• Title/Summary/Keyword: Virtual methods

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Effects of Virtual Reality Exercise Program on Balance in Multiple Sclerosis Patients

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
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    • v.27 no.1
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    • pp.61-67
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    • 2015
  • Purpose: This study was conducted in order to investigate the effectiveness of an 8-week virtual reality exercise program designed around the Nintendo Wii (Wii), in improving balance among patients with Multiple Sclerosis (MS). Methods: The study included 16 patients with MS (10 female, 6 male) who were assigned randomly to experimental (n=8) or control group (n=8). Experimental group performed three 40-minute Wii balance-training sessions per week, for 8 weeks. The control group did not perform any of the training programs. A computerized dynamic posturography (Sensory Organizing Test, SOT) was used to evaluate all patients at baseline and at the end of the treatment protocol. Statistical significance was tested in between the patients before and after treatment by t-test. Results: After 24 training sessions, SOT showed significant difference on condition 5, 6, and vestibular ratios within the experimental group from baseline to post-intervention. By contrast, no significant difference was observed within the control groups. Conclusion: These findings demonstrated that the virtual reality training program could improve the outcomes in terms of balance in the MS population. Long term follow ups and the development of more efficient virtual reality training programs are needed.

Shared Vehicle Teleoperation using a Virtual Driving Interface (가상 운전 인터페이스를 활용한 자동차 협력 원격조종)

  • Kim, Jae-Seok;Lee, Kwang-Hyun;Ryu, Jee-Hwan
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.3
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    • pp.243-249
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    • 2015
  • In direct vehicle teleoperation, a human operator drives a vehicle at a distance through a pair of master and slave device. However, if there is time delay, it is difficult to remotely drive the vehicle due to slow response. In order to address this problem, we introduced a novel methodology of shared vehicle teleoperation using a virtual driving interface. The methodology was developed with four components: 1) virtual driving environment, 2) interface for virtual driving environment, 3) path generator based on virtual driving trajectory, 4) path following controller. Experimental results showed the effectiveness of the proposed approach in simple and cluttered driving environment as well. In the experiments, we compared two sampling methods, fixed sampling time and user defined instant, and finally merged method showed best remote driving performance in term of completion time and number of collision.

3D Object Encryption Employed Chaotic Sequence in Integral Imaging (집적영상에서의 혼돈 수열을 사용한 3D 물체의 암호화)

  • Li, Xiao-Wei;Cho, Sung-Jin;Kim, Seok-Tae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.2
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    • pp.411-418
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    • 2018
  • This paper presents a novel three-dimensional (3D) object encryption scheme by combining the use of the virtual optics and the chaotic sequence. A virtual 3D object is digitally produced using a two-dimensional (2D) elemental image array (EIA) created with a virtual pinhole array. Then, through a logistic mapping of chaotic sequence, a final encrypted video can be produced. Such method converts the value of a pixel which is the basic information of an image. Therefore, it gives an improved encryption result compared to other existing methods. Through computational experiments, we were able to verify our method's feasibility and effectiveness.

Effects of sensory stimulation on upper limb strength, active joint range of motion and function in chronic stroke virtual reality training

  • Kim, Dong-Hoon;Lee, Suk-Min
    • Physical Therapy Rehabilitation Science
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    • v.9 no.3
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    • pp.171-177
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    • 2020
  • Objective: This study aimed to investigate the upper limb strength, active joint range of motion (AROM), and upper limb function in persons with chronic stroke using virtual reality training in combination with upper limb sensory stimulation. Design: Two-group pretest-posttest design. Methods: 20 subjects were divided into two groups of 10, the sensory motor stimulation and virtual reality training (SMVR) and virtual reality training (VR) groups. The training was conducted for 30 minutes per session, three times a week for 8 weeks.The participants' upper limb strength was measured via the hand-held dynamometer, joint angle AROM was measured via dual inclinometer, function was measured using the Jebson-Taylor hand function test and the manual function test. Results: Significant differences were observed in all groups before and after the training for upper extremity strength, AROM, and function (p<0.05). Between the two groups, the SMVR group showed significant improvement in muscle strength, AROM, and Jebsen-Taylor hand function test scores compared with the VR groups (p<0.05). Conclusions: In this study, we confirmed that sensory stimulation and VR had positive effects on upper extremity strength, AROM, and function of persons with chronic stroke. The results suggest that in the future, VR in combination with sensory stimulation of the upper limb is likely to become an effective method (a rehabilitation training program) to improve the upper limb function of persons with chronic stroke.

Development of a Virtual Lab System using Internet for Efficient Engineering Experiment Education (인터넷을 이용한 효율적인 공학 실험실습교육을 위한 가상 실험실 개발)

  • Kim Dong-Sik;Lee Yong-Soon
    • Journal of Engineering Education Research
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    • v.3 no.2
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    • pp.31-37
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    • 2000
  • Recently, internet applications for efficient cyber education have drawn much interests. The world-wide web provides new opportunities for cyber education over the internet. This paper presents a virtual lab system which can be used on the world-wide web. The proposed virtual lab system provides the improved learning methods which can enhance the educational efficiency in engineering experiments. If the students enter the virtual lab system on the web, they can make an experiment on basic electrical and electronic principles through simple mouse manipulation. Since proposed virtual lab system is implemented to describe the actual lab system, the students can obtain similar experimental data through it. Several sample Java applets are illustrated as examples.

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Implementation of Concurrent Engineering for Large Assembly Design: Part(II) -Developmen of a Digital Mock-Up System for Reducin Design Changes- (부품수가 많은 조립체 설계를 위한 동시공학의 구현: Part (II) -설계 변경을 줄이기 위한 Digital Mocj-Up 시스템의 개발-)

  • 정융호
    • Korean Journal of Computational Design and Engineering
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    • v.2 no.2
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    • pp.103-110
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    • 1997
  • In the development of large complex assembly, most design changes are from the following reasons.: 1) insufficient consideration of assembling sequence of downstream process. 2) interference and fit-up of related parts. 3) initial design changes which are not completely resolved. In order to reduce the first reason of above, the assembly-centric modeling methodology was proposed in the part (1) of the thesis. In this part (2), a Digital Mock-Up system, which is a tool to build a virtual mock-up in design stage, has been developed in order to prevent the other two reasons. The system can build a virtual assembly in various ways as followings.: 1) assembling parts which are located in user defined envelope. 2) assembling parts with the specified disciplines. 3) assembling parts that are selected in the part list. It can also make an assembly by the combination of above methods. In addition to that, it has the functions to read/write the virtual assembly and to explode parts of the assembly in desired direction. With the virtual assembly, engineers can design interference free parts without making physical mock-up. The system has been implemented with Oracle database management system in CATIA environment.

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Physical Parameters for Synthesis of Virtual Soap Bubbles using Straws (스트로를 이용한 가상 비눗방울 재현을 위한 물리 파라미터)

  • Seok, Yunji;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.455-460
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    • 2020
  • As computer hardware and computer graphics technologies have developed in recent years, one can find research on the creation of bubbles. However, it is not easy to find soap bubbles that are modeled and rendered using actual physical parameters. The bubbles are expressed in a variety of models and colors depending on which tool is used, which strength is used, and the conditions of the surrounding environment. Therefore, in this paper, we present synthetic methods to create virtual soap bubbles based on physical parameters derived from some straws such as the bubbles' diameter over time and the number of bubbles when blowing. On the top of that, we will show a model of a soap bubble that can be usable in a virtual reality contents and optimized with rendering parameters.

Effects of Virtual Reality-Based Closed Kinetic Chain Exercise on Lower Extremity Muscle Activity in Chronic Stroke Patients (가상현실을 이용한 닫힌 사슬 운동이 뇌졸중 환자의 하지 근활성도에 미치는 영향)

  • Yang, Dae-Jung;Park, Sam-Heon;Lee, Min-Ki;Park, Seung-Kyu
    • Journal of the Korean Academy of Clinical Electrophysiology
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    • v.11 no.1
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    • pp.7-12
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    • 2013
  • Purpose : The purpose of this study was to identify effects of virtual reality-based closed kinetic chain (CKC) exercise on lower extremity muscle activity in chronic stroke patients Methods : Subjects were assigned randomly either to VR+CKC exercise group (n=15) or the CKC exercise group (n=15). When the study began, both groups received conventional physical therapy five times per week. The VR+CKC exercise group received virtual reality programs and the CKC exercise group received close kinetic chain exercises. Each exercise program was performed for six weeks (5 times per weeks; 20 minutes per time). Participants were measured on lower extremity muscle activity using EMG. Results : There was a significant increase of muscle activity (%RVC) in vastus lateralis and vastus medialis. Conclusion : In this study, the virtual reality-based closed kinetic chain exercise program was an effective exercise for improving lower extremity muscle activity in chronic stroke patients.

A Droop Method for High Capacity Parallel Inverters Considering Accurate Real Power Sharing

  • Kim, Donghwan;Jung, Kyosun;Lim, Kyungbae;Choi, Jaeho
    • Journal of Power Electronics
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    • v.16 no.1
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    • pp.38-47
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    • 2016
  • This paper presents DG based droop controlled parallel inverter systems with virtual impedance considering the unequal resistive-inductive combined line impedance condition. This causes a reactive power sharing error and dynamic performance degradation. Each of these drawbacks can be solved by adding the feedforward term of each line impedance voltage drop or injecting the virtual inductor. However, if the line impedances are high enough because of the long distance between the DG and the PCC or if the capacity of the system is large so that the output current is very large, this leads to a high virtual inductor voltage drop which causes reductions of the output voltage and power. Therefore, the line impedance voltage drops and the virtual inductor and resistor voltage drop compensation methods have been considered to solve these problems. The proposed method has been verified in comparison with the conventional droop method through PSIM simulation and low-scale experimental results.

Video Segmentation and Video Segment Structure for Virtual Navigation

  • Choi, Ji-Hoon;Kim, Seong-Baek;Lee, Seung-Yong;Lee, Jong-Hun
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.783-785
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    • 2003
  • In recent years, the use of video in GIS is considered to be an important subject and many related studies result in VideoGIS. The virtual navigation is an important function that can be applied to various VideoGIS applications. For virtual navigation by video, the following problems must be solved. 1) Because the video route may be not exactly coincided with route that user wants to navigate, parts of several video clips may be required for single navigation. Virtual navigation should allow the user to move from one video to another at the proper position. We suggest the video segmentation method based on geographic data combined with video. 2) From a point to a destination, the change frequency of video must be minimized. The frequent change of video make user to mislead navigation route and cause the wasteful use of computing resource. We suggest methods that structure video segments and calculate weight value of each node and link.

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