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.
Purpose: This study was conducted to explore Virtual Reality (VR) utilization strategies in scenario-based nursing simulation training. Method: This was an integrative review for the identification of scenario-based VR simulation training applied to nursing undergraduates. The existing literature was searched in electronic databases using RISS, PubMed, and Pro-Quest and the key words were “Scenario based,” “Simulation,” “Virtual reality,” “Virtual training,” and “Nursing.” Finally, five studies were analyzed. Results: All the studies were conducted from 2016 to 2019. One RCT, two quasi-experimental studies, and two mixed method studies were identified. The topics of the scenarios were all different; acute myocardial infarction, management of respiratory system disease with hypoxia, postoperative nursing with appendicitis, teamwork and communication in outpatient and emergency situations, and disaster situation training . The outcome variables that were significant statistically were performance, self-confidence, and learning satisfaction. Conclusion: The findings suggest that virtual simulation in nursing education can potentially improve knowledge, performance, and learning confidence and can increase satisfaction with learning experience among nursing undergraduates. Multidisciplinary cooperation and investment are needed to develop diverse content applying VR in nursing simulation education. The review of the side effects also needs to be performed.
Over the last several years, the growing accessibility of VR has shifted its application from military and aviation to education as it provides the capability to create immersive learning experiences (Buń et al., 2017). However, VR simulations have mostly been used in the educational curriculum of “hard sciences” or the STEM disciplines (for a review, see Merchant et al., 2014). Most notable educational applications of VR have been used in medicine and science (e.g., Arora et al., 2014; Lindgren et al., 2016). This study develops and tests a VR marketing simulation designed for a second-year marketing unit at an Australian university. Within their respective tutorials, 150 students will experience the simulations and tutorial presentation on a pre-assigned topic in their marketing curriculum. A within-subject experimental design will be adopted to examine the feasibility of the simulation, which is measured by : (1) immersion; (2) e-learning enjoyment; (3) learning self-efficacy; (4) learning attitude; (5) intention to use; (6) student engagement; and (7) knowledge-based learning performance.
Virtual reality is one of the most popular technologies in the fourth industrial revolution. We suggest that virtual training using virtual reality would be more effective than existing training. Development of virtual trolley simulation content was done through Unreal Engine. Through the production of virtual reality content, we had developed a more advanced simulation development environment.
Using 3D based BIM(Building Information Modeling) enables a variety of construction simulations. The is no case to simulate BIM demonstration experiment on deeply immersed virtual reality environment in korea. This paper develops a multi screen based simulation system to enable 3D based immersed environment to diverse decision making and virtual construction simulation. In a developed simulation laboratory, we can carry out BIM drawing review, disaster evacuation simulation, constructability review on wild land and design urban planning using haptic device on 3-side space with 4K resolution . Also, It can review large amount of drawings without data conversion because of compatibility with BIM software.
One of the objectives of any task design is to provide a safe and helpful workplace for the employees. The safety and health module may include means for confronting the design with safety and health regulations and standards as well as tools for obstacles and collisions detection (such as error models and simulators). Virtual Reality is a leading edge technology which has only very recently become available on platforms and at prices accessible to the majority of simulation engineers. The design of an automated manufacturing system is a complicated, multidisciplinary task that requires involvement of several specialists. In this paper, a design procedure that facilitates the safety and ergonomic considerations of an automated manufacturing system are described. The procedure consists of the following major steps: Data collection and analysis of the data, creation of a three-dimensional simulation model of the work environment, simulation for safety analysis and risk assessment, development of safety solutions, selection of the preferred solutions, implementation of the selected solutions, reporting, and training When improving the safety of an existing system the three-dimensional simulation model helps the designer to perceive the work from operators point of view objectively and safely without the exposure to hazards of the actual system.
Too many big accidents have been occurring in Korea during '90. Those were accidents of Sung-Soo Bridge in 1994 and Sam-Poong Department Store in 1995. It was confirmed that the causes of the accident were unreliable construction or building. Therefore, in this study are to use technique of virtual reality(VR) simulation in order to prevent construction accidents. To set up the VR in safety construction, Date Base of variables, VR model and expert system are needed. This system is to build expert system, to visualize of the VR system and navigation, and to find out design errors of construction. Therefore, the purpose of this was to analyze accident type of construction, and apply VR system for simulation technique.
가상현실은 컴퓨터 시스템을 통해 사용자에게 가상의 세계를 경험 할 수 있도록 사용자의 인지시각 및 감성을 자극하는 것이다. 가상현실의 몰입을 위해 HMD를 비롯한 다양한 디바이스를 이용한 사용자의 행동 및 감각정보 획득과 자극이 필요하다. 가상현실에서 동작하는 물체가 실제 오브젝트와 연동하여 동작한다면 가상현실에 대한 몰입감은 증가될 것이다. 본 논문은 가상현실에서 스마트 로봇을 이용하여 현실의 전장과 동기화시킨 실제 환경을 조성하고 이를 기반으로 한 로봇 컨트롤 시뮬레이션 게임을 제작하였다. 로봇의 위치확인 및 보정을 위해 광학식별장치(OID: Optical Identification Device)를 이용한 광학 코드를 사용한다. OID기반의 매트 위의 이동에 대한 감지는 템플릿 기반의 광학 코드 인식기법과 칼만 필터를 이용한 위치 측정 보정을 통하여 이루어진다. 게임을 개발을 통해 가상현실상의 사용자 컨트롤을 기반으로 현실의 오프젝트의 동작 제어에 관한 유효성을 확인한다.