• Title/Summary/Keyword: 가상현실 교육과정

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Development and Introduction of Virtual Reality Astronomy Education Program Development (가상현실 천문학 교육프로그램 개발 및 소개)

  • Ha, Sanghyun;Sohn, Jungjoo;Park, Soonchang
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.54.3-55
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    • 2021
  • 지난 연구에서는 국립과학관 천체투영관 등에서 사용하는 천체시뮬레이션 소프트웨어를 활용하여 스크립트 제작 및 360° VR 영상 제작기술을 개발하였고, 비대면 환경에서도 개인휴대기기 등을 통한 몰입도 높은 천문학 교육을 구현할 수 있도록 연구를 진행하였다. 계속되는 연구로 천체시뮬레이션을 활용한 교육프로그램의 장점을 잘 나타낼 수 있는 주제들 중 2015 교육과정 중학교 3학년에서 다루는 '우주 탐사 성과와 의의'를 주제로 파일럿 프로그램을 개발 중이며 그 과정을 소개하고자 한다. 개발하는 프로그램은 과학관 천체투영관에 적용하여 실무자의 활용을 지원할 계획이며 다양한 교육콘텐츠 개발에 활용되기를 기대한다.

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Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.866-871
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    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

A Study on VR Curriculum (VR 교육과정에 대한 고찰)

  • Song, Pil-Jae;Ryou, Hee-Sahm
    • Journal of Internet of Things and Convergence
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    • v.2 no.4
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    • pp.21-25
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    • 2016
  • 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.

Study on co-relation of the leadership between reality and virtual world : focused on 'Goonzu Special' game (현실세계와 가상세계에서 발현되는 리더십의 상관관계에 관한 연구 : '군주Special'을 중심으로)

  • Park, Jun-Ho;Lee, Sang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.587-592
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    • 2008
  • 게임의 교육적 목적으로의 활용에 대해 관심이 늘고 있다. 이러한 흐름 속에서 최근 게임을 통한 리더십 함양이 화두가 되고 있다. 각 기업체에서는 직원들의 리더십 함양을 위해 게임을 활용하고자 다양한 시도를 꾀하고 있기도 하다. 특히 이 같은 흐름에는 무엇보다 MMORPG 게임이 두드러진다. 왜냐하면 MMORPG 에는 현실 세계와 흡사한 정치, 경제, 사회 시스템이 내재되어 다수의 플레이어와 협동, 경쟁을 하며 목표를 달성해나가는 과정이 담겨있기 때문이다. 하지만 현실과 많은 유사성을 가지고 있는 가상세계이지만 현실과 동일한 잣대로 가상세계에서의 사용자의 성향을 판단하기에는 아직 무리가 있다. 분명 게임이라는 가상공간과 현실세계는 명백한 차이점이 존재하기 때문이다. 그럼에도 불구하고 게임 내에서의 리더십 유형과 현실에서의 리더십 유형간의 직접적인 상관관계에 대한 연구가 아직 이루어지지 않았다는 점에 초점을 맞추었다. 다시 말해 게임을 통한 현실에서의 리더십 함양의 가능성을 언급하기에 앞서 근본적으로 현실과 가상공간에서의 리더십 양상의 상관성에 대한 연구가 선행되어야 한다고 생각된다. 본 연구는 우선 현실세계에서의 리더십 성향이 가상세계에서도 동일하게 적용되는지 1군주의 사용자를 중심으로 살펴본다. 그리고 군주 사용자의 심층인터뷰를 통하여 게임 내에서 리더십을 발현시킬 수 있는 여러 요소 (긍정적 요소 장애요소 등)를 살펴보고 향후 리더십 함양을 위한 게임 기획에 도움이 되고자 한다.

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Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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Development and evaluation of virtual world-based elementary education programs (가상세계 기반 초등 교육 프로그램 개발 및 평가)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.219-227
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    • 2022
  • Students are always preparing for remote classes while taking face-to-face classes due to COVID-19. However, it is true that the class satisfaction with distance learning is not high for students and teachers. The idea that even if remote classes are conducted at home, it would be nice to have classes together like real ones, the need for a virtual world education program that utilizes augmented reality and virtual reality based on the metaverse has emerged. However, there are very few studies that teachers try to apply them to their classes. In this study, a metaverse application curriculum was presented for elementary science and 'space' domains. To implement the metaverse, ZEPETO and COSPACIS EDU were used. In the analysis of content creation with students and evaluation with schoolmates, this study showed that the concentration of learning was increased and creativity improved in the 'real', 'individual', and 'society' domains.

Technology in Place : Real Virtuality (공간연구를 위한 정보 기술 : 가상 현실)

  • Abler, Ronald F.
    • Journal of the Korean Geographical Society
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    • v.32 no.4
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    • pp.543-548
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    • 1997
  • New technologie of information and interaction create ambiguous, multifaceted relationships between concepts and realities that once seemed clear and simple. The acvent of cyberspace implies the existence of cyberplaces and relationships among cyberspace and places that could be as or more complex then those that exist among the spaces and places of the non-digital world. Virtual reality-the current uses of infomation technologies to create replicas of places and processes in the world-offers a point of exploring such relationships. But more penetrating insights become evident in the examination of real virtuality-the uses of information technologies to enhance the experience of places in the world. Real virtuality offers geographers a variety of innovative and powerful tools for augmenting the effectiveness and domain of their craft. Widespread use of real virtuality by geograpgers will alter their use of data, methods, and theory in research, teaching, and practice.

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A study on the compression test using virtual reality (가상현실을 이용한 압축 실험에 관한 연구)

  • Lee Ho-Yong;Lim Joong-Yeon;Jung Ji-Youn
    • Journal of Engineering Education Research
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    • v.2 no.1
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    • pp.51-58
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    • 1999
  • This paper is concerned with the compression test such as compression and ring compression tests, by using virtual reality. Engineering material laboratory can be carried out on personal computer without the real expensive experiment devices. The virtual laboratory is composed of three modules as input, calculation and output module on internet. Internet user can give the material's property and other parameters to the server computer at the input module. On the calculation module, simulator cimputes the results by analysis program and store the data as a file. The output module is the program that internet user can confirm a virtual compression results by showing a table, graph, and 3D animation. This program is designed by Internet language such as HTML, CGI, VRML, JAVA. And analysis program uses the finite element method with fortran language. Since the study of virtual reality on internet is rapidly increasing, the virtual experiment of technique will substitute many real experiments in the future.

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Application of Serious Games for Effective Construction Safety Training (건설안전교육 효율성 향상을 위한 기능성게임 적용에 대한 연구)

  • Son, JeongWook;Shin, Seung-Woo;Yi, June-Seong
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.1
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    • pp.20-27
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    • 2014
  • Construction safety training has mostly relied on one-way transference of instructors' knowledge to trainees through traditional media such as textbooks and lecture slides. However, safety knowledge could be more effectively acquired in experiential situations. The authors proposed a serious game to provide a comprehensive safety training environment. Trainees who assume the roles of safety inspectors in the game explore a virtual construction site to identify potential hazards and learn from the contents of feedback created by the game as a result of trainees' input. The paper reports details of the game design and development process. The test results indicated that trainees were motivated to refresh their safety knowledge, increased their learning interests, and enjoyed the learning process. In addition, trainees showed positive attitudes towards using the game scoring as a way of evaluating their safety knowledge. The test results encouraged the continuous development of the game.