• Title/Summary/Keyword: Virtual Training

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Immersive Education System based on Virtual Reality (가상현실 기반 몰입형 기술교육 시스템)

  • Im, Sung-Min;Kim, Do-Yoon;Lee, Jae-Hyup;Kim, Sang-Youn
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.44-50
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    • 2009
  • Virtual reality is a technology for enabling users to interact with a computer generated environment which can be similar to the real world. A multi-channel display is one of the virtual reality platform for creating a high resolution image. In this paper, we develop a multi-channel display system which allows users to immersively understand the 3D educating contents and furthermore, we construct 3D educating contents for describing a semiconductor concept and process.

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Virtual Reality and Augmented Reality in Plastic Surgery: A Review

  • Kim, Youngjun;Kim, Hannah;Kim, Yong Oock
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.179-187
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    • 2017
  • Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

VIRTUAL REALITY SHIP SIMULATOR

  • Yim, Jeong-Bin
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2000.06a
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    • pp.93-105
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    • 2000
  • This paper describes prototype Virtual Reality Ship Simulator (VRSS) that we have recently developed next-generation training equipment based on the virtual reality (VR) technology. The inherent defects of conventional ship simulators are enormous costs and difficult system upgrade due to the system construction, such as large mock-up bridge system, wide visual presentations, In this paper, to cope with those problems, we explored VR technology that can give realistic environments in a virtual world. Then we constructed prototype VRSS system, which is, consists of PC-based human sensors, and Databases set having 3D object models and coefficients of Head Related Transfer Functions (HRTFs). 3D-WEBMASTER authoring tool was used as Virtual Reality Modeling Language (VRML). Using the VRSS system, we constructed Port an Passage Simulator for the harbor of INCHON in Korea, and Ship and Sea State Simulator for an arbitrary given sea environmental states by user. Through many simulation tests, we testified the efficiency of developed prototype VRSS by subject assessment with five participants. Then, we present results on the simulation experiments and conclude with discussion of evaluation results.

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The Virtual Reality in Fossil Power Plant Operator Training Simulator

  • Ma, Sam-Sun;Park, Jin-Ho;Oh, Seog-Chan
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.10a
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    • pp.197-200
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    • 1999
  • In these days many large scale plants are attempting to use the Virtual Reality technology in the process analysis. Their goal is to reduce the development time by more effective information management as Simultaneous Engineering point of view, and by connecting the CAD datum and all kinds of products information. Generally, it is taken for granted that when a plant is equipped with a Virtual Reality technology, they are able to review the design and analyze the engineering performance of the product before actually building it, so that their goal to reduce costs and enhance the initial quality can be achieved. [1][2] In this paper we will look into the application the virtual reality technology Hadong fossil power plant. And we will also define the concepts of virtual plant by summarizing requirements and thoughts from the people who are in working in the actual site.

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

  • Yang, No-Yul;Park, Hee-Su;Yoon, Tae-Hyung;Moon, Jong-Hoon
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.12 no.1
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    • pp.10-19
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    • 2018
  • The present study was to investigated the effects of motion-based virtual reality training on cognitive function and activities of daily living in patients with stroke. This study was participated in forty one patients with acute stroke. All subjects were randomly assigned into either the experimental group(n=20) or the control group(n=21). The both groups received the conventional occupational therapy during 30 min a day, 5 a week, 4 a weeks. Additionally, experimental group performed motion-based virtual reality training on each session during 30 min/day, and control group conducted conventional occupational therapy on each session during 30 min/day. The outcome measures were the LOTCA(Loewenstein Occupational Therapy Cognitive Assessment), TMT(Trail Making Test), VM(Visual Memory), K-MBI(Korean Modified Barthel Index). In comparison of change score of cognitive function, the experimental group showed a significantly greater improvements in attention and visual working memory than the control group(p<.05). As a result for change score of activities of daily living, the experimental group showed a significant greater improvement in self care than the control group(p<.05). Our findings suggest that motion-based virtual reality training may have a effects of the improvements of cognitive function and activities of daily living than conventional therapy in patients with acute stroke.

Virtual Target Overlay Technique by Matching 3D Satellite Image and Sensor Image (3차원 위성영상과 센서영상의 정합에 의한 가상표적 Overlay 기법)

  • Cha, Jeong-Hee;Jang, Hyo-Jong;Park, Yong-Woon;Kim, Gye-Young;Choi, Hyung-Il
    • The KIPS Transactions:PartD
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    • v.11D no.6
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    • pp.1259-1268
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    • 2004
  • To organize training in limited training area for an actuai combat, realistic training simulation plugged in by various battle conditions is essential. In this paper, we propose a virtual target overlay technique which does not use a virtual image, but Projects a virtual target on ground-based CCD image by appointed scenario for a realistic training simulation. In the proposed method, we create a realistic 3D model (for an instructor) by using high resolution Geographic Tag Image File Format(GeoTIFF) satellite image and Digital Terrain Elevation Data (DTED), and extract the road area from a given CCD image (for both an instructor and a trainee). Satellite images and ground-based sensor images have many differences in observation position, resolution, and scale, thus yielding many difficulties in feature-based matching. Hence, we propose a moving synchronization technique that projects the target on the sensor image according to the marked moving path on 3D satellite image by applying Thin-Plate Spline(TPS) interpolation function, which is an image warping function, on the two given sets of corresponding control point pair. To show the experimental result of the proposed method, we employed two Pentium4 1.8MHz personal computer systems equipped with 512MBs of RAM, and the satellite and sensor images of Daejoen area are also been utilized. The experimental result revealed the effective-ness of proposed algorithm.

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 (가상현실 기반의 일상생활활동 훈련이 외상성 뇌손상 환자의 일상생활활동 및 재활동기에 미치는 효과 : 예비연구)

  • Moon, Jong-Hoon;Jeon, Min-Jae
    • Therapeutic Science for Rehabilitation
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    • v.8 no.4
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    • pp.41-51
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    • 2019
  • Objective : The purpose of this study was to investigate the effects of virtual reality-based activities of daily living (ADL) training on ADL and rehabilitative motivation in patients with traumatic brain injury. Methods : This study was performed using a pre-post design with seven traumatically brain injured patients. Subjects were subjected to virtual reality-based ADL training for 30 minutes a day, 2 to 3 times a week for 4 weeks. Evaluation was conducted before and after the intervention using the Korean Modified Barthel Index (K-MBI), Cognitive Functional Independence Measure (C-FIM), and Volitional Questionnaire (VQ). Changes before and after intervention were analyzed by Wilcoxon signed-rank test, and correlations were analyzed using Spearman's coefficient. Results : After intervention, patients with traumatic brain injury showed significant improvements in K-MBI (p<.05). There was no significant change in total C-FIM score and VQ score (p>.05). Total C-FIM score correlated significantly with VQ score (p<.05, r=.755). The social cognition domain of C-FIM had a significant correlation with VQ score (p<.05, r=826). Conclusions : Virtual reality-based ADL training can improve ADL performance, but further research is needed to determine whether improvements in social cognition and rehabilitative motivation are possible.

Effects of virtual reality training on upper extremity function and activities of daily living in patients with sub-acute stroke (가상현실 훈련이 아급성 뇌졸중 환자의 상지기능과 일상생활활동에 미치는 효과)

  • Jeon, Min-Jae;Moon, Jong-Hoon
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.271-278
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    • 2019
  • The aim of this study was to investigate the effects of virtual reality training on upper extremity function and activities of daily living in patients with sub-acute stroke. The present study enrolled 18 patients with sub-acute stroke. All subjects were assigned into either the experimental group (n=9) or control group (n=9). Both groups received conventional occupational therapy for 30 minutes/day, 5 times a week, for 4 weeks. Additionally, the experimental group performed virtual reality training in each session for 30 minutes/day, and the control group conducted conventional occupational therapy in each session for 30 minutes/day. The outcome measures were performed through the Fugl-Meyer Assessment (FMA) and the Korean-modified Barthel Index (K-MBI) before and after intervention. In results, the experimental group showed significant improvements in the scores of FMA and K-MBI after intervention (p<.05). The control group showed significant improvements in the shoulder/elbow/forearm, wrist, and hand sub-domains of the FMA and K-MBI (p<.05). After intervention, the experimental group showed significantly greater improvements in the total score and in the wrist and hand sub-domains of the FMA than control group (p<.05). These findings suggest that virtual reality training may have positive effects on the improvements of upper extremity function in patients with sub-acute stroke.

The Effects of Virtual Reality Games in Posture Correction Exercise on the Posture and Balance of Patients with Forward Head Posture

  • Son, Ho-Hee
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.11-21
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    • 2020
  • PURPOSE: This study examined the effects of posture improvement exercise using virtual reality programs on the posture and balance of patients with forward head postures. METHODS: Thirty men and women in their 20 s, who had a forward head posture, were divided randomly into a group with posture correction exercise and a group with posture correction exercise combined with virtual reality programs. The posture correction exercise was composed of squats, XCO training, and chin-tuck exercise. In contrast, exercise with virtual reality games involved the Hot Squat, Climbey, and Baskhead programs while wearing a headset. Both groups performed the exercises 15 min a day, three times per week, for four weeks. The balance ability, distance between the acromion and earlobe, and neck joint range of motion were assessed before and after the exercises. RESULTS: Both groups showed significant reductions in the distance between the acromion and the earlobe, along with significant improvements in the range of joint motion. The group that performed the virtual reality exercises showed a significant increase in the limit of stability. Both groups showed a significant decrease in the sway length. In contrast, the group given the virtual reality exercises showed a significant reduction in the sway speed while standing with their eyes closed. CONCLUSION: Exercise applying virtual reality programs can be used in clinical and home programs to correct the postures of individuals with a forward head posture because they can trigger interest in inducing active participation.

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.