scholarly journals Development and Review of Virtual Reality Fire-Training Program

2019 ◽  
Vol 33 (6) ◽  
pp. 159-164
Author(s):  
Yong-Cheol Kim ◽  
Mu-Heon Jeong ◽  
Chung Lyu ◽  
Sun-Gyu Kim
2021 ◽  
pp. 004005992110272
Author(s):  
Patricia S. Arter ◽  
Tammy B. H. Brown ◽  
Jennifer Barna ◽  
Monica Law ◽  
Regina Fidiam ◽  
...  

While job interviewing training is part of the transition planning and school-to-work curriculum, using virtual reality (VR) can be a valuable addition to the current curriculum, specifically given the unique characteristics of individuals with ASD. This article will provide step-by step procedures to integrate VR into the current classroom transition training program.


2014 ◽  
Vol 94 (9) ◽  
pp. 1319-1326 ◽  
Author(s):  
Shirley Roth Shema ◽  
Marina Brozgol ◽  
Moran Dorfman ◽  
Inbal Maidan ◽  
Lior Sharaby-Yeshayahu ◽  
...  

BackgroundCurrent literature views safe gait as a complex task, relying on motor and cognitive resources. The use of virtual reality (VR) in gait training offers a multifactorial approach, showing positive effects on mobility, balance, and fall risk in elderly people and individuals with neurological disorders. This form of training has been described as a viable research tool; however, it has not been applied routinely in clinical practice. Recently, VR was used to develop an adjunct training method for use by physical therapists in an ambulatory clinical setting.ObjectiveThe aim of this article is to describe the initial clinical experience of applying a 5-week VR clinical service to improve gait and mobility in people with a history of falls, poor mobility, or postural instability.DesignA retrospective data analysis was conducted.MethodsThe clinical records of the first 60 patients who completed the VR gait training program were examined. Training was provided 3 times per week for 5 weeks, with each session lasting approximately 1 hour and consisting of walking on a treadmill while negotiating virtual obstacles. Main outcome measures were compared across time and included the Timed “Up & Go” Test (TUG), the Two-Minute Walk Test (2MWT), and the Four Square Step Test (FSST).ResultsAfter 5 weeks of training, time to complete the TUG decreased by 10.3%, the distance walked during the 2MWT increased by 9.5%, and performance on the FSST improved by 13%.LimitationsLimitations of the study include the use of a retrospective analysis with no control group and the lack of objective cognitive assessment.ConclusionsTreadmill training with VR appears to be an effective and practical tool that can be applied in an outpatient physical therapy clinic. This training apparently leads to improvements in gait, mobility, and postural control. It, perhaps, also may augment cognitive and functional aspects.


2015 ◽  
Vol 22 (5) ◽  
pp. 289-303 ◽  
Author(s):  
Kung Wong Lau

Purpose – This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or professional studies, there is hitherto, very limited research has been found in understanding the framework of distributed organizational learning in stereo3D virtual reality. Design/methodology/approach – The aim of this research is to investigate the employees’ learning achievement in both the conventional in-house training program and distributed organizational learning approach in a designed stereo3D virtual reality to deepen our understanding of this undiscovered framework. In all, 76 employees from local fashion and apparel organizations were recruited in this empirical study. The quasi-experimental method was adopted to compare the experimental and control groups. The criterion-referenced assessment scale was applied as a post-test to assess employees’ learning achievement in a customer service management training course. A tailor-made stereo3D virtual learning environment was established to conduct the virtual training program. Findings – Surprisingly, the results of this research found no significant difference in both the groups, which indicates that, nowadays, the two completely different learning formats have become similar in organizational learning practices. Originality/value – This research, therefore, suggests a new organizational learning framework with three components: a blended in-house training, a distributed enhancement program in stereo3D virtual reality and an organizational memory system.


2010 ◽  
Vol 25 (1) ◽  
pp. 166-171 ◽  
Author(s):  
Koen W. van Dongen ◽  
Gunnar Ahlberg ◽  
Luigi Bonavina ◽  
Fiona J. Carter ◽  
Teodor P. Grantcharov ◽  
...  

2016 ◽  
Vol 31 (6) ◽  
pp. 2474-2482 ◽  
Author(s):  
Patrice Crochet ◽  
Rajesh Aggarwal ◽  
Sophie Knight ◽  
Stéphane Berdah ◽  
Léon Boubli ◽  
...  

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