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VR 교육과정에 대한 고찰

A Study on VR Curriculum

  • 송필재 (동서울대학교 컴퓨터소프트웨어과) ;
  • 류희삼 (디지털방송미디어과)
  • Song, Pil-Jae (Department of Computer Software, Dongseoul University) ;
  • Ryou, Hee-Sahm (Department of Digital Broadcasting and Media, Dongseoul University)
  • 투고 : 2016.12.05
  • 심사 : 2016.12.23
  • 발행 : 2016.12.30

초록

본 논문은 VR산업 발전에 따라 2-3년제 대학에 VR관련 학과의 교육과정에 대한 고찰이다. 현재와 미래의 VR산업 동향을 사회적요구로 인식하고 지자체의 VR 단기 교육과정과 여러 대학의 교육과정을 살펴보았다. VR콘텐츠에 대한 수요가 장비 산업에 비해서 2020년에 3배 이상의 성장이 예상된다. 따라서 실무 중심의 2-3년제 대학의 VR학과는 콘텐츠 중심의 교육과정이 많이 신설되어야 한다.

In this paper, we review curriculum of VR related Departments in 2-3 years colleges. We gather the educational requirements from the current and future VR industry, and we survey the VR short education courses and the curriculum. The demand for VR content is expected to more than triple by 2020 compared to the equipment industry. Therefore, a VR course at a practical two-year college should have a lot of contents-oriented curriculum.

키워드

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