• Title/Summary/Keyword: Virtual reality program training

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Effects of Nursing Education Using Virtual Reality: A Systematic Review (가상현실을 활용한 간호교육의 효과: 체계적 문헌 고찰)

  • Kim, Sun Kyung;Eom, Mi Ran;Park, Mi-Hyeon
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.661-670
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    • 2019
  • The purpose of the study was to review the evidence of effects of virtual reality (VR) technology in nursing education. Four databases were searched for articles publised until November 2018 that databases include PubMed, Proquest (nursing and allied health), CINAHL, & RISS. Key word used for search include 'education, nursing', 'simulation', 'skill training', 'virtual reality' and 'VR'. Of 695 papers searched, Seven studies were selected for data analysis. Of seven studies, five studies used quasi-experimental design and two used one group design. There were two studies used VR technology for skill training and five were scenario based VR simulation program. Studies evaluated outcomes including students performance, time spent on practice, self-efficacy and communication ability that most studies reported positive effects while some figures were not statistically significant. The findings of this study provides evidence of nursing education program using VR, however, additional research with rigorously designed studies using systematized measurements for study outcomes are required. In addition, comparison with existing skill training and simulation education should be considered in the future studies.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • v.2 no.1
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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Effects of Visual Feedback Treadmill Gait Training Program Combined with Virtual Reality Technology and a Force Plate Measurement System on Gait Ability and Quality of Life in Stroke Patients (가상현실과 힘판을 통한 시각적 되먹임 트레드밀 보행훈련이 뇌졸중 환자의 보행능력과 삶의 질에 미치는 영향)

  • Lee, Dong-Ryul
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.363-373
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    • 2020
  • The purpose of this study was to improve the gait ability and quality of life of stroke patients by combining virtual reality technology and a visual feedback gait training program with entertainment elements. Ten stroke patients with circumduction gait were selected. The visual feedback treadmill gait training program using virtual reality technology and a force plate measurement system was conducted 30 minutes a day, 5 days a week, with 25 sessions in 5 weeks. To investigate the effects of this gait training program, evaluations using the joint range-of-motion test, muscle activity tests, Berg balance scale (BBS), gait analysis, and stroke-specific quality-of-life scale (SS-QOL) were performed before and after intervention. Statistically significant differences were found in the joint range of motion and muscle activity of the affected side from the initial swing phase to the mid-swing phase of the gait cycle, dynamic balance, gait function, and quality of life (p <0.05). The results of this study indicate that the gait training program improved the foot drop, muscle activity, dynamic balance, and gait ability of stroke patients with circumduction gait, thereby improving the quality of life of the patients. Therefore, we recommend the application of the visual feedback treadmill gait training program using virtual reality technology and a force plate measurement system to improve gait ability and quality of life of stroke patients with circumduction gait.

The Effect of Virtual Reality Rehabilitation Program on Upper function, Cognition and Activity of Daily of Living in the with Stroke Patients (가상현실재활프로그램이 뇌졸중 환자의 상지기능, 인지와 일상생활활동에 미치는 효과)

  • Woo Kwon Park;Jung A Boo;Bo Jung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.195-200
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    • 2023
  • The purpose of this study was to investigate the effects of a virtual reality rehabilitation program on upper limb function, cognition, and activities of daily living in stroke patients. Among the 25 participants in the program, it was randomly classified 13 experimental group and 12 control group. Rehabilitation training was applied 3 times a week and general occupational therapy 2 times a week using virtual reality rehabilitation training equipment in the experimental group, and general occupational therapy was performed 5 times a week, 30 minutes per session in the control group. As a result of the virtual reality rehabilitation program, cognitive function increased by 3.39 points in the experiment group, The control group who received only general occupational therapy increased by 1.5 points. As for the upper limb function, the average of the experimental group subjected to the virtual reality rehabilitation program increased by 4.84 points The control group who received only general occupational therapy increased by 1.34 points. As for activities of daily living, the average of the experimental group that conducted the virtual reality rehabilitation program increased by 20.38 points, The control group who received only general occupational therapy increased by 7.61 points. This result show that the virtual reality program has an effect on upper limb function, cognition, and activities of daily living of stroke patients.

Effect of Virtual Reality Inspiratory Muscle Training on Diaphragm Movement and Respiratory Function in Female Patients with Thoracic Restriction (가상현실을 이용한 흡기근 저항운동이 흉곽 움직임 제한이 있는 여성환자의 가로막 움직임과 호흡기능에 미치는 영향)

  • Jang, Myung-Soo;Choung, Sung-Dae;Shim, Jae-Hoon;Hong, Seong-Tae
    • Journal of the Korean Society of Physical Medicine
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    • v.14 no.1
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    • pp.101-110
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    • 2019
  • PURPOSE: This study was conducted to analyze the effects of virtual reality inspiratory muscle training and conventional inspiratory muscle training on diaphragm movement and pulmonary function in patients with thoracic restriction. METHODS: This study measured diaphragm movement, forced vital capacity (FVC), forced expiratory volume in 1 second (FEV1), peak expiratory flow (PEF), and thoracic mobility (upper, middle, and lower trunk) under two different conditions. Forty young women between 19 and 24 years of age who had no history of orthopedic symptoms for the last 6 months were divided into experimental and control groups. The experimental group performed virtual reality inspiratory muscle training and diaphragm breathing, and the control group performed conventional inspiratory muscle training and diaphragm breathing. RESULTS: The control group showed a significant increase in all dependent variables except for lower trunk mobility and PEF. The experimental group showed a significant increase in all dependent variables except for lower trunk mobility. Particularly, the experimental group showed significant increases in diaphragm movement (p<.05), FVC (p<.05), FEV1 (p<.05), and PEF (p<.05) relative to the control group. CONCLUSION: We recommend inspiratory muscle training with a virtual reality program over conventional training to improve diaphragm movement and pulmonary function in patients with thoracic restriction.

Virtual Reality in Cognitive Rehabilitation (인지재활 영역에서 가상현실)

  • Park, Inn-Jee;Park, Heung-Seok;Kim, Tae-Hoon
    • Therapeutic Science for Rehabilitation
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    • v.1 no.1
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    • pp.29-38
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    • 2012
  • Introduction : This study reviews the main areas of cognitive rehabilitation including executive dysfunction, memory dysfunction, perceptual dysfunction, attention deficit, and dysfunctions in activities of daily living in order to apply to the adaptation of occupational therapy. Body : Cognition programs based on the virtual reality are being used not only to evaluate but to train the overall components of human's cognition. Because the cognitive program is concentrating on the real environment, it is known to bring a remarkable transitional effect to the actual environment, compared to the basic computer-based evaluation and training. Applying virtual reality to the rehabilitation program can develop and advance the high technology and can result in a major effect on the innovative treatment technology. Conclusions : In this process, virtual reality is expected to be researched more in the near future. Particularly in the cognitive realm, it is imperative for researchers to pay attention to the improved transitional effect of the virtual reality toward the actual environment, rather than the already existing method of evaluations. Therefore, application of the virtual reality for the cognitive training should be researched for various types of subjects in the diverse aspects of congnitive function. Application of the virtual reality in the cognitive function has its unlimited potential, thus the rehabilitation program integrated with not only evaluation but training and education is expected extensively in the future.

Development and Effects of Head-Mounted Display-Based Home-Visits Virtual Reality Simulation Program for Nursing Students (간호학생을 위한 Head Monted Display기반 재가방문 가상현실(Virtual Reality) 시뮬레이션 프로그램 개발 및 효과 검증)

  • Ahn, Min Kweon;Lee, Chong Mi
    • Journal of Korean Academy of Nursing
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    • v.51 no.4
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    • pp.465-477
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    • 2021
  • Purpose: This study aimed to evaluate the effects of head monted display based home-visits virtual reality simulation (HVRS) program developed for undergraduate nursing students. Methods: A nonequivalent control group with a non-synchronized design was utilized and 84 participants (experimental group, 44; control group, 40) were recruited from August 31, 2020 to November 8, 2020 in Gwangju metropolitan city. The HVRS program consisted of scenarios of three nursing cases, hypertension, diabetes mellitus, and stroke. Data were analyzed SPSS version 25.0 for Windows. Results: At the completion of HVRS, significant differences were found between groups in knowledge of home-visits (t = 4.73, p < .001), self-confidence (t = 6.63, p < .001), self-efficacy (t = 3.13, p = .002), and clinical competency (t = 4.13, p < .001). No significant difference was shown between groups in nursing knowledge about strokes, a subcategory of knowledge pertaining to home visits. Conclusion: The HVRS program developed for undergraduate nursing students is effective in improving knowledge of home-visits, self-confidence, self-efficacy, and clinical competency for nursing students.

The Development of the Program Using Virtual Reality Environment to Treat the Stress Disorder after Car Accident (가상현실을 이용한 교통사고 후유장애 치료 프로그램 개발)

  • 김형래;이상호;노주선;김현택;김지혜;고희동
    • Science of Emotion and Sensibility
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    • v.4 no.2
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    • pp.33-38
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    • 2001
  • This analysis has been projected as a preliminary analysis to develop the therapy program for people who is suffering from stress disorder after car accident such as sense of fear or anxiety using virtual reality. The analysis verified the effect of driving scenario which is core technology of stress disorder program and of anxiety reduction training such as relaxation training through clients. The relaxation training has been tested to 8 people; 7 normal and 1 sufferer from car accident presenting them 3 different types of driving scenarios. As a result, relaxation training was effective but, it was not statistically good enough although it showed incensement of uneasiness by each different driving scenario. In spite of normal clients, it is interesting that anxiety lever after relaxation training using VR is lowered, but this result need to verify to client suffering real car accident.

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Development of a PC based Simulator for Excavator Manipulation using Virtual Reality (PC기반의 가상현실을 이용한 굴삭기 조작 시뮬레이터 개발)

  • Lee, Se-Bok;Kim, In-Shik;Cho, Chang-Hee;Kim, Sung-Soo
    • Proceedings of the KSME Conference
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    • 2000.04a
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    • pp.536-541
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    • 2000
  • A low cost PC based simulator for excavator manipulation has been developed using virtual reality technology. The simulator consists of two joystick input devices, server and client PCs, an excavator kinematics module, and a graphic rendering program Open Inventor. In order to use two joysticks in the PC window environment multi-thread programing with network protocol TCP/IP has been used. To provide realistic view to the operator, CAD program Pro/Engineer and 3D modeller have been employed to create 3D part geometry of tile manipulator and virtual environmental geometries. Those geometries also have been transformed and imported to the Open Inventor. The Simulator developed is to be improved for more realistic excavator operational training.

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