• Title/Summary/Keyword: 가상현실 교육

Search Result 690, Processing Time 0.023 seconds

Virtual Reality Simulator Proposal of Driving Education Model for the Disabled (가상현실 시뮬레이터를 이용한 장애인 운전 교육 모델 제안)

  • Park, Won-Cheol;Kim, Hwang-Rae;Park, Seong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.111-112
    • /
    • 2022
  • 장애인 운전 지원센터는 지역별 편차가 심하고 인력 부족 등의 문제로 배우고자 하는 장애인의 수요를 충족하지 못하고 있는 상황이다. 본 논문에서는 시뮬레이터를 활용하여 가상현실을 통한 장애인 운전 교육 시뮬레이터 모델을 제안한다. 가상현실 기법을 활용하여 시뮬레이터를 구성하고 운전 교육데이터를 시뮬레이터에 적용하여 모델을 구성하였다. 실질적인 교육내용을 기준으로 프로세스를 구성하였으며, 제안 모델을 활용하면 운전 교육이 어려운 중증장애인들도 시뮬레이터를 통한 간접적인 운전을 경험함으로써 삶의 질 또한 향상되는 것을 기대할 수 있다.

  • PDF

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.4
    • /
    • pp.541-547
    • /
    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

Research of Application the Virtual Reality Technology in Chemistry Education (화학 교육에서 가상현실 기법의 활용에 대한 연구)

  • Park, Jong Seok;Sim, Gyu Cheol;Kim, Jae Hyeon;Kim, Hyeon Seop;Ryu, Hae Il;Park, Yeong Cheol
    • Journal of the Korean Chemical Society
    • /
    • v.46 no.5
    • /
    • pp.450-468
    • /
    • 2002
  • As the computer is popularized in individual and society, it is using in a many of area. In particular, there are many materials to learn a science knowledge using multimedia through computer. Many of them are web-based learning materials, which are developed by Java or Flash. Since the technology of the representation, storage, com-putation and communication in computer make progress, the environment of education is also developed. Especially, the internet and VR technology will cause the education to change. A key feature of VR is real-time interactivity, in that the computer is able to detect student input and instantaneously modify the virtual world. It is reported that using the VR simulation in chemistry education can increase student engagement in class, promote understanding of basic chem-ical principles, and augment laboratory experience. In this study, application way of the virtual reality technology in chemistry education is examined.

Analysis of Elementary and Middle School Students' Perceptions of Virtual Reality Interaction Tool (가상현실에서 상호작용 도구에 대한 초·중학생의 인식 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
    • /
    • v.5 no.1
    • /
    • pp.15-24
    • /
    • 2019
  • Tools and methods for interacting with the virtual environment are essential in order for a student to perform the virtual reality education contents. However, since the developed controller has generally been constructed for adults, it is necessary to study interaction tools considering the purpose of education and the level of students. Therefore, this study analyzed elementary and middle school students' perceptions of HMD and interactive tools, which are currently widely used as an initial research for developing interactive tools. Results show that students' perceptions has increased in post-questionnaire compared to pre-questionnaire, indicating that the universal controller can be used in the education. Implications for the development of interaction tools are discussed based on interviews with students.

Integrative Review on Nursing education Adopting Virtual Reality Convergence Simulation (간호교육에 적용한 가상현실 융합시뮬레이션 연구에 대한 통합적 고찰)

  • Kang, Sujeong;Kim, Chunmi;Lee, Hung Sa;Nam, Jae-Woo;Park, Myung Sook
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.1
    • /
    • pp.60-74
    • /
    • 2020
  • Nursing education using virtual reality simulation (VRS) has emerged as a new teaching method for improving nursing student's knowledge as well as of competency for clinical nursing skill. The purpose of this study was to analyze the effects of nursing education using VRS through an integrative analysis on quantitative and qualitative research. Through quality assessment on the total 382 studies, 17studies (12 quantitative and 5 qualitative) were finally selected. Contents of the 17 studies were reviewed and those with respect to four aspects were gathered: the condition, knowledge, and attitude for effective education using VRS, and the effects of nursing education using VRS on the practice. Readiness of the use of virtual reality device, mastsering of the platform, and interesting scenario were required condition for effective education. The effects of nursing education adopting virtual reality convergence simulation oin terms of knowledge, attitude, and practice included enhancement of the knowledge and extension of the knowledge, improvement in memorizing the process and sequence of the practice through repetitive education, and development of empathy ability and formation of rapport. Hence, adopting virtual reality to convergence simulation of nursing education can maximize the effect of the education.

The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.2
    • /
    • pp.65-72
    • /
    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

Effects of Nursing Education Using Virtual Reality: A Systematic Review (가상현실을 활용한 간호교육의 효과: 체계적 문헌 고찰)

  • Kim, Sun Kyung;Eom, Mi Ran;Park, Mi-Hyeon
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.2
    • /
    • pp.661-670
    • /
    • 2019
  • The purpose of the study was to review the evidence of effects of virtual reality (VR) technology in nursing education. Four databases were searched for articles publised until November 2018 that databases include PubMed, Proquest (nursing and allied health), CINAHL, & RISS. Key word used for search include 'education, nursing', 'simulation', 'skill training', 'virtual reality' and 'VR'. Of 695 papers searched, Seven studies were selected for data analysis. Of seven studies, five studies used quasi-experimental design and two used one group design. There were two studies used VR technology for skill training and five were scenario based VR simulation program. Studies evaluated outcomes including students performance, time spent on practice, self-efficacy and communication ability that most studies reported positive effects while some figures were not statistically significant. The findings of this study provides evidence of nursing education program using VR, however, additional research with rigorously designed studies using systematized measurements for study outcomes are required. In addition, comparison with existing skill training and simulation education should be considered in the future studies.

An Activity Contents Technology Trend Based on Virtual Reality (가상현실 기반 체험형 콘텐츠 기술동향)

  • Lee, J.S.;Noh, J.A.;Lim, S.H.;Lee, J.S.
    • Electronics and Telecommunications Trends
    • /
    • v.27 no.3
    • /
    • pp.73-82
    • /
    • 2012
  • 21C 지식 기반 정보사회는 급속한 정보통신 기술의 발달에 따라 다양한 분야에서 정보통신 분야의 신기술을 이용하며 더불어 발전한다. 교육 분야에서도 멀티미디어와 같은 정보통신 기술의 사용이 급증하고 있다. 하지만 최신의 정보통신 기술을 교육현장에 적용하는 사례는 드물다. 이에 교육현장에 정보통신 기술을 적용 시 동영상 또는 플래시 기반의 단순한 형태의 교육 콘텐츠의 사용을 벗어나 새로운 고품질의 콘텐츠가 요구되고 있다. 이에 대한 대안의 하나로 실재감과 몰입감을 촉진함으로써, 학습 효과를 향상시킬 수 있는 가상현실 기반 체험형 콘텐츠 시스템의 개발이 시도되고 있다. 본고에서는 가상현실 기반 체험형 콘텐츠 기술의 개발 방향을 모색하기 위하여 국내외 가상현실 기반 체험형 콘텐츠 기술동향, 시스템 사례, 교육적 효과에 대하여 살펴보고자 한다.

  • PDF

Design and Implementation of VR Content based on Real-Time Clouds Simulation for Meteorology Learning (실시간 구름 시뮬레이션 기반 기상 현상 학습용 가상현실 콘텐츠 설계 및 개발)

  • Kang, Kyung-Kyu;Ryoo, Dong-Wan;Park, Chang-Joon
    • Proceedings of The KACE
    • /
    • 2018.01a
    • /
    • pp.165-167
    • /
    • 2018
  • 최근 급속히 발전하고 있는 콘텐츠 제작 기술을 활용하여 가상현실 콘텐츠를 제작하고 학습 도구로 활용하는 사례가 증가하고 있다. 학습 자료로써 사진이나 동영상과 같은 정적인 콘텐츠의 의존에서 벗어나, 상호작용적인 가상현실 콘텐츠를 학습에 활용하는 연구의 중요도가 높아지고 있다. 학습자가 기상 현상과 같이 입체적이고도 동적으로 변화하는 소재를 가상현실에서 능동적으로 체험한다면, 학습효과가 높아질 것으로 예상한다. 최신 실시간 컴퓨터 그래픽스 기술과 그래픽스 하드웨어는 기상 현상을 사실적으로 재현할 수 있는 수준으로 이미 발전해 있다. 이러한 최신 기술이 컴퓨터를 활용한 기상학 교육에서 활용할 수 있다. 본 연구에서는 실시간 볼륨 구름 시뮬레이션을 구현하여 상용 게임 엔진에 탑재하고, 이를 기반으로 기상학 학습용 가상현실 콘텐츠를 제작하는 방법에 대해서 논한다.

  • PDF

Development of History Education Contents Using VR (가상현실을 활용한 역사 교육 콘텐츠 개발)

  • Jang Sangmin;Cho Jae-cheon;Moon Tae-woong;Kwang-Hyuk Im;Seok-Hun Kim
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2024.01a
    • /
    • pp.225-226
    • /
    • 2024
  • 가상현실 기술을 활용한 역사 교육 콘텐츠 개발은 미래 교육 환경에 적응하고 학습 경험을 혁신하기 위한 중요한 도전이다. 이를 통해 시각적·체험적 학습을 강화하여 학생들의 흥미와 참여도를 높일 수 있으며, 다양한 교육 자료를 가상 현실에서 체험하면서 깊은 이해를 도모할 수 있다. 메타버스 기술은 역사적 사건들을 현실과 가상의 경계를 넘어 재현할 수 있는 독특한 기회를 제공하며, 이를 통해 학생들은 적극적으로 학습에 참여하며 창의성과 문제 해결 능력을 키울 수 있다. 따라서 이 콘텐츠의 개발은 교육의 미래를 모색하고, 새로운 학습 환경에서의 효과적인 교육 방법을 개발하는 데에 중요한 역할을 할 것으로 기대된다.

  • PDF