• Title/Summary/Keyword: 가상현실 교육콘텐츠

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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
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    • 2011.05a
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    • pp.214-216
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    • 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.

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Development of Management and Evaluation System for Realistic Virtual Reality Field Training Exercise Contents : A Case Study (실감형 가상현실 실전훈련 콘텐츠를 위한 관리 평가 시스템 개발 사례연구)

  • Kim, J.;Park, D.;Lee, P.;Cho, J.;Yoon, S.H.;Park, S.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.111-121
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    • 2020
  • Realistic training contents utilizing intensive immersion of virtual reality are being used in various fields such as industry, education, and medical care. High-risk, high-cost education training, in particular, is difficult to conduct in reality, but it can be applied with the latest virtual reality technology that enhances educational effectiveness by efficiently and safely experiencing it in an environment similar to reality. This study introduces a management system that systematically manages realistic virtual training contents and visualizes training results in schematic pictures based on defined evaluation elements. The management system can store the information generated from the content in the database and manage the training records of each trainee in a practical way. In addition, a content-based scenario can be created in multiple scenarios by setting training goals, number of participants, and methods for applying evaluation elements. This paper describes the management system's production method and the results based on the virtual reality training content as an application example.

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.

Design of Suicide Prevention Content using Virtual Reality (가상현실을 이용한 자살예방 콘텐츠 설계)

  • Lim, Jae-Sang;An, Ki-Hyun;Shin, Seongho;Kim, Meyoung seon;Yoon, Seon Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.41-42
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    • 2016
  • 본 논문에서는 급증하는 사회적 문제인 자살에 대해 가상현실 체험을 통해 예방할 수 있는 콘텐츠 설계를 제안한다. 엔터테인먼트 형태의 콘텐츠로 뇌파 측정을 하여 자살증후군을 가진 대상자를 선별하고 이에 따른 자살동기 유형별 적합한 자살예방콘텐츠를 설계하는 것이다. 콘텐츠 설계는 자살예방을 위한 검증된 프로그램을 적용하고 사용자의 자연스러운 몰입을 유도하도록 VR 기기를 활용한다. 콘텐츠 사용을 통하여 수집된 데이터 분석으로 오프라인 전문가의 심층적인 치료 및 교육이 가능하도록 연계한다. 본 논문에서 설계된 콘텐츠를 이용하여 자살에 대한 경각심을 주거나 예방을 할 수 있을 것으로 기대한다.

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The Long Term Memory Effects of Virtual Reality Edutainment with HMD (가상현실교육게임의 장기기억효과)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.69-76
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    • 2018
  • HMD makes big issues about virtual reality in these days. Experience of virtual reality may cause different effects with experience of real world, so this is the reason why comparison studies are needed. There are many works about usefulness of virtual reality education but most of studies were considered as special training. This study was started for the long term memory effect of virtual reality education game. Difference study of memory between real world education game and virtual reality education game shows virtual reality system has smaller diminution of memory than real world. And environment existence was defined as a main effect of long term memory through the test.

Utilization of VR Immersive Content for Self-Directed Learning (VR 실감형 콘텐츠를 활용한 학생주도학습 활용사례)

  • Young-bok Cho
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.373-379
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    • 2023
  • With the 4th Industrial Revolution, VR/AR technology is developing, and since COVID-19, the use of VR/AR technology is increasing and is being used in various environments. In particular, AR technology can be used in various educational fields and the perception of VR in the educational field and learning satisfaction, problem-solving ability, and self-directed learning ability when using VR were analyzed. It was analyzed that perception of VR and learning satisfaction had a significant correlation at the significance level of 0.001, and problem-solving competency had a significant correlation between learning satisfaction and self-directed learning ability at the significance level of 0.05.

The Content Development for Virtual Reality Coloring (VR Coloring 콘텐츠 개발)

  • Song, Eun-Jee;Hwang, Je-Ha;Kim, Yong-Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.404-406
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    • 2018
  • 본 논문에서는 가상현실(VR, Virtual Reality)기술을 활용해 컬러링 콘텐츠를 개발 한다. 최근 ICT 기술의 발전과 콘텐츠 제작 환경의 변화로 가상현실 기술이 급속히 확산되고 있다. 가상현실 기술은 엔터테인먼트 분야는 물론, 교육, 훈련, 가상치료, 등 다상한 산업과 융합되어 신 시장을 창출할 수 있는 미래 지향적 산업으로 발전하고 있다. 가상현실 기술의 몰입감이나 현실감이 컬러링과 결합해 컬러링의 효과가 증가 할 수 있다고 사료된다.

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Effects of Science Classes Using Virtual Reality (VR) Contents on Elementary School Students' Spatial Ability and Scientific Attitude (가상현실(VR) 콘텐츠를 활용한 과학수업이 초등학생의 공간 감각과 과학적 태도에 미치는 영향)

  • Lee, Jae Byung;Kwon, Nan Joo
    • Journal of Science Education
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    • v.46 no.1
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    • pp.66-79
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    • 2022
  • This study attempts to find out how science classes using VR content affect students' scientific attitudes and spatial senses. For 4th and 5th graders of an elementary school, a comparative class and an experimental class were set up for each grade, and a total of 11 classes were conducted for each grade. Before and after class treatment, pre- and post-tests were conducted on scientific attitudes and spatial sensations, and interviews with students were conducted during class. After all the classes for the research unit were completed, a survey was conducted to find out the changes in students' perceptions. As results of this study show, it was found that science classes applying virtual reality (VR) content have positive effects on students' scientific attitudes and spatial ability.

The Effects of Expertise Level on Task Load and Easy-to-use in Virtual Reality Based Dental Clinical Simulation (치과임상용 가상현실 시뮬레이션에서 사용자의 숙련도 수준이 과제부하와 사용용이성에 미치는 영향)

  • Jeong, Museok;Lim, Taehyeong;Ryu, Jeeheon
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.258-270
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    • 2021
  • This study aimed to investigate the effects of the virtual reality simulation for malocclusion examination for dental education. A 4-step modeling procedure was applied to develop a tooth model with a realistic level in order to be held and observed in detail. Eighty-six participants used HMDs to examine the developed virtual dental simulation to identify their perception according to expertise levels. The independent variable, expertise group, included three levels: 29 juniors, 29 seniors, and 28 dentists, respectively. The dependent variables, that were task-load and usability, were measured through two cases. Results showed that the junior group perceived a higher level of mental demands and embarrassment than the dentist group. It indicated that the perceived task load varies according to the expertise levels in the simulation task. However, the senior group perceived a higher level of ease of use than the dentist group. This study presented the implications for the development of virtual reality simulation in detail.

E-Learning Technology Trends (이러닝 신기술 동향)

  • Noh, J.A.;Lee, S.J.;Yun, J.H.;Cho, H.W.;Kang, S.B.
    • Electronics and Telecommunications Trends
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    • v.29 no.1
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    • pp.41-49
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    • 2014
  • 최근 산업 전반에 걸쳐 가상세계와 현실세계, 방송과 통신, IT 기술과 전통산업 등 다양한 분야에서 융합연구가 진행되고 있다. 그리고 교육분야에서는 주입식 교육을 탈피하는 창의력 중심으로의 교육 패러다임의 변화를 고려하고, 교육격차 해소와 교육복지 실현을 위한 새로운 교육서비스 제공이 요구되고 있으며, 결과적으로 자기주도형 미래 인재를 육성하기 위한 고품질의 인터랙티브 교육콘텐츠 기술이 시급히 요구되고 있는 실정이다. 이에 따라 최근에는 ICT(Information & Communication Technology) 기술을 교육과 융합하여 학습자에게 실재감과 몰입감을 제공하고 학습자의 체험 기반 학습을 지향하는 이러닝 콘텐츠 기술이 개발되고 있다. 본고에서는 증강현실 기반 실감형 학습기술, 가상현실 기반 체험형 학습기술, 인터랙티브 e-book 기술 관련 신기술 개발동향에 대해 살펴보고자 한다.

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