• 제목/요약/키워드: Virtual reality program training

검색결과 100건 처리시간 0.021초

삼차원 가상현실 운동 프로그램이 노인의 시공간적 보행변수에 미치는 효과 (Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults)

  • 이용우
    • 대한물리의학회지
    • /
    • 제11권1호
    • /
    • pp.61-69
    • /
    • 2016
  • PURPOSE: This study was conducted to investigate the effect of the virtual reality training (VRT) using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults. METHODS: The study participants were divided into two groups: the VRT group and the control group. Those in the VRT group were enrolled in a VRT, which was conducted for 60 min per day, two times a week, during the 6-week research. The Wii-Fit balance board game was used for the VRT intervention. The VRT consisted of 6 different types of games, namely, jogging, swordplay, ski jump, hula hoop, tennis, and step dance. A 3-dimensional TV was used for 3-dimensional display. Participants in both the groups received 3 sessions of fall prevention education, at the first, third, and fifth weeks. Their gait parameters were measured by using OptoGait. RESULTS: After 6 weeks of the VRT, the spatial gait parameters of the participants, that is stride length and step length, were significantly improved compared with those of the control group participants (p<0.05). The temporal gait parameters, such as velocity, cadence, stride time, and step time, also showed improvement after the completion of the VRT training (p<0.05). Both the temporal and spatial gait parameters of the VRT group participants showed improvement after 6 weeks of the program compared with those of the control group participants (p<0.05). CONCLUSION: The VRT using 3-dimensional video gaming technology might be beneficial for improving gait parameters to prevent falls among older adults.

가상현실 운동프로그램이 파킨슨병 환자의 균형, 보행 및 낙상 효능감에 미치는 영향 (The Effect of Virtual Reality-Based Exercise Program on Balance, Gait, and Falls Efficacy in Patients with Parkinson's Disease)

  • 김용균;강순희
    • 대한물리의학회지
    • /
    • 제14권4호
    • /
    • pp.103-113
    • /
    • 2019
  • PURPOSE: The purpose of this study was to determine if virtual reality-based exercise was effective in balance, gait, and falls efficacy in patients with Parkinson's disease (PD). METHODS: Thirty patients with PD were assigned randomly to the experimental (n=15) or control groups (n=15). The experimental group performed virtual reality-based exercise and the control group underwent conventional physical therapy for 30minutes, five times per week for four weeks. A force platform system, the Korean version of the Berg Balance Scale (K-BBS), the six-minute walking test (6MWT), and the Korean Version of the Falls Efficacy Scale (K-FES) were used to evaluate balance, gait, and falls efficacy. Wilcoxon signed-rank test and Mann-Whitney U test were used to examine the within- and between-group differences after training, respectively. RESULTS: Changes in the K-BBS score (p<.001) and fall efficacy (p<.01), following the intervention were significantly greater in the experimental group than in the control group whereas significant group difference were not observed for the anterior-posterior and mediolateral postural sway lengths. The change in the ground reaction force (p<.001) and 6MWT values (p<.05) were significantly greater after intervention in patients in the experimental group than in the control group, whereas a significant group difference was not observed for the step and stride lengths. CONCLUSION: This study indicates that virtual reality-based exercise is an effective intervention for improving balance, gait, and fall efficacy in patients with PD.

다중협업이 가능한 AR 기반 화학공정 운전원 교육 시뮬레이터(OTS-Simulator) 개발 (Development on AR-Based Operator Training Simulator(OTS) for Chemical Process Capable of Multi-Collaboration)

  • 이준서;마병철;안수빈
    • 융합정보논문지
    • /
    • 제12권1호
    • /
    • pp.22-30
    • /
    • 2022
  • 인적오류로 발생하는 화학사고를 예방하고자 첨단 기술을 응용한 화학사고 예방 및 대응 훈련 프로그램을 개발하였다. 기존에 구축된 파일롯 플랜트(pilot plant)를 바탕으로 가상의 공정을 설계한 후, 화학사고 대응 컨텐츠를 개발하였다. 컨텐츠 구현을 위하여 파일롯 설비 일부를 개조하여 원격제어기능을 부여하였다. 또한, 가상환경에서 설비를 제어할 수 있는 DCS 프로그램을 개발하였으며, AR과 연동하여 최종적으로 가상의 화학사고를 대응할 수 있는 화학공정 운전원 교육(OTS)을 개발하였다. 이를 통해 훈련자가 직접 장치를 조작해봄으써 운전역량을 쌓을 수 있고, 가상의 화학사고를 대응함으로써 비상시 대처능력을 기를 수 있었다. 본 연구와 같은 차세대 OTS가 화학산업에 널리 보급된다면 인적오류에 의한 화학사고를 예방하는데 크게 기여할 것으로 기대된다.

VR-HMD를 활용한 불안정 지지면 운동이 기능적 발목 불안정성에 미치는 영향 (The Effect of Unstable Supporting Exercise in Young Adults with Functional Ankle Instability when Training with a Virtual Reality-Head Mounted Display System)

  • 백종수;김용준;김형주;박주환;이누리;이보라;임보배;정다송;최지예;김민희
    • PNF and Movement
    • /
    • 제17권1호
    • /
    • pp.81-92
    • /
    • 2019
  • Purpose: This study was an investigation of the effect of unstable supporting exercise in young adults with functional ankle instability. The study tested the use of a jumper and virtual reality (VR) training via a VR-head mounted display (HMD) system to provide functional improvement in proprioception, range of motion (ROM), ankle muscle strength, agility, and balance. Methods: The subjects comprised 61 young adults (in their twenties) with functional ankle instability to decide as less than 24 points using Cumberland ankle instability tool. The subjects were divided into three groups: VUS (VR-HMD and unstable supporting exercise, n = 20), VSS (VR-HMD and stable supporting exercise, n = 19), and NUS (non-VR-HMD and unstable supporting exercise, n = 22). The exercise program was conducted three times per week for three weeks. VR training via a VR-HMD system and a VR application on a smart mobile device were used with the VUS and VSS groups, and unstable supporting exercise was used in the VUS and NUS groups for 30 minutes. Proprioception, ROM, ankle muscle strength, agility, and balance were measured before and after training. Results: The VUS group showed significant differences in most results, including proprioception, ROM, ankle muscle strength, agility, and balance to compare before and after, and the VSS and NUS groups partially. Moreover, the VUS group had significant differences in most results when compared with the other groups. Conclusion: Unstable supporting exercise and VR training via a VR-HMD system improved functional ankle instability in terms of proprioception, ROM, ankle muscle strength, agility, and balance.

혼합현실 기반 중증외상 처치 시뮬레이션 교육 요구 조사: 군병원 간호사 대상 포커스 그룹 인터뷰 적용 (Educational needs of severe trauma treatment simulation based on mixed reality: Applying focus group interviews to military hospital nurses)

  • 장선미;황신우;정유미;정은영
    • 한국간호교육학회지
    • /
    • 제27권4호
    • /
    • pp.423-435
    • /
    • 2021
  • Purpose: The purpose of this study is to identify the educational needs of a severe trauma treatment simulation program based on mixed reality which combines element of both virtual reality and augmented reality. Methods: Focus group interviews were conducted with ten military hospital nurses on February 4 and 5, 2021. The collected data were analyzed using a qualitative content analysis. As a framework for data analysis, the educational needs were clustered into the following four categories: teaching contents, teaching methods, teaching evaluation, and teaching environment. Results: The educational needs for each category that emerged were as follows: three subcategories including "realistic education reflecting actual clinical practice" and "motivating education" for teaching contents; five subcategories including "team-based education," "repeated education that acts as embodied learning," and "stepwise education" for teaching methods; six subcategories including "debriefing through video conferences," "team evaluation and evaluator in charge of the team," "combination of knowledge and practice evaluation" for teaching evaluation; six subcategories including "securing safety," "similar settings to real clinical environments," "securing of convenience and accessibility for learners," and "operating as continuing education" for teaching environment. Conclusion: The findings of this study can provide a guide for the development and operation of a severe trauma treatment simulation program based on mixed reality. Moreover, it suggests that research to identify the educational needs of various learners should be conducted.

생체 신호와 자이로 센서를 이용한 가상현실 기반의 재활 훈련 프로그램 (Virtual reality-based rehabilitation training program using bio-signals and gyro sensors)

  • 이재준;김웅규;아티카;이용진
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2017년도 추계학술발표대회
    • /
    • pp.1031-1033
    • /
    • 2017
  • 본 논문에서는 EMG(Electromyogram) 신호 기반의 재활 치료용 VR(Virtual Reality) 플랫폼을 제안한다. EMG 신호는 근육의 움직임을 확인할 수 있는 생체 신호로, EMG 신호를 활용하면 근육에 직접적인 움직임이 없어도 환자의 행동 의도를 확인할 수 있다. 본 논문에서는 EMG 신호를 이용하여 환자의 근육 움직임을 확인하며, 해당 움직임을 나타내는 VR 콘텐츠에 대한 제안과 실제 제작 콘텐츠를 소개한다. 실험 결과는 실제 근육 움직임에 대한 인식률을 확인하였다.

Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
    • /
    • 제4A권4호
    • /
    • pp.171-177
    • /
    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.

3차원 가상현실을 이용한 교육용 포롭터 시뮬레이터의 개발 (Development of the Phoropter Simulator for Education using 3D Virtual Reality)

  • 임용무;이동희
    • 한국안광학회지
    • /
    • 제9권1호
    • /
    • pp.1-9
    • /
    • 2004
  • 본 논문에서 우리는 안경광학을 보다 효율적으로 학습할 수 있도록 3차원 가상현실기법을 이용하여 개발한 교육용 포롭터 시뮬레이션 프로그램에 관한 연구를 제시하였다. 특히 안구의 굴절이상도 분석과 같은 기능을 사이버 튜터 내부에 두어 현재의 교정상태를 양주경선의 굴절도를 통하여 확인해가면서 학습할 수 있도록 하였다. 실행 결과를 학습자에게 직관적으로 제시함과 동시에 학습자의 적극적인 참여를 유도하는 시스템을 구성함으로써 보다 효과적인 교육환경의 구현이 가능하도록 하였다. 따라서 이 프로그램이 안경사들의 훈련 뿐 만 아니라 안경광학 교육에 크게 도움이 되리라 기대된다. 연구의 다음 과정으로, 우리는 이 시뮬레이터의 개발 기술을 더욱 발전시킬 것이며, 사이버 튜터의 내용을 더욱 확장할 것이며, 학생들의 학습의욕을 더욱더 고취하기 위해 이 프로그램의 웹 서비스 버전이 인터넷 망을 통하여 제공될 수 있도록 할 것이다.

  • PDF

Job Training and Safety Education for Modular Construction using Virtual Reality

  • Choi, Hyeongho;Chae, Jeonghyeun;Kang, Youngcheol
    • 한국건설관리학회논문집
    • /
    • 제24권5호
    • /
    • pp.63-72
    • /
    • 2023
  • This study investigates the virtual reality (VR) simulation to train construction workers for modular construction. Recently, the construction industry has been experiencing a growing demand for modular construction due to a shortage of labors and an increasing social need for safety. While the demand for modular construction has been increasing, construction labors suffer a basic knowledge regarding modular construction. The users of the simulation, developed by Unity program and Oculus Quest 2, experience the removal of hazardous elements at the location whether the modular unit suspended by a crane is lowered, the lowering and assembly of units through crane operation, and the fall from the roof which is the most frequent accidents in modular construction. The simulation was tested by 15 subjects. The effectiveness of the education was measured through a survey on self-efficacy, perceived usefulness, usability, and presence. It was found that the VR training is suitable for educating on the modular construction activities and safety issues related to them. This study also found that perceived usefulness is the factor that has the greatest impact on self-efficacy. This study can contribute to resolving the labor education issues for the deployment of modular construction.

디지털 치료제가 뇌성마비 아동의 균형 및 보행에 미치는 효과: 체계적 고찰 (Effect of digital therapies on balance and gait in children with cerebral palsy: A systematic review)

  • 김정현
    • 대한물리치료과학회지
    • /
    • 제30권4호
    • /
    • pp.92-110
    • /
    • 2023
  • Background: Digital therapeutics are software medical devices that provide evidence-based treatments to prevent, manage, and treat disease. Digital therapies have recently been shown to be effective in motivating children with cerebral palsy as a tool in neuropsychological therapy. Digital therapies improve postural control, balance and gait in children with cerebral palsy. Therefore, this study aims to investigate the effects of digital therapies on balance and gait in children with cerebral palsy and to provide guidelines for prescribing digital therapies for children with cerebral palsy. Design: A Systematic Review Methods: This study searched for English-language articles published in medical journals from January 2000 to July 2023 using PubMed and MEDLINE based on the year of initiation of the digital therapy. The search terms used in the study were 'digital technology' OR 'digital therapeutic' OR 'mobile application' OR 'mobile health' OR 'virtual reality' OR 'game' AND 'cerebral palsy', 'balance' 'gait' as the main keywords. The final article was assigned an evidence level and a Physiotherapy Evidence Database (PEDro) score to assess the quality of clinical trials studies. Results: The digital therapies applied to improve balance and gait in children with cerebral palsy are game-based virtual reality training and the Nintendo Wii Fit program. Both digital therapy interventions had a significant effect on improving balance in children with cerebral palsy, and virtual reality training significantly improved balance and gait. However, there were no significant improvements in balance and gait within two weeks of treatment, regardless of the type of digital intervention. Conclusion: The study suggests that this data will be important in building the evidence base for the effectiveness of digital therapies on balance and gait in children with cerebral palsy and in advancing clinical protocols.