• Title/Summary/Keyword: Virtual reality Glove

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Effects of Immersive Virtual Reality Intervention on Upper Extremity Function in Post-Stroke Patients (몰입형 가상현실 프로그램 Rapael Smart Glove가 뇌졸중 환자의 상지기능에 미치는 영향)

  • Bae, Wonjin;Kam, Kyungyoon
    • Journal of The Korean Society of Integrative Medicine
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    • v.5 no.3
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    • pp.1-9
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    • 2017
  • Purpose: The purpose of this study was to investigate the effects of an immersive, virtual reality-based exercise program on range of motion and dexterity in the upper extremities of stroke patients. Methods: Fifteen patients with hemiparesis after stroke participated in this study. The participants participated in Rapael Semart GloveTM, an immersive, virtual reality-based exercise program, performed for 30 minutes-, 3 times per week for 4 weeks. The Rapael Smart GloveTM program and a Box and Block Test (BBT) were used to measure range of motion and to assess dexterity, respectively, pre-and post-intervention. Results: Range of motion in pronation and supination of the forearm and flexion, extension, and ulnar deviation of the wrist improved after the intervention. Dexterity measured by BBT also improved. However, range of motion in flexion and extension of the fingers and radial deviation of the wrist did not improve. Conclusion: This study presents the effects of an immersive, virtual reality-based exercise program on hand function. In the future, a study comparing an immersive, virtual reality- based exercise program to other upper-extremity interventions for stroke patients should be conducted. A study about the effects of an immersive virtual reality program on activities of daily living is also needed.

Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents (몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.6
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    • pp.807-812
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    • 2021
  • In order to be able to interact with the user to experience it as if it were real in virtual reality contents, input/output devices that make them feel the five senses of humans are required . In virtual reality (VR), devices that stimulate sight and hearing are the most representative. For a more realistic experience, suits and gloves that stimulate the sense of touch have recently been released, but there are not many cases applied to actual contents due to the limitation of device . In this paper, we analyze a virtual reality glove that can detect hand movement and touch in a virtual world. Based on the analysis, we propose an algorithm that can sense the intensity of collision with a VR object by tactile sense by improving the UI/UX using the vibration of the feedback method used in the existing virtual reality glove. In addition, the system implemented by the algorithm is applied to an actual case.

A Prototype of Flex Sensor Based Data Gloves to Track the Movements of Fingers

  • Bang, Junseung;You, Jinho;Lee, Youngho
    • Smart Media Journal
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    • v.8 no.4
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    • pp.53-57
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    • 2019
  • In this paper, we propose a flex sensor-based data glove to track the movements of human fingers for virtual reality education. By putting flex sensors and utilizing an accelerometer, this data glove allows people to enjoy applications for virtual reality (VR) or augmented reality (AR). With the maximum and minimum values of the flex sensor at each finger joint, it determines an angle corresponding to the bending value of the flex sensor. It tracks the movements of fingers and hand gestures with respect to the angle values at finger joints. In order to prove the effectiveness of the proposed data glove, we implemented a VR classroom application.

The Effects of Virtual Reality-Based Task Training Using a Smart Glove on Upper Extremity Function and Activity of Daily Living in Stroke Patients (스마트 글러브를 이용한 가상현실기반 과제 훈련이 뇌졸중 환자의 상지 기능과 일상생활 수행에 미치는 영향)

  • Ko, Keun-Bum;Moon, Sang-Hyun
    • PNF and Movement
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    • v.17 no.3
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    • pp.369-378
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    • 2019
  • Purpose: This study investigated the effects of virtual reality-based task training (VRBTT) using a smart glove on upper extremity function and activity of daily living in stroke patients. Methods: Twenty-nine patients with chronic stroke disease were randomly allocated to two groups: the VRBTT group (n=14) and the control group (n=15). All patients received 30 minutes of standard occupational therapy, 5 times a week, for 8 weeks. The VRBTT group performed an additional 30 minutes of virtual reality-based rehabilitation training, 5 times a week, for 8 weeks. Results: Both groups showed significant improvements in upper extremity function, yielding an increase in FMA and K-WMFT (p<0.05). There was a more significant increase in the VRBTT group before and after interventions (p<0.05). There was no significant difference in MAS for the control group (p>0.05); however, there was a significant increase for the VRBTT group (p<0.05). In the activities of daily living, there was a significant difference in the values for K-MBI (p<0.05). In addition, both groups showed a significant increase for K-MBI and K-RNLI (p<0.05). Conclusion: This study showed that VRBTT using smart gloves can have a more positive effect on upper extremity function and activities of daily living in stroke patients than conventional intervention methods. A variety of virtual reality-based contents and glove-shaped wearable devices will help stroke patients in rehabilitation clinics recover and return to society.

Performance Enhancement of A Massive Scientific Data Visualization System on Virtual Reality Environment by Using Data Locality (Data Locality를 활용한 VR환경에서의 대용량 데이터 가시화 시스템의 성능 개선)

  • Lee, Se-Hoon;Kim, Min-Ah;Lee, Joong-Yeon;Hur, Young-Ju
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.284-287
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    • 2012
  • GLOVE(GLObal Virtual reality visualization Environment for scientific simulation)는 컴퓨팅 자원의 성능 향상으로 데이터 양이 급속히 증가한 응용 과학과 전산 시뮬레이션 분야의 대용량 과학 데이터를 효율적으로 가시화하여 분석하기 위한 도구이다. GLOVE의 데이터 관리자인 GDM(GLOVE Data Manager)은 대용량 데이터의 분산 병렬 가시화를 위해 분산 공유 메모리를 제공하는 GA(Global Array)를 이용해 테라 바이트 단위의 데이터를 실시간으로 처리한다. 그러나 대용량 과학 데이터를 가시화 하는 과정에서 기존의 Data Locality를 고려하지 않은 데이터 접근 방식으로 인한 성능 저하를 확인했다. 본 논문은 기존 GLOVE에서 발견한 성능 저하 현상을 밝히고, 이에 대한 해결 방법을 제시한다.

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

Rehabilitation System of Hand Manipulation Using Virtual Reality

  • Takakazu, Ishimatsu;Chan, Tony
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.89.3-89
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    • 2001
  • Recently computer graphic technology has achieved remarkable development. Applications of this technology to various fields are expected. In this study, one application of computer graphics to the medical field is shown. We developed a rehabilitation system of hand manipulation using virtual reality aiming to offer enjoyable rehabilitation training to physically handicapped people with upper limb disabilities. This rehabilitation system generates training environments for upper limbs, such as moving balls in virtual space of computer. And by using data glove as a sophisticated input device, a user can manipulate objects in virtual space by his hand. By using this rehabilitation system, a user can have rehabilitation training under various conditions without feeling tedious.

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An instrumented Glove for Grasp specification in virtual reality based point-and-direct telerobotics

  • Yun, Myung-Hwan;Cannon, David;Freivalds, Andris
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.141-146
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    • 1996
  • Hand posture and force, which define aspects of the way an object is grasped, are features of robotics manipulation. A means for specifying these grasping "flavors" has been developed that uses an instrumented glove equipped with joint and force sensors. The new grasp specification system is being used at the Pennsylvania State University (Penn State) in a Virtual Reality based Point-and-Direct(VR-PAD) robotics implementation. In the Computer Integrated Manufacturing (CIM) Laboratory at Penn State, hand posture and force data were collected for manipulating bricks and other items that require varying amounts of force at multiple pressure points. The feasibility of measuring desired grasp characteristics was demonstrated for a modified Cyberglove impregnated with FSR (Force Sensitive Resistor) pressure sensors in the fingertips. A joint/force model relating the parameters of finger articulation and pressure to various lifting tasks was validated for the instrumented "wired" glove. Operators using such a modified glove may ultimately be able to configure robot grasping tasks in environments involving hazardous waste remediation, flexible manufacturing, space operations and other flexible robotics applications. In each case, the VR-PAD approach improved the computational and delay problems of real-time multiple-degree-of-freedom force feedback telemanipulation.ck telemanipulation.

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An instrumented glove for grasp specification in virtual reality based point-and-direct telerobotics

  • Yun, Myung Hwan;Cannon, David;Freivalds, Andris
    • Journal of the Ergonomics Society of Korea
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    • v.15 no.2
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    • pp.165-176
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    • 1996
  • Hand posture and force, which define aspects of the way an object is grasped, are features of robotic manipulation. A means for specifying these grasping "flavors" has been developed that uses an instrumented glove equipped with joint and force sensors. The new grasp specification system is being used at the Pennsylvania State University (Penn State) in a Virtual Reality based Point-and-Direct (VR-PAD) robotics implementation. In the Computer Integrated Manufacturing (CIM) Laboratory at Penn State, hand posture and force data were collected for manipulating bricks and other items that require varying amounts of force at multiple pressure points. The feasibility of measuring desired grasp characteristics was demonstrated for a modified Cyberglove impregnated with FSR (Force Sensitive Resistor) pressure sensors in the fingertips. A joint/force model relating the parameters of finger articulation and pressure to various lifting tasks was validated for the instrumented "wired" glove. Operators using such a modified glove may ultimately be able to configure robot grasping tasks in environments involving hazardous waste remediation, flexible manufactruing, space operations and other flexible robotics applications. In each case, the VR-PAD approach improved the computational and delay problems of real-time multiple- degree-of-freedom force feedback telemanipulation.

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Proposal of Safe PIN Input Method on VR (VR 상에서의 안전한 PIN 입력 방법 제안)

  • Kim, Hyun-jun;Kwon, Hyeok-dong;Kwon, Yong-bin;Seo, Hwa-jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.5
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    • pp.622-629
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    • 2019
  • VR(Virtual Reality), which provides realistic services in virtual reality, provides a similar experience using a Head Mounted Display(HMD) device. When the HMD device is worn, it can not recognize the surrounding environment and it is easy to analyze the input pattern of the user with the Shoulder Surfing Attack(SSA) when entering the Personal Identification Number(PIN). In this paper, we propose a method to safeguard the user's password even if the hacker analyzes the input pattern while maintaining the user's convenience. For the first time, we implemented a new type of virtual keypad that deviates from the existing rectangle shape according to the VR characteristics and implemented the lock object for intuitive interaction with the user. In addition, a smart glove using the same sensor as the existing input devices of the VR and a PIN input method suitable for the rotary type are implemented and the safety of the SSA is verified through experiments.