• Title/Summary/Keyword: Virtual Training

Search Result 707, Processing Time 0.021 seconds

Comparative Analysis of Fall-Related Physicopsychological according to Virtual Exercise and Lumbar Stabilization Exercise in the Patient with Stroke (가상현실 체험형 운동과 요부안정화운동에 따른 뇌졸중환자의 낙상관련 신체·심리적 비교 분석)

  • Jung, Dae-In;Seo, Tae-Hwa;Ko, Dae-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.8
    • /
    • pp.274-282
    • /
    • 2012
  • This study conducted the following experiment to examine change of physicopsychological function on lumbar stabilization exercise(LSE) and virtual reality game training(Nintendo Wii Sport-NWS) to stroke patients subject for fall prevention. Psychological function was measured by falls efficacy with stroke patients and physical function was measured by static and dynamic balance on comparative analysis of pre, post exercise and each groups in 30 stroke patient subject. Static balance was measured by BBS, FRT, dynamic were measured by TUG, 10m walking test and falls efficacy with stroke patients was measured index of falls efficacy. These result lead us to the conclusion that each group were statistically improved at all physicopsychological test, but BBS, FRT, 10m walking test were more statistically improved at LSE group and falls efficacy with stroke patients were more improved at virtual reality game training group. Consequently, virtual reality game training would be lead to positive increment of physicopsychological function on stroke patient.

User Evaluation of Encountered Type Haptic System with Visual-Haptic Co-location (시각 - 촉각 일치된 마중형 햅틱 제시 시스템의 사용자 평가)

  • Cha, Baekdong;Bae, Yoosung;Choi, Wonil;Ryu, Jeha
    • Journal of the HCI Society of Korea
    • /
    • v.14 no.2
    • /
    • pp.13-20
    • /
    • 2019
  • For encountered haptic display systems among the virtual training systems for industrial safety, visual-haptic co-location is required for natural interaction between virtual and real objects. In this paper, we performed the user evaluation of the immersive VR haptic system which implement some level of visual-haptic co-location through a careful and accurate calibration method. The goal of the evaluation is to show that user performance (reaction time and distance accuracy) for both environments is not significantly different for certain tasks performed. The user evaluation results show statistically significant differences in reaction time but the absolute difference is less than 1 second. In the meantime, the distance accuracy shows no difference between the virtual and the actual environments. Therefore, it can be concluded that the developed haptic virtual training system can provide inexpensive industrial safety training in place of costly actual environment.

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
    • /
    • v.17 no.2
    • /
    • pp.199-206
    • /
    • 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.

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

  • Kil, WooSung;Son, Myeong-Jo;Lee, Jeong-Youl
    • Journal of the Society of Naval Architects of Korea
    • /
    • v.55 no.4
    • /
    • pp.361-369
    • /
    • 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.

Applied Research of Active Network to Control Network Traffic in Virtual Battlefield Environments (가상 전장 환경에서의 효율적인 네트워크 트래픽 처리를 위한 액티브 네트워크 응용방안)

  • 정창모;이원구;김성옥;이재광
    • The Journal of the Korea Contents Association
    • /
    • v.3 no.3
    • /
    • pp.19-33
    • /
    • 2003
  • Computer simulation has used to a area of military training from about several years ago. War game mode(or computer simulation) endow a military man with lied training such as combat experience without operating combat strength or capabilities. To sanely construct simulation environment against actual combat environment associate among federates on network. us construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) by using active network technique on virtual military training space such as urgent combat field needed to rapidly transfer combat information including image and video, verify its validity by the help of simulation

  • PDF

Virtual Interactive Construction Education (VICE) using BIM Tools

  • James D. Goedert;Yong K. Cho;Mahadevan Subramaniam;Ling Xiao
    • International conference on construction engineering and project management
    • /
    • 2009.05a
    • /
    • pp.781-787
    • /
    • 2009
  • Training and process analysis in the construction industry has not taken full advantage of new technologies such as building information modeling(BIM). The purpose of this research is to develop a framework for the virtual interactive construction education system using three dimensional technologies. The modules will simulate the construction process for a facility from start to finish using information drawn from real projects in the built environment. These modules can be used as training tools for new employees where they attempt to optimize time and cost in a virtual environment given a limited number of equipment, time and employee options. They can also be used as a process analysis tool for new construction where a number of situational variables can change leading to exposure of potential risk. These modules would be particularly useful for repetitive construction where the initial project is analyzed for optimization and risk mitigation. This paper describes the framework and shows a residential construction example using a 900 square foot wood frame single family house designed for the United States.

  • PDF

Effects of Virtual Reality-Based Exercise on Balance, Gait, and Falls Efficacy in Patients with Parkinson's Disease: A pilot study (가상현실 기반 운동이 파킨슨병 환자의 균형, 보행 및 낙상효능감에 미치는 영향: 예비연구)

  • Kim, Yonggyun;Kang, Soonhee
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.4 no.2
    • /
    • pp.1-11
    • /
    • 2016
  • Purpose : The purpose of this study was to identify whether virtual reality-based exercise could improve on balance, gait and fall efficacy in patients with Parkinson's disease. Methods : Ten patients with Parkinson's disease were randomly divided into either an experimental or control group. The experimental subjects performed vertual reality-based exercise, whereas the control subjects performed conventional physical therapy for 4 weeks. The balance, gait and fall efficacy of all subjects were assessed by using the Measurement Training and Documentation (MTD) balance system, force platform system, Korean version of Berg Balance scale (K-BBS), 6 Minute Walk Test (6MWT), and Korean version of Fall efficacy scale (K-FES) at pre training and post training. Wilcoxon signed rank test was used to analyze change before and after intervention in intra-group. Mann Whitney U test was used to analyze changes of all variables in inter-groups. Results : Subjects in the experimental group showed significant improvements in difference of weight distribution, K-BBS scores, antero-posterior and medio-lateral sway length, ground reaction force (GRF), 6MWT, and step length following training. The changes of difference of weight distribution, K-BBS scores, AP Sway Length, GRF, 6MWT, step length and K-FES scores in the experimental group were significantly more than them of the control group. Conclusion : The result of this study suggest that virtual reality-based exercise training is an intervention to improve on balance, gait, and falls efficacy in patients with Parkinson's disease.

Development on AR-Based Operator Training Simulator(OTS) for Chemical Process Capable of Multi-Collaboration (다중협업이 가능한 AR 기반 화학공정 운전원 교육 시뮬레이터(OTS-Simulator) 개발)

  • Lee, Jun-Seo;Ma, Byung-Chol;An, Su-Bin
    • Journal of Convergence for Information Technology
    • /
    • v.12 no.1
    • /
    • pp.22-30
    • /
    • 2022
  • In order to prevent chemical accidents caused by human error, a chemical accident prevention and response training program using advanced technology was developed. After designing a virtual process based on the previously built pilot plant, chemical accident response contents were developed. A part of the pilot facility was remodeled for content realization and a remote control function was given. In addition, a DCS program that can control facilities in a virtual environment was developed, and chemical process operator training (OTS) that can finally respond to virtual chemical accidents was developed in conjunction with AR. Through this, trainees can build driving skills by directly operating the device, and by responding to virtual chemical accidents, they can develop emergency response capabilities. If the next-generation OTS like this study is widely distributed in the chemical industry, it is expected to greatly contribute to the prevention of chemical accidents caused by human error.

Vehicle License Plate Recognition Using the Training Data's Annexation (훈련예제 병합을 이용한 자동차 차량번호판 문자인식 성능 향상 방안)

  • Baik, Nam Cheol;Lee, Sang Hyup;Ryu, Kwang Ryul
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.26 no.3D
    • /
    • pp.349-352
    • /
    • 2006
  • To cope with traffic congestion, traffic accidents and lack of parking facilities, caused by dramatic increase in total vehicle number, vigorous researches on managing vehicles efficiently are done, both domestically and internationally. The vehicle license plate recognition makes effective management of traffic possible, with its wide application in many fields, covering from speed enforcement, collecting toll, stolen vehicle detection to parking management. The vehicle license plate recognition system causes high cost for collecting training data. Many researches are done by using the virtual sample method, which can be effective for utilizing limited number of training data by generating virtual sample. This paper investigates techniques to improve the performance of vehicle license plate recognition by using the training data's annexation. Also, popular methods for virtual sample creation used for text recognition algorithm are analyzed and their effectiveness is verified.

Postural Balance Rehabilitation using Virtual Reality Technology (가상현실기술을 이용한 경사침대에서의 자세제어훈련에 관한 연구)

  • Lee, J.S.;Kim, H.S.;Chong, K.H.;Jeong, J.S.;Kim, D.W.;Kim, N.G.
    • Proceedings of the KOSOMBE Conference
    • /
    • v.1996 no.11
    • /
    • pp.107-110
    • /
    • 1996
  • We proposed a new system for the postural balance rehabilitation training. For the purpose, we used the virtual hiking system using virtual reality technology. We evaluated the system by measuring the parameters such as path deviation, path deviation velocity, cycling time, and head movement. From our results, we verified the usefulness of virtual reality technology in rehabilitation. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

  • PDF