• Title/Summary/Keyword: Virtual-reality-based training

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The Effect of P2E-type Virtual Farm Experience on the Attitude and Recommendation Intention of Potential Farmers : Focusing on the Information System Success Model (P2E형 가상 농장 영농체험이 잠재 영농인의 태도와 추천의도에 미치는 영향 연구: 정보시스템성공모델 중심으로)

  • Bae, Sujin;Oh, Hyunjoo;Lee, Younglae;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.680-691
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    • 2022
  • Virtual farm is a kind of virtual reality for education and training, which realizes a change in attitude toward farming and aims for economic performance through revisiting the virtual farm. With the recent introduction of P2E-type virtual reality, a way to connect virtual farming experiences with practical benefits is being considered. However, few studies have been conducted on the factors that influence the success of virtual farms. Hence, the purpose of this study is to examine whether the quality of virtual farm contents and system quality affect user satisfaction with virtual farm experience based on the DeLone & McLean's IS Success Model. In addition, we will examine whether satisfaction with the virtual farm significantly contributes to the change in attitude toward farming. In addition, we demonstrate whether digital incentives contribute to the activation of P2E-type virtual farms.

Effect of Taping and Virtual Reality Combined Exercise on Static and Dynamic Balance With Functional Ankle Instability

  • Kim, Ki-jong;Gang, Mi-yeong
    • Physical Therapy Korea
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    • v.27 no.4
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    • pp.292-297
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    • 2020
  • Background: Ankle sprain is one of the most common musculoskeletal injuries in the sports population or during usual daily life activities. The sprain can cause functional ankle instability (FAI), and it is very important to treat FAI. However, the optimum intervention method for FAI has yet to be determined. Objects: This study investigated the impact that virtual reality (VR) training program on balance with ankle kinesio taping for FAI. Methods: Twenty-two people were selected for the study and randomly divided into the experimental (n = 11) and the control group (n = 11). The experimental group had attached kinesio taping on the ankle and then implemented a virtual reality exercise program for 30 minutes a day. Nintendo Wii Fit Plus was used for the VR intervention three times a week for four weeks. The control group performed only two measurements without intervention. Results: There were no statistically significant differences in overall, anterior-posterior (AP), medial-lateral (ML) index of the static balance, and significant differences in overall, AP, ML index of the dynamic balance when taping and VR exercise were applied at the same time (p < 0.05). There were no significant differences in overall and ML index of static and dynamic balance compared with before and after assessment between the experimental and the control group, and found differences in AP index of static and dynamic balance (p < 0.05). Conclusion: Kinesio taping may not influence the balance of FAI as great as people expected. VR approach does not affect the static balance of FAI, but it influences dynamic balance in overall, AP, ML index. The authors suggest that VR-based exercises can be used as an additional concept in clinicians for FAI or as part of a home program because the exercises still have limitations.

A Study on Suitability of Training Facilities and Equipment used on Seafarer's Sea Survival Training (선원 해상생존교육 실습시설 및 장비의 적정성에 관한 연구)

  • Lee, Jin-Woo;Kim, E-Wan;Lee, Chang-Hee;Lee, Young-Ho
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.23 no.5
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    • pp.473-481
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    • 2017
  • Seafarer sea survival training, such as basic safety refresher training and advanced safety refresher training, in accordance with the STCW Convention, is an indispensable program that can increase the crew survival rate during emergency situations at sea. It is important for crew members to carry out theoretical and practical training with various safety equipment in order to effectively train according to IMO model courses. Therefore, this study suggests the following measures to improve safety training facilities for seafarers by reviewing survival training requirements based on the IMO model course and comparing and analyzing related facilities based on operating cases from domestic and overseas training institutes. First, it is necessary to establish a training environment where seafarers can practice utilizing various, updated safety equipment such as marine evacuation equipment (slides, chutes, etc.). Second, it is necessary to construct an educational environment in which learners can directly or indirectly experience realistic emergency situations by installing marine environment simulation facilities with such equipment as a wave generator, rain fall device, wind generating device, etc. Third, it is also necessary to develop and expand customized training using virtual reality equipment in addition to experiential training, audiovisual training and simulation training.

The Effect of Virtual Reality based Intervention Program on Communication Skills in Cafe and Class Attitudes of Students with Intellectual Disabilities (가상현실 기반 중재 프로그램이 지적장애학생의 카페에서의 의사소통 능력과 수업태도에 미치는 효과)

  • Lee, Taesu
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.157-165
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    • 2019
  • The purpose of this study was to verify effects of virtual reality based intervention program on communication skills in cafe and class attitudes of students with intellectual disabilities. To do this, 30 students with intellectual disabilities were participated in this study and placed an experimental group and a control group. An experimental group took part in the virtual reality based intervention program on communication skills in cafe and a control group joined in the traditional intervention program at summer vacation from July, 22 to August, 24. Intervention programs of an experimental group and an control group were conducted 5 times in a week for 4 weeks and a class time of each class was 50 minutes. Evaluations of two groups were carried out in pre-test and post-test and data of evaluation was analyzed by independent t-test. In Results of study, communication skills of experimental group were improved higher than control group's. Also, class attitudes of experimental group were changed more positive than control group's on job training class. We knew that virtual reality based intervention program was effectively utilized in transitional education for students with intellectual disabilities.

An Experience Type Virtual Reality Training System for CT(Computerized Tomography) Operations (컴퓨터 단층 촬영기(CT)의 가상 실습을 위한 3차원 체험형 교육 시스템)

  • Shin, Yong-Min;Kim, Young-Ho;Kim, Byung-Ki
    • The KIPS Transactions:PartD
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    • v.14D no.5
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    • pp.501-508
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    • 2007
  • Simulation system was introduced and used a lot in the fields of aviation, vessel, and medical treatment. 3D Simulation system has been used quite insufficiently as it requires a lot of system resource and huge amount of computer calculation. As the graphic card performance and simulation function developed, however, PC based simulation has been activated and is verified of its possibility as an educational software. However, educational institutions need to invest huge amount of budget and manpower to purchase and maintain CT Equipment. For such a reason, educational institutions entrust their students to hospitals for indirect experience of operation or for mere observation. This study, therefore, developed a CT Virtual reality education system with which medical CT Equipment can be directly operated in PC based 3D Virtual environment.

A Plan to Promote Intangible Cultural Heritage Transmission Education Through the Analysis of Immersive Content Cases (실감 콘텐츠 사례 분석을 통한 무형문화유산 전수 교육 활성화 방안)

  • Hwa-Su Jin
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.519-528
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    • 2023
  • Recently, for the preservation and transmission of cultural heritage, various researches and content development based on technologies such as virtual reality, augmented reality, and extended reality, which are the core technologies of the 4th industrial revolution era, are being conducted. Intangible cultural heritage is variable, unlike tangible cultural heritage, so it changes greatly depending on time and space, and as a result, it is in danger of being discontinued due to the aging and death of the inheritors. In this study, the current status and cases of related realistic content production were collected and analyzed, focusing on statistical data, intangible cultural heritage training centers through search portals, and platform cases. As a result of the analysis, it was found that overall, there were very few cases of use in content and transfer education using intangible cultural heritage. Through this study, we will consider ways to revitalize the effective transfer education of intangible cultural heritage that is on the verge of being cut off from transmission.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

Framework for Car Safety Education Virtual Reality Simulation (자동차 안전교육 VR 시뮬레이션 제작을 위한 프레임워크)

  • Xie, Qiao;Ding, Xiu Hui;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.37-45
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    • 2019
  • In recent years, the emergence of virtual reality (VR Virtual Reality) technology has provided a new model of safety education, enabling users to learn and respond to disasters in a virtual safety education environment. However, the related VR products related to domestic and foreign R & D are relatively simple, there is no practical training on specific accident, and it is not practical enough to play a sufficient role in safety education. In this paper, the problems and disadvantages of VR technology applied in the field of automobile safety education as an example of automobile accident among the types of disasters are examined, and a system framework of automotive safety education based on VR technology is proposed. The vehicle safety education system proposed in this paper will help users to improve driving safety consciousness, to acquire safety knowledge in driving, and to acquire driving safety skill which is very important for automobile safety education. In addition, the design and production methods of safety education based on VR technology are considered to have important reference implications for the application of modern teaching and teaching theory by integrating with VR technology and developing related teaching materials products and finally introducing education.

Correlation Between Knee Muscle Strength and Maximal Cycling Speed Measured Using 3D Depth Camera in Virtual Reality Environment

  • Kim, Ye Jin;Jeon, Hye-seon;Park, Joo-hee;Moon, Gyeong-Ah;Wang, Yixin
    • Physical Therapy Korea
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    • v.29 no.4
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    • pp.262-268
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    • 2022
  • Background: Virtual reality (VR) programs based on motion capture camera are the most convenient and cost-effective approaches for remote rehabilitation. Assessment of physical function is critical for providing optimal VR rehabilitation training; however, direct muscle strength measurement using camera-based kinematic data is impracticable. Therefore, it is necessary to develop a method to indirectly estimate the muscle strength of users from the value obtained using a motion capture camera. Objects: The purpose of this study was to determine whether the pedaling speed converted using the VR engine from the captured foot position data in the VR environment can be used as an indirect way to evaluate knee muscle strength, and to investigate the validity and reliability of a camera-based VR program. Methods: Thirty healthy adults were included in this study. Each subject performed a 15-second maximum pedaling test in the VR and built-in speedometer modes. In the VR speedometer mode, a motion capture camera was used to detect the position of the ankle joints and automatically calculate the pedaling speed. An isokinetic dynamometer was used to assess the isometric and isokinetic peak torques of knee flexion and extension. Results: The pedaling speeds in VR and built-in speedometer modes revealed a significantly high positive correlation (r = 0.922). In addition, the intra-rater reliability of the pedaling speed in the VR speedometer mode was good (ICC [intraclass correlation coefficient] = 0.685). The results of the Pearson correlation analysis revealed a significant moderate positive correlation between the pedaling speed of the VR speedometer and the peak torque of knee isokinetic flexion (r = 0.639) and extension (r = 0.598). Conclusion: This study suggests the potential benefits of measuring the maximum pedaling speed using 3D depth camera in a VR environment as an indirect assessment of muscle strength. However, technological improvements must be followed to obtain more accurate estimation of muscle strength from the VR cycling test.

A Sound Interpolation Method Using Deep Neural Network for Virtual Reality Sound (가상현실 음향을 위한 심층신경망 기반 사운드 보간 기법)

  • Choi, Jaegyu;Choi, Seung Ho
    • Journal of Broadcast Engineering
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    • v.24 no.2
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    • pp.227-233
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    • 2019
  • In this paper, we propose a deep neural network-based sound interpolation method for realizing virtual reality sound. Through this method, sound between two points is generated by using acoustic signals obtained from two points. Sound interpolation can be performed by statistical methods such as arithmetic mean or geometric mean, but this is insufficient to reflect actual nonlinear acoustic characteristics. In order to solve this problem, in this study, the sound interpolation is performed by training the deep neural network based on the acoustic signals of the two points and the target point, and the experimental results show that the deep neural network-based sound interpolation method is superior to the statistical methods.