• Title/Summary/Keyword: 가상현실체험교육

Search Result 172, Processing Time 0.021 seconds

Design and Implementation of Photographic Virtual Reality Contents (사진기반 가상현실 콘텐츠의 설계 및 구현)

  • Nam, Young-Su;Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.2
    • /
    • pp.149-156
    • /
    • 2010
  • Social study for province textbook is very difficulty for experience and learning in classroom because the contents of social study for province text book is consist of contents about very far away places. And there are less contents than normal subject. Especially, children need experiences and enough contents for learning in social study for province textbook. The purpose of this paper are as follows: 1) design and implementation of PVR contents 2) applying 4th grade social study for province textbook 3) inspecting for satisfaction degree and result of students about the efficiency of PVR contents.

  • PDF

Development and Assessment of Multi-sensory Effector System to Improve the Realistic of Virtual Underwater Simulation (가상 해저 시뮬레이션의 현실감 향상을 위한 다감각 효과 재현 시스템 개발 및 평가)

  • Kim, Cheol-Min;Youn, Jae-Hong;Kang, Im-Chul;Kim, Byung-Ki
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.1
    • /
    • pp.104-112
    • /
    • 2014
  • With recent development of virtual reality technology, coupled with the growth of the marine industry, virtual underwater simulation systems are under development in various studies, for educational purposes and to simulate virtual reality experiences. Current literature indicates many underwater simulation systems to date have focused on the quality of visual stimulus delivered through three-dimensional graphics user interface, limiting the reality of the experience. In order to improve the quality of the reality delivered by such virtual simulations, it is crucial to develop multi-sensory technology rather than focus on the conventional audio-visual interaction, which limits experiencer from the sense of underwater immersion and existence within the simulation. This work proposes the immersive multi-sensory effector system, delivering the users with a more realistic underwater experience. The sense of reality perceived was evaluated, as the main factor of the virtual reality system.

Study on Development Method of VR Training Contents for Power Plant Safety Education - Focused on sealed space and welding fire - (발전소 안전교육 가상현실 콘텐츠 개발 방법 연구 - 밀폐공간 및 용접화재를 중심으로 -)

  • Min, Seol-hui;Park, Bong-sung;Kim, Yoo-shik;Lee, Sung-Ki;Lee, Dong-Joon;Kang, Ki-Heon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2019.05a
    • /
    • pp.367-368
    • /
    • 2019
  • 여러 가지 안전사고 항목 중에 밀폐공간 작업과 관련된 사고는 다른 사고에 비해 사망으로 이어질 가능성이 매우 높으며, 사고 발생 시 2명 이상이 동시에 사망하거나 부상당할 가능성이 높은 사고다. 안전보건공단 자료에 의하면, 사고자 2명 중 1명이 밀폐공간 질식사고자이다. 또한 용접작업은 발전소 작업 현장에서는 보일러 튜브 교체 및 수리 등 다양한 부분에서 많이 사용되고 있다. 특히 발전소는 위험물질을 다량 보유하고 있는 곳으로, 고열, 불티에 의한 화재폭발은 대형 인명사고로 이어질 가능성이 매우 높다. 그러나 밀폐공간 작업 및 용접작업에 대한 안전교육은 직접 체험이 어렵기 때문에 효과적인 교육 방법에 대한 연구가 필요하다. 그러므로 본 연구에서는 가상현실 기술을 적용하여 발전소 작업 현장 인원을 대상으로 안전교육이 가능한 밀폐공간 작업 및 용접작업 시 일어날 수 있는 일을 체험할 수 있도록 한 가상현실 안전교육 콘텐츠를 개발한 내용에 대해 살펴보고자 한다.

  • PDF

Effects of VR based Intervention on Daily Living Skills and Class Attitudes of Students with Intellectual Disabilities (가상현실 기반 중재가 지적장애학생의 일상생활 기술 및 수업태도에 미치는 효과)

  • Lee, Tae-Su
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.2
    • /
    • pp.155-162
    • /
    • 2021
  • The purpose of this study were to analyze effects of VR-based intervention on daily living skills and class attitudes of students with intellectual disabilities. To do this, 30 students with intellectual disabilities in the second and third grades of middle school were selected for this study and placed three group. A group took part in a class using only VR program, B group participated in experience activities program, and C group got in the intervention program that combine VR program and experience activities on daily living skills. Intervention programs were conducted 4 times in a week for 4 weeks from the fourth week of July to the third week of August and a class time of each class was 50 minutes. Evaluations were carried out in pre- and post-test. The Evaluation data were analyzed by One-way ANOVA and scheffe'. In Result of study, daily living skills of C group was improved more higher than other groups and class attitudes of C group was improved more higher than group B. These results showed that the intervention combining VR program and direct experience activities was more effective than the other methods.

Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.6
    • /
    • pp.307-318
    • /
    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.

Virtual Reality-Based School Safety Education Application with Physical Computing (피지컬 컴퓨팅을 적용한 가상현실 기반 학교안전교육 어플리케이션)

  • Kang, HyeonJi;Kang, Sohee;Ko, RanHee;Lee, KyungHee;Cho, JungWon
    • Proceedings of The KACE
    • /
    • 2018.08a
    • /
    • pp.77-80
    • /
    • 2018
  • 학교에서 자연재난으로 인해 학생들의 인명피해가 발생하는 사례가 빈번하게 발생하고 있다. 이에 학생들에게 발생하는 각 재난상황들에 대하여 학생들 스스로 재난상황에 대응할 수 있는 안전능력배양 중요성이 부각되어지고 학교의 안전교육을 강화해야 한다는 지적이 제기되고 있다. 하지만, 현재 학교에서 학생들에게 실시하는 안전교육은 주로 강의식이고, 안전교육을 위한 시설과 장비, 담당하는 인력의 전문성과 안전교육의 체계가 부족하다는 문제점들이 제기되고 있다. 본 논문은 가상현실과 피지컬컴퓨팅 기반의 안전교육 프로그램을 통해 학생들은 동작인식컨트롤러를 이용하여 가상현실 속 재난상황을 체험하고 행동요령과 사용법 등을 학습하여 위기대응능력을 배양 하고자 한다.

  • PDF

Study of Environmental Recognition Change for using Water pollution virtual reality Contents (수질오염 가상현실 콘텐츠를 이용한 환경인식 변화 연구)

  • Lee, Keun-Wang;Kim, Yong-Hwan
    • Proceedings of the KAIS Fall Conference
    • /
    • 2011.05a
    • /
    • pp.214-216
    • /
    • 2011
  • 본 눈문에서 구현된 가상현실 콘텐츠는 조선시대의 자연환경과 주거환경을 문헌을 토대로 구현하였으며, 이를 통하여 교육 대상자가 가상현실을 체험함으로써 조선시대의 자연환경과 현재의 자연환경을 비교하여 스스로 수질오염의 원인과 해결 방안을 모색할 수 있도록 개발하였으며, 나아가 환경인식 변화에 기여하고자 한다.

  • PDF

Effect of virtual reality-based construction safety education on the learning performance of construction workers - Using CAMIL theory - (가상현실 기반 건설안전교육이 건설근로자의 학습효과에 미치는 영향 - CAMIL 이론을 활용하여 -)

  • Park, Hyunsoo;Koo, Choongwan
    • Korean Journal of Construction Engineering and Management
    • /
    • v.23 no.3
    • /
    • pp.104-115
    • /
    • 2022
  • Safety accidents in the construction industry account for the highest percentage of all industries; and thus, it is encouraged to introduce a virtual reality (VR)-based experiential education system into the basic occupational safety and health training for construction as a way to solve the problem. However, there are some limitations such as a lack of competent workforce, and insufficient content and equipment for VR-based construction safety education. In this background, this study aimed to analyze the difference in learning effect between the CG-based experiential VR education (direct method, type B) and the existing photo-based audiovisual VR education (indirect method, type A), in which a CAMIL (Cognitive & Affective Model of Immersive Learning) theory was used as objective assessment tool. The learning effect of the direct education method (type B) was found to be superior to that of the indirect education method (type A) in terms of all areas in the CAMIL theory. It is expected that the VR-based experiential construction safety education will increase the learning effect of construction workers.

A Study on the Development of Virtual Training System for Automated External Defibrillator (자동제세동기(AED) 가상훈련 시스템 개발에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.7
    • /
    • pp.1379-1385
    • /
    • 2017
  • Virtual training is a kind of training that proceeds as if it were a real situation. In recent years, there has been a growing demand for experiencing a situation in which a virtual reality technology has not been experienced directly in the real world due to the rapid development of the technology. Especially, safety education is very necessary in Korea where safety accidents are caused by many disasters. Therefore, simulation of disaster response training using virtual reality is more urgent than ever. Although the automatic defibrillator is the medical device that is most needed to rescue patients with cardiac arrest, few people know how to use it. Therefore, there are very few cases where the use of automatic defibrillators has saved the patient's life in Korea. The proposed Automated External Defibrillator virtual training system enables immersive and experiential training in real situations and effective training at low cost.