• Title/Summary/Keyword: virtual training

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Implementation of virtual reality for interactive disaster evacuation training using close-range image information (근거리 영상정보를 활용한 실감형 재난재해 대피 훈련 가상 현실 구현)

  • KIM, Du-Young;HUH, Jung-Rim;LEE, Jin-Duk;BHANG, Kon-Joon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.22 no.1
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    • pp.140-153
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    • 2019
  • Cloase-range image information from drones and ground-based camera has been frequently used in the field of disaster mitigation with 3D modeling and mapping. In addition, the utilization of virtual reality(VR) is being increased by implementing realistic 3D models with the VR technology simulating disaster circumstances in large scale. In this paper, we created a VR training program by extracting realistic 3D models from close-range images from unmanned aircraft and digital camera on hand and observed several issues occurring during the implementation and the effectiveness in the case of a VR application in training for disaster mitigation. First of all, we built up a scenario of disaster and created 3D models after image processing with the close-range imagery. The 3D models were imported into Unity, a software for creation of augmented/virtual reality, as a background for android-based mobile phones and VR environment was created with C#-based script language. The generated virtual reality includes a scenario in which the trainer moves to a safe place along the evacuation route in the event of a disaster, and it was considered that the successful training can be obtained with virtual reality. In addition, the training through the virtual reality has advantages relative to actual evacuation training in terms of cost, space and time efficiencies.

Development and Validation of Virtual Training Content Satisfaction Measurement Tool (가상훈련 콘텐츠 만족도 측정도구 개발 및 타당화)

  • Miseok Yang;Woocheol Kim;Ohyoung Kwon
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.1-11
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    • 2023
  • The purpose of this study is to develop and validate a tool that measures the satisfaction of virtual training learners' use of virtual training content. To this end, 491 copies of the basic questions derived from the satisfaction questions used by the K University Online Lifelong Education Center were used for the final analysis by conducting an online survey of learners who accessed STEP, the K University Online Lifelong Education Center portal. The 491 copies of data finally used were analyzed by methods such as basic question analysis, exploratory factor analysis, reliability analysis, and confirmatory factor analysis. First, in the basic question analysis, there were no questions that exceeded the acceptance criteria of an average of 4 points or more, skewness ±2, and kurtosis ±4. Second, the correlation coefficient for each sub-factor of virtual training content satisfaction derived after exploratory factor analysis was good as r=.682 to .822 (p<.01). The reliability coefficient for each sub-factor is content .849, content utilization .922, System and Operations Support .841, Intention to Continue Utilization .920, the overall reliability is. It was very high at .956 Fifth, as a result of confirmatory factor analysis, the compositional conceptual diagram is. It was .842 to .926, higher than the recommended standard of .7, and the average variance extraction degree. It appears to be .640 to .796, higher than the recommended standard of .5, which can be seen as representative of each constituent concept. As a result of verifying the validity of virtual training learners' content satisfaction recruitment, four factor models were derived: content substance, content utilization, system and operation support, and intention to continue use. This study is meaningful in that it empirically developed a tool to measure content satisfaction of virtual training learners and provided a reference frame and criteria.

Evaluation and Analysis of VR Content Dementia Prevention Training based on Musculoskeletal Motion Tracking (근골격계 동작 추적 기반 VR 콘텐츠 치매 예방 훈련 평가 및 분석)

  • Lee, Min-Tae;Youn, Jae-Hong;Kim, Eun-Seok
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.15-23
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    • 2020
  • Recently, the increase in the elderly population due to an aging society has led to a relative increase in senile diseases such as vascular dementia or Alzheimer's disease, and the social burden for rehabilitation has increased. In addition, studies have been conducted for the risk assessment and prevention of musculoskeletal disorders. The purpose of this study is to suggest a system that can be used to help with dementia prevention training by tracking the movement of motion and virtual reality contents for the risk factors of musculoskeletal disorders of the elderly. We propose a training method for preventing dementia through musculoskeletal motion analysis algorithm and virtual reality content. Through motion recognition algorithm based on motion region design, we will track and analyze the moving radius of the target joint. The purpose of this study is to calculate and evaluate scores based on the time to accomplish the goals on virtual reality contents for the prevention of musculoskeletal disorders and the support of dementia prevention training, and the degree of difficulty, and to analyze the correlation between the results of performing K-MMSE and VR contents.

Quantitative Analysis of Postural Balance Training using Virtual Bicycle System (가상 자전거 시스템을 이용한 자세균형 훈련의 정량적 분석)

  • 김종윤;송철규;홍철운;김남균
    • Journal of Biomedical Engineering Research
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    • v.23 no.3
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    • pp.207-216
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    • 2002
  • This Paper describes a quantitative analysis of Postural balance training using virtual bicycle system. We have used a virtual bicycle system that combines virtual reality technology with a bicycle . In this experiment, 20 normal adults were tested to investigate the influencing factors on Postural balance. Several factors including cycling time. cycling velocity. number of times of Path deviation, center of Pressure(COP) . and weight shift were extracted and evaluated to quantify the extent of control. Also, To improve the effect of balance training, we investigated the usefulness of visual feedback information by weight shift The results showed that the system was effective Postural balance rehabilitation training device and. in addition. the analysis method might have a wider applicability to the rehabilitation field.

Aerial Working Platform Training Simulator (고소작업대 조종훈련용 시뮬레이터)

  • Ki, Jae-Sug
    • Proceedings of the Safety Management and Science Conference
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    • 2007.04a
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    • pp.133-141
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    • 2007
  • Aerial working platform is recently used broadly in heavy industry and construction field and also the utilization of it is growing. However, the raise of critical incident caused by unskilled operator is increasing gradually. To reduce and prevent such incident, the training for operating is essential. It's not easy to cover the requirements for the training with real platform because of the high price of it, safety and weather condition. This paper proposes a simulator for the training based on virtual reality to give the training safely regardless to the weather condition and the simulator is deliverable in lower price than real one. The simulator proposed in this paper is available to be set according to the level of trainee managing the assessment level and be also applied for the design of general heavy equipment training simulator based.

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Aerial Working Platform Training Simulator (고소작업대 조종훈련용 시뮬레이터)

  • Ki, Jae-Sug
    • Journal of the Korea Safety Management & Science
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    • v.9 no.4
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    • pp.57-62
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    • 2007
  • Aerial working platform is recently used broadly in heavy industry and construction field and also the utilization of it is growing. However, the raise of critical incident caused by unskilled operator is increased gradually. To reduce and prevent such incident, the training for operating is essential. It's not easy to cover the requirements for the training with real platform because of the high price of it, safety and weather condition. This paper proposes a simulator for the training based on virtual reality to give the training safely regardless to the weather condition and the simulator is deliverable in lower price than real one. The simulator proposed in this paper is available to be set according to the level of trainee's skill managing and be also applied for the design of general heavy equipment training simulator.

Study on the Improvement of Postural Balance of the Elderly using Virtual Bicycle System (가상 자전거 시스템을 이용한 노인의 자세균형 증진에 관한 연구)

  • Kwon, Tea-Kyu;Yoon, Young-Il;Piao, Yong-Jun;Kim, Nam-Gyun
    • Journal of Biomedical Engineering Research
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    • v.28 no.5
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    • pp.609-617
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    • 2007
  • In this paper, a new rehabilitation training system was developed to improve equilibrium sense of the elderly by combining virtual reality technology with a fixed exercise bicycle. In order to evaluate the effectiveness of the training system, the elderly participated as test subject in the investigation of the influence of different the parameters on postural balance control. We measured three different running modes of virtual bicycle system with two successive sets. The parameters measured were running time, velocity, the weight movement, the degree of the deviation from the road, and the variables about the center of pressure. The repeated training, our results showed that the running capability of the elderly improve compared. In addition, it was found out that the ability of postural control and the equilibrium sense was improved with the presentation of the visual feedback information of the distribution of weight. From the results of this experiment, we showed that our newly developed system might be useful in the diagnosis of equilibrium sense or in the improvement of the sense of sight and, somatic, and vestibular sense of the elderly in the field of rehabilitation training.

A Study on the Interoperability of ROK Air Force Virtual and Constructive Simulation (공군 전투기 시뮬레이터와 워게임 모델의 V-C 연동에 대한 연구)

  • Kim, Yong Hwan;Song, Yong Seung;Kim, Chang Ouk
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.169-177
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    • 2019
  • LVC(Live-Virtual-Constructive) training system is drawing attention due to changes in battlefield situation and the development of advanced information and communication technologies. The ROKAF(Republic of Korea Air Force) plans to construct LVC training system capable of scientific training. This paper analyzes the results of V-C interoperability test with three fighter simulators as virtual systems and a theater-level wargame model as a constructive system. The F-15K, KF-16, and FA-50 fighter simulators, which have different interoperable methods, were converted into a standard for simulation interoperability. Using the integrated field environment simulator, the fighter simulators established a mutually interoperable environment. In addition, the Changgong model, which is the representative training model of the Air Force, was converted to the standard for simulation interoperability, and the integrated model was implemented with optimized interoperability performance. Throughput experiments, It was confirmed that the fighter simulators and the war game model of the ROKAF could be interoperable with each other. The results of this study are expected to be a good reference for the future study of the ROKAF LVC training system.

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.