• Title/Summary/Keyword: 가상현실 기반교육

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Effect of Virtual Reality Exposure and Web-based Cognitive Intervention Integrated Program on Social Anxiety Disorder (발표상황에 대한 가상현실노출과 웹기반 인지적 개입의 통합 프로그램 효과 검증)

  • Park, Ki-Woo;Yoon, Hyae-Yeong
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.1-12
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    • 2022
  • In this study, the effect of VR exposure programs integrated with web-based cognitive restructuring education on reducing social anxiety was confirmed. The experimental group (n=12) received a 10~15 minute session of web-based cognitive intervention and a 20-minute session of virtual reality exposure therapy. The comparison group (n=15) received a 10~15 minute session of web-based speech education and a 20-minute session of virtual reality exposure therapy. After 4 weeks, the experimental group had an increase in positive interpretation bias, a decrease in negative interpretation bias, and a decreased level of social anxiety. These results suggest that the combination of self-help form of web-based cognitive intervention in the treatment of social anxiety disorder can improve the therapeutic effect of VRET.

A Proposal of VST-HMD based XR Experience Framework for Immersive Cultural Heritage Site Education (몰입형 문화유산 현장 교육을 위한 VST-HMD 기반 XR 체험 프레임워크 제안)

  • Kwon, Oh-Yang;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.397-400
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    • 2020
  • 본 논문에서는 문화유산 현장에서의 몰입형 교육을 위한 VST(Video See-through) 방식의 HMD(Head Mounted Display) 기반 XR(eXtended Reality) 체험 프레임워크를 제안한다. 매장문화재적 요소가 강한 문화유산 현장의 경우 실물이 남아있지 않아 교육 및 체험 측면에서 흥미로운 정보 전달이 어렵다. 최근 모바일 기기의 대중적인 확산에 따라 이를 이용해 문화유산 현장에 소실된 문화유산을 AR(Augmented Reality)로 복원 및 시각화하거나 관련 정보를 제공하는 연구들이 이루어졌으며, 나아가 OST(Optical See-through) 방식의 안경형 AR 디스플레이를 활용하는 사례들도 등장했다. 그러나 이러한 연구들은 기기의 특성으로 인해 몰입감과 사용성 측면에서 한계점을 보였으며, 단순히 소실된 문화유산의 복원된 모습을 정적으로 시각화하는 것에 그쳐 문화유산 현장에 내재된 동적인 역사 스토리를 재현한다는 측면에서 부족한 점이 있었다. 본 논문에서는 문화유산 현장에서 VST-HMD를 이용하여 AR 기반의 정적 문화유산 시각화뿐만 아니라 VR(Virtual Reality) 기반의 동적 역사 스토리 애니메이션을 제공하는 XR 체험 프레임워크를 제안하여 더욱 몰입감 있고 만족스러운 문화유산 교육을 제공하는 방안에 대해 검토한다.

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A Case of IT Confusion Education: Simulation for Furniture Placement based on Virtual Reality (IT융합교육 사례: 가상현실에 기반한 가구배치 시뮬레이션)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.25-30
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    • 2015
  • Virtual reality is a combination of various studies, such as programming, simulation, and computer graphics. This type of new cultural paradigm requires novel concept of contents development and information exchange. This research uses 3D virtual reality technology in new equipment called I-Bench Mobile which let user to interact with the equipment for completing furniture disposition task. The simulation is manufactured in 3D with application of physics, and the ultimate goal of it is to increase customers' satisfaction by allowing them to enjoy snap shot function for arranging furniture at exact desired place. This research requires not only coding techniques but also educating process in both engineering and art, such as computer science, media art design, and visual communication; therefore, the development of software by facilitating Virtual/Augmented Reality technology in this research is a good example of fusion IT technique education.

Quantum Inspired Eco-system Transformation in Augmented Reality (양자 기법 기반 증강현실 객체 간 생태계 변형)

  • Kim, Ju-Hwan;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.573-575
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    • 2019
  • Recently, augmented reality (AR) technology has been widely used in a variety of fields such as defense, medical, education, and entertainment. In the augmented reality environment, a user can interact a virtual object by the user 's specific behaviors. Also, it is necessary to use a technique to automatically interacts among the generated virtual objects. In this paper, we propose an authoring model to apply augmented reality environments based on quantum computing inspired entanglement and overlapping phenomenon. For example, it is possible to allow the user to automatically increase and decrease the number of the object with the characteristics of the virtual object without user intervention. As a tested platform for this purpose, this paper provide an augmented reality eco-system environment with automatic interaction among virtual animals.

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Design and Implementation of the Educational System based on the Distributed Virtual Environment using VRML and EAI (VRML과 EAI를 이용한 분산 가상환경 기반 교육 시스템의 설계 및 구현)

  • 이신걸;전희성
    • Journal of Korea Multimedia Society
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    • v.3 no.1
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    • pp.14-22
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    • 2000
  • We have designed and implemented an educational system based on the distributed virtual environment. The developed system has a client-server architecture: the platform-independent server is implementes by Java machine and the client is composed of VRML, EAI, and general web browser. If a change occurs in this virtual environment, all connected users can perceive the updated environment immediately. the system maintains its virtual environment after it is modified by a user. Also, the system can accommodate many users by minimizing the information exchange. Since users can share multimedia information and virtual objects by overcoming the limitation of time and space, the educational effects can be progressed through the use of the developed system.

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The Experiences of Virtual Reality-based Simulation in Nursing Students (간호대학생의 가상현실 시뮬레이션 실습 경험)

  • Lee, Soon Hee;Chung, Seung Eun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.151-161
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    • 2021
  • This study is a descriptive qualitative study to understand the virtual reality-based simulation experiences of nursing students. The study recruited 53 students who conducted virtual reality-based simulation while attending the course of Adult Nursing I and II in the third year of the department of nursing at a university. The data was analyzed using a content analysis method from a reflection journal created anonymously by students. The results emerged 5 categories and 12 subcategories. The categories were consisted of "realizing the necessity of nursing competence", "expanding nursing knowledge", "receiving safety psychologically", "thinking focused on problem" and "getting satisfaction". It suggests that virtual reality online program can have a positive effect on thoughts and expansion of knowledge in a safe educational environment. Therefore, it needs to develop various contents for the virtual reality education and training.

Development of Web3D-based Virtual Reality System for Hydrogen Station (웹 3D 기술을 사용한 수소충전소 가상체험교육시스템 제작)

  • Yoon, Jong-Chul;Kwon, Ji-Yong;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.2
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    • pp.35-40
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    • 2009
  • In this paper, we present the web3D-based virtual reality(VR) system for the safety education of the hydrogen station. Currently, hydrogen is considered the next generation energy, and hydrogen station is a part of core infrastructure in hydrogen industry. However, the experience of safety equipment in the hydrogen station is limited to the non-experts, because it is a restricted area in general industry. Therefore, using the event driven method, we develop the VR system to transfer the information of hydrogen station to the non-experts. Using our system, user experiences the safety concerns in the hydrogen station, and also learn the informations of hydrogen energy.

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Development of VR-based CPR and AED Training System (VR 기반의 CPR 및 AED 교육 평가 시스템 개발)

  • Kang, Won-Yun;Yun, Won-Tae;Lee, Kyung-Yong;Kim, Seong-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.559-562
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    • 2019
  • 본 시스템은 4 차 산업 혁명이 발발한 이점을 살려 가상현실(Augmented Reality)을 활용, 극대화된 시각적인 요소들을 추가하여 사용자들의 흥미를 유발한다. 또한 더욱 정확한 평가 기준을 세우기 위해 사용자의 흉부 압박 빠르기와 깊이를 측정할 수 있는 각종 센서를 활용하였다. 관리자는 신뢰성 있는 데이터를 바탕으로 사용자들을 평가한다. 기존의 평가는 평가자의 눈대중, 직감으로만 평가가 이루어지기에 신빙성 및 신뢰를 하기 어렵다. 따라서 사용자들은 현실감 있고 정량화된 데이터를 바탕으로 정확한 평가 및 피드백을 받을 수 있는 교육, 평가가 절실히 필요하다. 따라서 본 논문에서는 가상현실을 활용한 심폐소생술(CPR) 및 자동 제세동기(AED) 교육 평가 시스템을 제안한다.

Design and Implementation of Museum Exhibition Contents Using Mixed Reality (혼합현실을 이용한 박물관 전시 콘텐츠의 설계 및 구현)

  • An, Sungwoo;Lee, Kyoungyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.111-113
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    • 2018
  • 박물관은 문화유산을 직접 확인할 수 있는 역사교육의 산실로서 매우 중요한 역할을 함에도 불구하고 관람객이 지속적으로 감소하여 왔다. 이에 대한 주요 요인으로는 전시내용의 고정 및 콘텐츠의 부족, 일방적인 정보 전달에 치중함으로써 관람객의 흥미 유발을 이끌어 내지 못하는 것을 들 수 있다. 일부 박물관은 모바일 장비를 이용한 가상 및 증강현실 관람을 도입하고 있으나, 기술적인 한계와 조작의 불편함, 몰입도의 부족으로 인해 큰 효과를 보지 못하고 있다. 본 논문에서는 관람객이 재방문하고 싶은 박물관을 만들기 위해 혼합현실을 기반으로 한 박물관 전시 콘텐츠를 제작한다. 제작된 콘텐츠는 혼합현실을 이용함으로써 가상, 증강현실 콘텐츠보다 몰입감과 현실감을 높일 수 있다. 또한, 관람객과 상호작용할 수 있도록 혼합현실 기반 웨어러블 기기를 사용함으로써 생생한 전시물 체험을 할 수 있다.

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