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        검색결과 136

        1.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Background: Most studies targeting stroke patients have confirmed improvements in balance and walking using immersive and non-immersive virtual reality training programs. However, to date, there are not many studies targeting brain activation enhancement for the two training programs. Objectives: The purpose of this study is to investigate the effect of a virtual reality training program on the EEG of stroke patients according to differences in immersion. Design: A randomized controlled trial. Methods: A total of 20 stroke patients, with 10 in an immersive virtual reality training programs group (IVRG) and 10 in a non-virtual reality training programs group (NVRG) were randomly assigned to exercise three times a week for 6 weeks. EEG was measured for 2 minutes using DSI-24. Results: The intra-group difference in relative alpha waves of brain waves was not significant for both groups, and the between-group difference was not significant. Differences in EEG relative beta waves in the experiment group were significant in the Fp1, Fp2, Cz, C3, C4, P3, and O2 in the experiment group, and significant in the Cz and O2 in the control group. As a result of comparing the differences between each group before and after, there was a significant difference in the Fp1 area. Conclusion: Virtual reality training programs based on differences in immersion were found to have a positive effect on EEG. Therefore, it is believed that a virtual reality training program based on differences in immersion can be provided as a clinical intervention method for EEG.
        4,500원
        2.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Virtual reality (VR) simulation in nursing education, especially in the teaching of VR simulations just prior to clinical practice, has the potential to enhance the effectiveness of clinical practice and better prepare nursing students for patient care. The aim of this study was to evaluate the effect of a preclinical VR simulation education program on the development of critical thinking, self-efficacy, problem-solving ability, and perceived clinical competency among undergraduate nursing students. The study was conducted between May and June 2021 using a pretest-posttest design with a control group. A total of 42 nursing students were recruited through convenience sampling from two separate classes. The intervention group participated in VR simulation education, while the control group engaged in lecture-based education, before beginning clinical practice. Assessments were conducted before preclinical education and after completing clinical practice using structured questionnaires. The data was analyzed using chi-square tests, independent t-tests, and ANCOVA. The findings indicated that the intervention group had a significantly higher score in perceived clinical competency compared to the control group (F = 5.25, p = 0.029) after controlling for pretest scores. However, there were no statistically significant differences in critical thinking, self-efficacy, or problem-solving abilities between the two groups. These findings suggest that preclinical VR simulation education is partially effective in preparing nursing students for their clinical practice, underscoring the need for a balanced educational approach that integrates VR with clinical practice to develop a full spectrum of nursing skills and knowledge.
        4,300원
        3.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근 기술이 발전함에 따라 다양한VR (Virtual Reality) 및AR (Augmented Reality) 장치들이 등장하고 있다. 이 러한 장치들의 대부분의 콘텐츠는 사용자 상호작용을 위해 컨트롤러에 의존하고 있으나 컨트롤러는 휴대하 기 어렵고 분실하기 쉽다는 단점이 있다. 또한, 컨트롤러를 통한 사용자 인터페이스는 장치에 익숙하지 않은 사용자들이 불편함을 느낄 수 있고 새로 인터페이스를 배워야 하는 한계가 있다. 이러한 문제를 해결하기 위 해Oculus Quest는 핸드 트래킹 기술을 도입하여 사용자가 자연스러운 손 제스처를 인터페이스로 사용할 수 있게 하였다. 그러나 핸드 트래킹을 활용하는 방법은 그 어려움 때문에 아직 널리 연구되지 않았고 아직 활 용되지 못하고 있다. 이에 VR 콘텐츠와 상호작용하는 데 손을 사용하는 방법을 탐구하고, 그것을 이용하여 콘텐츠를 만드는 방법을 설명한다
        4,000원
        4.
        2023.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 한옥의 해석모델 구축을 지원하고, 구축된 해석모델의 활용도를 높이고자 이를 활용한 가상현실 소프트웨어를 개발 하였다. 한옥의 구조해석 모델은 범용 구조해석 소프트웨어인 midas Gen으로 생성하고, 이를 문자기반 입력파일로 변환한 후 본 연구 에서 개발된 소프트웨어에서 한옥 해석모델의 검토에 필요한 자료들을 저장한다. 개발된 가상현실 소프트웨어 내에서 3차원으로 표 현된 한옥의 해석모델은 시점을 변경하며 살펴볼 수 있고 특정 부재를 선택하여 관련된 자료를 확인할 수 있다. 이러한 과정을 통해 해 석모델의 오류를 확인 및 수정하여 완결된 해석모델을 구축할 수 있다. 개발된 소프트웨어는 3개의 한옥 사례에 적용하여 그 적용성 과 효용성을 검증하였으며, 구조분야 이외의 타 분야에서도 활용될 수 있다.
        4,000원
        5.
        2023.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적 : 본 연구는 몰입형 가상현실과 비몰입형 가상현실 두 가지 형태의 가상현실 기기를 이용한 중재가 만성 뇌졸중 환자의 상지기능 향상에 미치는 효과를 알아보고자 하였다. 연구방법 : 연구 대상은 뇌졸중 발병 후 6개월 이상인 편마비 환자 3명이었다. 연구설계는 단일대상실험연 구(single-subject research design)인 AB 디자인과 교차 연구설계(alternating design)를 사용하였 다. 중재효과를 측정하기 위한 상지기능 평가는 Box and Block Test와 Fugl-Myer Assessment를 사 용하였고, 연구진행은 기초선 4회, 중재 기간 16회를 포함하여 총 20회기를 진행하였다. 연구결과는 시 각적 그래프와 2SD 구간을 설정하여 분석하였다. 결과 : 연구결과는 비몰입형과 몰입형 가상현실 중재법 모두 기초선과 비교하여 Box and Block Test, Fugl-Myer Assessment 점수가 확연히 증가하였다. 그러나 비몰입형 가상현실 중재와 몰입형 가상현 실 중재 간의 의미있는 차이는 발견할 수 없었다. 결론 : 본 연구는 몰입형 가상현실을 이용한 중재가 비몰입형 가상현실을 이용한 중재와 같이 만성 뇌졸중 대상자의 상지기능 향상에 긍정적인 효과를 줄 수 있다는 것을 확인하였다. 이러한 결과는 만성 뇌졸중 대상자들의 상지기능 향상을 목표로 하는 임상현장에서 가상현실 중재와 연구에 유용한 자료가 될 것이 라 사료된다.
        4,500원
        6.
        2023.07 구독 인증기관 무료, 개인회원 유료
        This study examined the effects of user interactivity with VR in a digital retail setting on mental imagery and sensory brand app experience and its consequential impacts on perceived enjoyment, perceived usefulness, attitude toward using VR, and behavioral intent. Mental imagery is understood in relation to quantity, vividness, and valence. The user involvement with the device is employed as a moderator to fully understand the impact of VR in connection with consumer engagement. An IKEA VR application was utilized for this study. A convenient sample of college students was recruited from a large research university in the US. The findings of the study show that user interactivity impacts mental imagery, and it subsequently influences sensory brand app experience, perceived enjoyment, perceived usefulness, attitude toward using VR, and behavioral intent. Overall, this study provides meaningful and practical information to academicians and practitioners.
        4,000원
        7.
        2023.07 구독 인증기관·개인회원 무료
        Entomophagy (or insects eating) is seen as a new, sustainable, and promising protein alternative for consumers in Western countries. Although eating insects is not new for many cultures (e.g., Asian culture), it represents a novel and unconventional eating practice in the Western world (e.g., United States and Europe), often characterized by food taboos and by a negative advertising in the media.
        8.
        2023.07 구독 인증기관·개인회원 무료
        Digital technologies that travel between the real and virtual worlds are rapidly adopted by many fashion brands for building virtual fashion spaces. This study aims to investigate the consumer experience of the components of the virtual fashion show and their effect on virtual fashion space, perceived benefits, perceived risk, and behavioral intention in the immersive fashion virtual space. The stimulus for this study was selected as the Prada virtual reality (VR) fashion show which is one of the most active in the VR field. The influence of perceived virtual fashion space and the moderating effect of VR sickness and fashion innovativeness are discussed. This study provides implications about consumer perception and behavior using VR in the context of virtual fashion space for researchers and practitioners.
        9.
        2023.07 구독 인증기관 무료, 개인회원 유료
        The objective of this research is to analyze the importance of Virtual Reality (VR) in digitally promoting perceived online trust toward green brands. We propose a conceptual framework based on Stimulus-Organism-Response to understand whether VR can increase cognitive and affective experiential state and customers' perceived trust toward green brands.
        4,000원
        10.
        2023.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 가상현실 지질학습장을 개발하여 학교 현장에서 겪는 어려움으로 인해 소홀히 여겨지는 야외 답사를 대체하는 방안을 찾고자 하는 데 목적이 있다. 이를 위해 교육과정 내용 요소와 가상현실 개발 가능성을 검토하여 적 상산 일대를 중심으로 총 5곳의 지질학습장을 선정하였다. 가상현실 지질학습장은 학생들이 주도적으로 가상의 공간에 서 암석과 지질구조를 관찰하고 탐구할 수 있도록 구성하였으며, 구상화강편마암, 응회암, 역암, 사암, 층리, 절리 등 학 습 요소를 포함하였다. 개발한 학습장이 갖는 교육적 가치를 알아보고자 중학교 1학년 학생 7명에게 적용하고 반-구조 화된 면담을 실시하였으며, 학생 반응 결과를 언어 네트워크를 이용하여 단어 간 의미 있는 관계를 분석하였다. 그 결과로 학생들은 가상현실일지라도 현실감을 느낄 수 있었으며, 이는 곧 암석의 특징을 이해하고 기억하는 데 긍정적인 영향을 주고 있었다. 이는 가상현실 야외지질학습 프로그램을 통해 야외에서 이루어지는 현실감을 학생들에게 간접적으 로 경험하게 함으로써 학습에 긍정적인 영향을 줄 수 있음을 시사한다. 본 연구를 바탕으로 무주군이 지닌 지질 학습 자원이 가상현실을 통해 학교 현장에서 유의미한 학습 자료로 활용되기를 기대한다.
        4,600원
        11.
        2023.06 구독 인증기관 무료, 개인회원 유료
        Since the increased focus on the essential role of recovering cognitive function after stroke, cognitive rehabilitation of stroke survivors has been important. This study aimed to provide basic data on the successful cognitive rehabilitation of stroke survivors through an literature review of virtual reality cognitive rehabilitation. Methods: The literature review method of Whittemore and Knaf was used. Data was searched on papers published before April 2023, and RISS, NDSL, and KISS were used for the search. Four studies were selected for analysis. Results: The cognitive function of the experimental group applied with the virtual reality cognitive rehabilitation was significantly improved. In the three studies, cognitive function was significantly improved compared to the control group. Conclusion: Findings from the review suggest the necessity of a virtual reality cognitive rehabilitation for older stroke survivors to verify its effectiveness.
        4,000원
        12.
        2023.05 구독 인증기관·개인회원 무료
        A person who performs or plans to conduct a physical protection inspection as stipulated by the law, the act on physical protection and radiological emergency, should obtain an inspector’s ID card certified and authorized by Nuclear Safety and Security Commission Order No.137 (referred to as Order 137). In addition, according to Order 137, KINAC has been operating some training courses for those with the inspector’s ID card or intending to acquire it. Also, strenuous efforts have been put to incrementally elevate their inspection related expertise. Since Republic of Korea has to import uranium enriched less than 20% in order to manufacture fuels of nuclear reactors in domestic and abroad, the physical protection for categorization III nuclear material in transit is significantly important along with an increase in transport. The expertise of inspectors should be constantly needed to strengthen as the increase in transport leads to an increase in inspection of nuclear material in transit. We have suggested a special way to improve the inspector’s capacities through Virtual Reality technology (VR). A 3-Dimensional virtual space was designed and developed using a 3-axis simulator and VR equipment for practical training. HP’s Reverb G2 product, which was developed in collaboration with VALVE Corporation and MicroSoft, was used as VR equipment, and the 3-axis motion simulator was developed by M-line STUDIO corp. in Korea for the purpose of realizing virtual reality. The training scenarios of transport inspection consist of three parts: preparation at the shipping point, transport in route including stops and handover at the receiving point. At the departure point, scenario of the transport preparation is composed with the contents of checking the transport-related documents which should be carried by shipper and/or carrier during transport and confirming who the shipper and/or carrier is. Second, scenario is designed for inspector to experience how carrier and/or shipper protect the nuclear material during transport or stops for rests or contingency and how they communicate with each other during transport. Lastly, scenario is developed focusing on key check items during handover of responsibilities to the facility operator at the destination. Those training scenarios can be adopted to strengthen the capabilities of those with inspector’s ID card of physical protection in accordance with Order 137 and to help new inspectors acquire inspectionrelated expertise. In addition, they can be used for domestic education to promote understanding of nuclear security, or may be used for education for people overseas for the purpose of export of nuclear facilities.
        13.
        2023.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구의 목적은 가상현실 체육실 수업의 실재 경험이 즐거움과 몰입을 경험할 때 스포츠 활동 참여의도에 어떤 영향을 미치는지 알아보는 것이다. 조사는 초등학교 고학년을 대상으로 총 300명을 60부 씩 표본추출하여 설문지 중 응답이 불성실한 24부를 제외하고 총 276부의 자료를 연구에 사용하였다. 본 연구에서 사용한 데이터 처리는 SPSS ver. 24.0 및 AMOS 버전. 24.0 통계프로그램을 이용하여 확증요인 분석, 빈도분석, Cronbach's α 계수계산, 상관분석, 구조방정식모형분석을 실시하였다. 이러한 과정을 통 해 다음과 같은 결과를 도출하였다. 첫째, 가상현실 체육실 수업의 실재 체험은 즐거움에 정(+)의 영향을 미쳤다. 둘째, 가상현실 체육실 수업에서 즐거움과 몰입의 관계는 정(+)의 영향을 미쳤다. 셋째, 가상현실 체육실 수업의 즐거움은 체육활동 참여의도에 정(+)의 영향을 미쳤다. 넷째, 가상현실 체육실에 참가한 학 생들의 수업몰입도는 향후 체육활동 참여의도에 정(+)의 영향을 미쳤다.
        4,000원
        14.
        2023.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적 : 본 연구의 목적은 가상현실 기반 주방 과제 수행 시 나타나는 수행오류의 종류와 인지기능과의 상 관관계를 알아보고자 함이다. 연구방법 : 신경학적 결함이 없는 만 60세 이상 건강한 노인 38명을 대상으로 가상현실 환경 내에서 주방 과제를 수행하였다. 주방 과제는 잼 버터 샌드위치 만들기를 시행하였다. 주방 과제를 수행하는 동안 나타나는 수행오류 의 종류를 2명의 작업치료사가 각각 평가하였다. 아울러 캠브리지 전산화 신경 심리평가(Cambridge Neuropsychological Test Automated Battery; CANTAB)의 Stocking of Cambridge(SOC), Executive Function와 Spatial Working Memory(SWM)평가를 실시하였다. 주방 과제 시 보이는 수행오류의 빈도수와 각 인지 영역의 점수 간의 상관관계를 분석하였다. 평가자 간 신뢰도는 SPSS 12.0을 통해 분석하고, 상관관계 분석은 Python을 사용하였다. 결과 : Omission 오류는 SOC의 움직임 횟수와 SWM의 전략 사용과 통계적으로 유의미한 양의 상관을 보였다(p < .05). 반면 commission 오류는 SOC의 움직임 횟수와 통계적으로 유의미한 양의 상관관계 를 보였다(p < .001). 주방 과제를 수행하는 데 걸린 시간과 총 수행오류는 SOC의 움직임 횟수와 통계 적으로 유의미한 양의 상관관계를 보였다(p < .05). 결론 : 가상현실 기반 주방 과제에서 나타나는 수행오류는 작업기억 및 집행기능과 상관관계가 있고, 생태 학적 타당성이 높은 집행기능 평가로써 임상적으로 활용 가능성이 크다. 향후 연구에서 환자 그룹을 대 상으로 인지기능에 따른 수행오류의 특성을 더욱 면밀하게 연구해나갈 필요가 있다.
        4,800원
        15.
        2022.11 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        17.
        2022.05 구독 인증기관·개인회원 무료
        “Radiation measurement situation virtual reality program” is a three-dimensional modeling program. It is a program that virtually implements the measurement situation by applying visualization techniques such as animation effect charts, and effectively delivers gamma radiation energy spectrum data. This program was developed to respond to various measurement situations by visualizing major analysis objects such as radiation detectors, radioactive waste drums, radioactive building structures, and the ground surface as a 3D model. User-friendliness was secured by supporting various control functions such as distance, size, and angle while checking the three-dimensionally produced detector and analysis target in a virtual space. By using high-resolution photos obtained through 360-degree shooting, a virtual space was implemented to approximate the actual situation, such as the ground surface measurement. In addition, data communication safety was secured so that a large number of users could use it through a local area network in consideration of the actual operating environment.
        18.
        2021.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, virtual reality (VR) and augmented reality (AR) technologies are attracting attention as core technologies in the era of the 4th industrial revolution. These virtual and augmented reality technologies are being used in a variety of industries, including the construction industry, healthcare industry, and manufacturing industry, to innovate in communication and collaboration, education and simulation, customer service and reinvention of the customer experience. In this paper, VR-based experiential safety education was conducted for workers of shipbuilding companies in Ulsan city, and for them, the educational effectiveness such as immersion, site applicability, safety accident prevention, education satisfaction, overall performance, and safety behavior in VR-based safety experience education were measured. In addition, we examined whether the immersion of VR-based safety experience education affects site applicability, safety accident prevention, educational satisfaction, overall performance, and safety behavior. Furthermore, it was analyzed whether site applicability plays a mediating role in the relationship between immersion and safety accident prevention. As a result, it was found that the immersion of VR-based safety experience education affects site applicability, safety accident prevention effect, education satisfaction, overall performance, and safety behavior, and that site applicability mediates between immersion and safety accident prevention. Based on these results, we suggests a direction for the development of VR-based contents in the field of safety and health and the transformation of safety and health education in the future.
        4,300원
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