill of design or operation of a ship, it takes a long time to train a surveyor to the maturity level. This paper describes the development of survey simulator based on virtual ship environment that enables the surveyor minimize trial and errors to survey the ships. By using VR(Virtual Reality) based survey simulator, surveyors possibly achieve improvement of competence in survey quality by means of safe and immersive training environment. In order to improve the usability and utility of the VR simulator, the ship 3D model has been generated using 3D CAD model for design and production in shipyard. Through this, we suggested the possibility of consistent use of 3D model as the digital twin of a ship.

가상현실기반과 고전적 스쿼트 운동 방법에 따른 정적, 동적 균형지수 간 상관분석 (The Correlation between Static and Dynamic Balance Index according to the Virtual Reality-Based Squat and Conventional Squat Exercise)

  • 윤정규
    • 대한통합의학회지
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    • 제7권1호
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    • pp.1-8
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    • 2019
  • Purpose : The purpose of this study was to examine the correlation between static and dynamic balance according to the virtual reality-based squat and conventional squat exercise. Methods : Twenty four participants were randomly assigned to the virtual reality-based squat (VRS) group (n=12) or conventional squat (CS) group (n=12). The static balance (C90 area, C90 angle, trace length, sway average velocity) and dynamic balance (forward, rearward, leftward, rightward) were measured using a force plate by BT4. The VRS group used the virtual reality system during 4 weeks, while the CS group underwent classical squat training. Independent t-test was used to test the homogeneity of the general characteristics of the subjects. The collected data was analyzed using the paired t-test for static and dynamic balance comparisons before and after exercise in both groups and Pearson's test for the correlation between static and dynamic balance according to the measured time. The significance level was set to 0.05. Results : There was no significant correlation between group and static and dynamic balance related variables (p>.05). There was a significant correlation between measurement time and static and dynamic balance related variables (p<.05). According to the measurement time, the static balance parameter C90 area in the VRS group after exercise was significantly decreased (p<.05). The values of forward, leftward and rightward in the VRS group were significantly increased after exercise (p<.05). Conclusion : It is suggested that 20 normal healthy adult men and women who have normal balance ability can improve their ability to control their posture by improving the balance ability when applying virtual reality-based squat exercise.

산업안전 교육시스템에서의 가상현실의 효과적 활용 방안에 관한 연구 (A Study on the Effective Use of Virtual Reality for Improving Safety Training Systems)

  • 백지민;함동한;이양지
    • 대한안전경영과학회지
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    • 제18권4호
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    • pp.19-30
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    • 2016
  • This paper addresses the problem of how to effectively use virtual reality(VR) for improving the quality of safety training systems. As the working environment and the working system in the industry are more and more complex and large-scaled, the concern with system safety is accordingly growing. Safety training systems are regarded as an effective way for increasing workers' interest in system safety and enhancing their ability of preventing and handling accidents/incidents. Recently, it has been reported that VR would be effectively used for improving the quality of safety training systems, with its technically specialized features. However, little attention has been given to the problem of how to effectively use VR for safety training systems. In order to make the best use of new technology such as VR, it is important to examine its advantages and disadvantages and the contexts to which its use can be beneficial. This paper firstly reviews the current status of safety training systems and the use of VR for safety training systems in the inside and outside of the country. Next, we summarize the interview with safety managers in four manufacturing companies, which was conducted to understand the requirements of stake-holders of the issue. Based on the review and the interview, we suggested the ways of using VR in safety training systems in an effective manner. They are described from the four perspectives: development and maintenance cost, lack of specialized workers, design of accident scenarios used with VR, and empirical demonstration of the effectiveness of VR in safety training.

A systematic review and meta-analysis of studies on extended reality-based pediatric nursing simulation program development

  • Kim, Eun Joo;Lim, Ji Young;Kim, Geun Myun
    • Child Health Nursing Research
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    • 제29권1호
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    • pp.24-36
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    • 2023
  • Purpose: This systematic literature review and meta-analysis explored extended reality (XR)-based pediatric nursing simulation programs and analyzed their effectiveness. Methods: A literature search was conducted between May 1 and 30, 2022 in the following electronic databases: MEDLINE, Embase, Cochrane Central Register of Controlled Trials (CENTRAL), and CINAHL. The search period was from 2000 to 2022. In total, 6,095 articles were reviewed according to the inclusion and exclusion criteria, and 14 articles were selected for the final content analysis and 10 for the meta-analysis. Data analysis was performed using descriptive statistics and the Comprehensive Meta-Analysis program. Results: XR-based pediatric nursing simulation programs have increased since 2019. Studies using virtual reality with manikins or high-fidelity simulators were the most common, with six studies. The total effect size was statistically significant at 0.84 (95% confidence interval=0.50-1.19, z=4.82, p<.001). Conclusion: Based on the findings, we suggest developing standardized guidelines for the operation of virtual pediatric nursing simulation education and practice. Simultaneously, the application of more sophisticated research designs for effect measurement and the combined applications of various virtual simulation methods are needed to validate the most effective simulation methodology.

체감형 가상현실 훈련(Joystim)이 뇌졸중 환자의 인지기능과 일상생활활동에 미치는 효과 (Effectiveness of Motion-Based Virtual Reality Training(Joystim) on Cognitive Function and Activities of Daily Living in Patients with Stroke)

  • 양노열;박희수;윤태형;문종훈
    • 재활복지공학회논문지
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    • 제12권1호
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    • pp.10-19
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    • 2018
  • 본 연구는 체감형 가상현실 훈련이 뇌졸중 환자의 인지기능과 일상생활활동에 미치는 효과를 알고자 하였다. 급성기 뇌졸중 환자 41명이 본 연구에 참여하였다. 실험 시작 후, 모든 대상자는 실험군 20명과 대조군 21명으로 무작위로 배정되었다. 두 군은 하루 30분, 주 5회, 4주 동안 보편적인 작업치료를 총 20회기 받았다. 실험군은 체감형 가상현실 훈련을 회기 마다 30분 더 받았으며, 대조군은 보편적인 작업치료를 회기마다 30분 더 받았다. 결과측정은 중재 전과 후에 측정하였다. 인지기능을 확인하기 위하여 Loewenstein 인지평가를 측정하였으며, 집중력과 시각기억을 알아보기 위하여 선추적 검사와 시각기억을 측정하였다. 일상생활활동 능력을 알아보기 위하여 수정바델지수를 사용하였다. 연구 결과, 실험군 18명, 대조군 18명은 특정 문제없이 실험을 완료하였다. 인지기능의 변화량에서 실험군은 대조군보다 집중력과 시각적 작업기억에서 유의하게 더 큰 향상이 있었다(p<.05). 일상생활활동의 변화량을 비교에서 실험군은 대조군보다 자조관리에서 유의하게 더 큰 향상이 있었다(p<.05). 본 연구의 결과는 체감형 가상현실 훈련이 보편적인 치료보다 급성기 뇌졸중 환자의 인지기능과 일상생활능력 향상에 긍정적인 효과를 나타낼 수 있음을 시사한다.

가상현실 기반의 일상생활활동 훈련이 외상성 뇌손상 환자의 일상생활활동 및 재활동기에 미치는 효과 : 예비연구 (Effects of Virtual Reality-Based Activities of Daily Living Training on Activities of Daily Living and Rehabilitative Motivation in Patients With Traumatic Brain Injury: A Pilot Study)

  • 문종훈;전민재
    • 재활치료과학
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    • 제8권4호
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    • pp.41-51
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    • 2019
  • 목적 : 본 예비 연구는 가상현실 기반의 일상생활활동 훈련이 외상성 뇌손상 환자의 일상생활활동 및 재활동기에 미치는 영향을 알아보고자 한다. 연구방법 : 본 연구는 7명의 외상성 뇌손상 환자를 대상으로 중재 전-후 설계를 수행하였다. 대상자들은 하루 30분, 주 2~3회, 4주간 가상현실 기반의 일상생활활동 훈련을 수행하였다. 중재 전과 후로 평가를 수행하였다. 측정은 수정바델지수, 기능적 독립척도(인지), 의지 설문지가 평가되었다. 중재 전과 후의 변화는 윌콕슨 부호순위 검정으로 분석하였고, 상관관계는 스피어만 상관분석을 이용하였다. 결과 : 중재 후, 외상성 뇌손상 환자는 한국판 수정바델지수에서 유의한 향상을 보였다(p<.05). 기능적 독립척도(인지)와 재활동기는 유의한 변화가 없었다(p>.05). 기능적 독립척도(인지)는 재활동기와 유의한 상관이 있었다(p<.05, r=.755). 기능적 독립척도(인지)의 사회인지영역은 재활동기와 유의한 상관이 있었다(p<.05, r=826). 결론 : 가상현실 기반의 일상생활활동 훈련은 일상생활활동 수행능력을 향상시킬 수 있으나, 사회인지와 재활동기의 개선여부가 가능한지에 대해서는 연구가 더 필요하다.

Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구 (Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method)

  • 조현경
    • 문화기술의 융합
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    • 제5권3호
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    • pp.197-202
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    • 2019
  • 4차 혁명 시대에는 Vizrt와 같이 방송 분야에서 입증된 엔진을 이용한 콘텐츠 제작에 대한 관심이 높아진다. 5G 시대에 요구되는 새로운 시각 효과는 콘텐츠 제작 훈련에 매우 중요하다. Vizrt는 방송 및 미디어 콘텐츠에 대한 생산 시간 유틸리티와 가성비가 좋다. 본 논문에서는 이를 활용하여 가상 콘텐츠 제작 기본 교육 코스의 정리 적용에 관한 실질적인 사례를 제시하고, 기본 교육 방향을 제시하고자 한다. 도입부에서 그래픽 알고리즘은 Vizrt 엔진의 특성과 환경 요인을 분석하여 연구하였다. 본 논문에서는 생산 공정을 분리하여 연구하였으며, 엔진 시행을 통해 실천된 작업을 제시하였다. VS Studio Foundation은 각 단계에서 실용적인 프로덕션 케이스로 제공되었다. Vizrt 엔진 운영자 프로세스는 그래픽 접근과 응용에서 중요하며, 강의 결과를 통해 기본 학습에 적합한 가상현실 시각의 알고리즘 이해와 구현 방법을 연구하였다. 실습을 바탕으로 한 본론의 연구방법은 부문별 5G 콘텐츠 작업에 특화된 Vizrt 콘텐츠를 만들고, 콘텐츠 이미지에서 새로운 영역의 그래픽 제작을 실천하는 것이었다. 본 연구를 통해 주제에 따라 콘텐츠 제작을 연습함으로써 Vizrt에 기반한 가상현실 콘텐츠 작업을 통해 기본 훈련 방법의 결론에 도달했다. 또한, Vizrt 콘텐츠 제작의 효과와 Vizrt 기본 교육 과정 구축 방향을 제안한다.

가상현실기반 인지재활훈련과 컴퓨터기반 인지재활훈련이 회복기 뇌졸중 환자의 기능과 전전두엽 피질에 미치는 영향에 대한 사전연구 (Preliminary Study on the Effects of Virtual Reality-based Cognitive Rehabilitation and Computer-based Cognitive Rehabilitation on Function and Prefrontal Cortex in Convalescent Stroke Patients)

  • 이현민;김수산
    • 대한물리의학회지
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    • 제18권2호
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    • pp.103-114
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    • 2023
  • PURPOSE: This study compared the effects of computer-based and virtual reality-based cognitive rehabilitation programs on the cognitive function, upper limb function, activities of daily living, and their impact on the prefrontal cortex in convalescent stroke patients. METHODS: Ten recovering stroke patients were assessed for their cognitive function, upper limb function, and daily living activities using the Neurobehavioral Cognitive Status Examination, the Korean version of the Fugl-Meyer Assessment, and the Korean version of the Modified Barthel Index. The prefrontal cortex activity was measured with functional Near Infrared Spectroscopy. The virtual reality-based cognitive rehabilitation group utilized a program of daily living activities delivered via a laptop and Oculus Rift. The computer-based cognitive rehabilitation group performed various cognitive tasks on an all-in-one PC. Both groups underwent cognitive rehabilitation training for 30 minutes per day, three times a week, for six weeks, with identical conventional rehabilitation therapies in the hospital. RESULTS: Both programs positively impacted the cognitive and physical functions. On the other hand, the virtual reality-based cognitive rehabilitation program had a larger influence on improving the cognitive and physical functions of convalescing stroke patients. CONCLUSION: The virtual reality program suggests its potential to enhance cognitive and physical functions in convalescent stroke patients through increased engagement, focus, real-time feedback, and game elements, making it a promising rehabilitation approach.