• 제목/요약/키워드: Virtual Training

검색결과 714건 처리시간 0.022초

Experience in Using Peer-to-Peer Platforms and Immersive Technologies in the Training of Future Masters of Pharmacy in Medical Lyceum

  • Volodymyrovych, Tsekhmister Yaroslav;Tetiana, Konovalova;Yaroslavovych, Tsekhmister Bogdan
    • International Journal of Computer Science & Network Security
    • /
    • 제22권2호
    • /
    • pp.23-28
    • /
    • 2022
  • The present study has been conducted to evaluate the experience in using peer-to-peer platforms and immersive technologies in the training of future masters of pharmacy from the Pharmaceutical Faculty of Bogomolets National Medical University, Ukraine. The selected participants were given the pre- and post-test containing multiple choice questions to assess the effectiveness of immersive technologies. Further, a self-designed structured questionnaire contained 10 questions with 5 options was delivered to consented participants through email and WhatsApp. The results of test presented that students attained an average of 26% in their pre-test while the average attained score post-test was 74% that showed a significant improvement with peer-to-peer platforms and virtual reality technology. The results of survey questions also showed an overall 86.73% satisfaction for the use of peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy. These results demonstrated that 90.81% showed agreement that they gained a high level of confidence through peer-to-peer platforms and virtual reality to handle patients in clinical practice. It can be concluded that participants of this study showed a strong agreement with positive experience in using peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy in medical lyceum.

소부대 전술 훈련을 위한 개체기반 워게임 모델과 전차시뮬레이터 연동에 관한 연구 (A Study on Integration between an Entity-based War Game Model and Tank Simulators for Small-Unit Tactical Training)

  • 김문수;김대규;권혁래;이태억
    • 한국군사과학기술학회지
    • /
    • 제15권1호
    • /
    • pp.36-45
    • /
    • 2012
  • In this thesis, we propose an integrated simulation method of virtual tank simulators and an entity-based constructive simulation model for small unit tactical training. To do this, we first identify requirements for virtual-constructive integrated simulation in a synthetic environment. We then propose a virtual and constructive interoperation method where individual combat entities of virtual-constructive models are interacting with each others. We develop a method of aggregating individual combat entities into a larger combat unit and disaggregating an unit into entities from time to time. We also present a way of sharing synthetic environment information between the models. Finally, we suggest that for more effective interoperability, virtual and constructive models should be developed by using common combat object models. The proposed interoperation method can be extended to further live-virtual-constructive models.

Effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression in the elders with dementia

  • Moon, Hyun Ju;Choi, Yoo Rim;Lee, Sung Kook
    • 국제물리치료학회지
    • /
    • 제5권2호
    • /
    • pp.730-737
    • /
    • 2014
  • The aim of this study is to examine the effects of virtual reality cognitive rehabilitation program on cognitive function, physical function and depression of long-term care insurance nongrading elderly dementia using Daytime protection service. For achieve this purpose, 30 dementia elderly were randomly assigned in to the experimental group(n=15)and control group(n=15). All subjects performed a general therapeutic exercise and 20- 30minutes takes virtual reality cognitive rehabilitation program were conducted with experimental group 2 times a week for 8 weeks. The intervention effects were measured by using cognitive function is mini-mental states examination-Korean version(MMSE-K), visual perception is MVPT(Motor-Free Visual Perception Test), Berg's balance scales(BBS), depression test GDS-K and lower limb strength. The results of study represented that the training group showed significant improvement in MMSEK( p<.05), visual perception(p<.05), balance(p<.05), lower limb strength(p<.05) and depression (p<.05). In conclusion, the virtual reality cognitive rehabilitation training using improves visual perception included cognitive function, physical function included balance, and lower limb strength and depression. These results suggest that virtual reality training using virtual reality cognitive rehabilitation program is feasible and suitable for mild dementia.

Effects of Virtual Reality Exercise Program on Balance, Emotion and Quality of Life in Patients with Cognitive Decline

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
    • /
    • 제28권6호
    • /
    • pp.355-363
    • /
    • 2016
  • Purpose: In this study, we investigated the effectiveness of a 12-week virtual reality exercise program using the Nintendo Wii console (Wii) in improving balance, emotion, and quality of life among patients with cognitive decline. Methods: The study included 30 patients with cognitive decline (12 female, 18 male) who were randomly assigned to an experimental (n=15) and control groups (n=15). All subjects performed a traditional cognitive rehabilitation program and the experimental group performed additional three 40-minute virtual reality based video game (Wii) sessions per week for 12 weeks. The berg balance scale (BBS) was used to assess balance abilities. The short form geriatric depression scale-Korean (GDS-K) and the Korean version of quality of life-Alzheimer's disease (KQOL-AD) scale were both used to assess life quality in patients. Statistical significance was tested within and between groups before and after treatment, using Wilcoxon signed rank and Mann-Whitney u-tests. Results: After 36 training sessions, there were significant beneficial effects of the virtual reality game exercise on balance (BBS), GDS-K, and KQOL-AD in the experimental group when compared to the control group. No significant difference was observed within the control group. Conclusion: These findings demonstrate that a virtual reality-training program could improve the outcomes in terms of balance, depression, and quality of life in patients with cognitive decline. Long-term follow-ups and further studies of more efficient virtual reality training programs are needed.

과학화 전투훈련장 LVC-체계의 상위 구조 연구 (Study on the Architecture of Combat Training Center LVC-System)

  • 최상영
    • 한국군사과학기술학회지
    • /
    • 제11권2호
    • /
    • pp.80-87
    • /
    • 2008
  • The LVC(Live, Virtual, Constructive) system of CTC(Combat Training Center) is at the very cutting edge of modeling and simulation technology, which has become widely accepted an enabler for a new military training transformation. In this paper, the architecture of LVC system is proposed for the Korean brigade-level CTC, and high level operational architecture, system architecture, and technical standard architecture are suggested.

운전자 교육을 위한 PC 기반의 굴삭기 시뮬레이터의 개발 (Development of a PC-based Excavator Simulator for Operator Training)

  • 한경숙;황세훈
    • 한국시뮬레이션학회논문지
    • /
    • 제9권1호
    • /
    • pp.83-91
    • /
    • 2000
  • Vehicle simulators provide an effective and safe environment for training operators. Many vehicle simulators have been developed but only a few have reached the stage of widely available tools; these tools are usually expensive and run on workstations only We have developed a low-cost, PC-based excavator simulator for training operators. Currently the simulator is dedicated to operating the boom, Em, bucket, and driver's cabin for digging by the action of the operator on two joysticks. This paper presents the implementation of the excavator simulator and some implementation results.

  • PDF

긴급상황에 대한 가상현실 선원 훈련 플랫폼 (VR-simulated Sailor Training Platform for Emergency)

  • 박철웅;정진기;양현승
    • 한국항해항만학회:학술대회논문집
    • /
    • 한국항해항만학회 2015년도 추계학술대회
    • /
    • pp.175-178
    • /
    • 2015
  • 본 논문은 국내외 해양사고 원인의 60-80%에 해당하는 인적과실을 예방하기 위하여 긴급상황에 대한 가상현실 선원 훈련 플랫폼을 제안한다. 제안된 훈련 플랫폼은 가상현실 기술을 통해 긴급 상황 내 절차 숙달을 위한 상호작용 방법과 가상 선박 환경 내에서 군중 에이전트를 제어하는 군중 제어 방법을 제공한다. 제안된 훈련 플랫폼의 상호작용 방법은 훈련 몰입도를 높이기 위하여 음성인식과 행동인식을 사용한다. 군중 제어는 사회적 특성을 반영한 에이전트의 행동모델을 적용하여 자연스러운 시뮬레이션을 제공한다. 제안된 훈련 플랫폼의 효율성을 실험하기 위해 선박 내 화재 상황에 대한 가상 훈련 시나리오를 standalone 훈련 플랫폼으로써 구현하였다.

  • PDF

VR HMD 기반 모의 비행 훈련 장치의 조종사 훈련 효과 평가 (Assessment of Pilot Training Effectiveness of VR HMD based Flight Training Device)

  • 정구문;이영재;이치호;김무겸;이재우
    • 한국항공운항학회지
    • /
    • 제26권4호
    • /
    • pp.129-141
    • /
    • 2018
  • In this paper, two different flight training devices were constructed to verify the effectiveness of a pilot training system based on a Virtual Reality Head Mount Display. VFR Flight Procedure and IFR Flight Procedure were conducted by high level pilots with Commercial Pilot Licence. Flight data and pilot's visual data for each flight procedure were extracted, compared and analyzed with two training systems. Finally, the effectiveness of the training systems based on the VR HMD was demonstrated by assessing the given mission and the flight results.

Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
    • /
    • 제18권1호
    • /
    • pp.49-71
    • /
    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

가상 홈 트레이닝 - 가상현실 기반 소근육 재활 시스템 (Virtual Home Training - Virtual Reality Small Scale Rehabilitation System)

  • 유경호;김해지;김한섭;이지은
    • 한국컴퓨터그래픽스학회논문지
    • /
    • 제24권3호
    • /
    • pp.93-100
    • /
    • 2018
  • 본 논문은 뇌졸중 환자가 가상의 집에서 일상 재활 훈련을 할 수 있는 소근육 재활 시스템을 제안한다. 뇌졸중 환자는 마비증상으로 인해 일상생활 활동이 제한적이며 이들을 위한 재활 훈련에는 전등 켜고 끄기, 문 여닫기, 가스 밸브 잠그기, 자물쇠 열기 등 집안에서 일어나는 활동을 재현하는 작업 치료 훈련이 다수 있다. 본 논문에서는 가상현실 기술로 집 내부를 구현하여 앞서 언급한 일상 재활 훈련 요소를 배치하고 손동작 인식 장치인 립모션(Leap Motion)을 활용하여 환자가 손과 손가락을 충분히 사용하여 재활 훈련을 할 수 있는 재활 시스템을 제안하였다. 이 시스템을 이용하면 뇌졸중 환자는 불편한 몸으로 치료 기관에 방문하지 않고도 가상현실로 소근육 재활이 가능하며, 기존 작업 치료 도구의 단조로움을 탈피하여 흥미롭게 재활 훈련을 받을 수 있을 것으로 기대된다.