• Title/Summary/Keyword: 가상현실 기반교육

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Metaverse Augmented Reality Research Trends Using Topic Modeling Methodology (토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석)

  • An, Jaeyoung;Shim, Soyun;Yun, Haejung
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.123-142
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    • 2022
  • The non-face-to-face environment accelerated by COVID-19 has speeded up the dissemination of digital virtual ecosystems and metaverse. In order for the metaverse to be sustainable, digital twins that are compatible with the real world are key, and critical technology for that is AR (Augmented Reality). In this study, we examined research trends about AR, and will propose the directions for future AR research. We conducted LDA based topic modeling on 11,049 abstracts of published domestic and foreign AR related papers from 2009 to Mar 2022, and then looked into AR that was comprehensive research trends, comparison of domestic and foreign research trends, and research trends before and after the popularity of metaverse concepts. As a result, the topics of AR related research were deduced from 11 topics such as device, network communication, surgery, digital twin, education, serious game, camera/vision, color application, therapy, location accuracy, and interface design. After popularity of metaverse, 6 topics were deduced such as camera/vision, training, digital twin, surgical/surgical, interaction performance, and network communication. We will expect, through this study, to encourage active research on metaverse AR with convergent characteristics in multidisciplinary fields and contribute to giving useful implications to practitioners.

A Study on the Establishment of Edutech-based Vocational Education and Training Model (에듀테크 기반 평생직업능력개발 선도사업 모델 수립방안 연구)

  • Rim, Kyung-hwa;Shin, Jung-min;Kim, Ju-ri
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.425-437
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    • 2022
  • In this study, the role and function of Edutech, as well as the application and expectations in the field of future vocational competency development, were gathered to define Edutech as a comprehensive working definition. Based on this redefinition of Edutech, this study analyzes Edutech technology trends and examines the level of actual technology applied to education and vocational training based on written interviews with experts, and finds out significant implications from the point of view of vocational training. Finally we propose an Edutech-based Vocational Education and Training Model.

An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.9-19
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    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

Development of VR-based Crane Simulator using Training Server (트레이닝 서버를 이용한 VR 기반의 크레인 시뮬레이터 개발)

  • Wan-Jik Lee;Geon-Young Kim;Seok-Yeol Heo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.703-709
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    • 2023
  • It is most desirable to train with a real crane in an environment similar to that of a port for crane operation training in charge of loading and unloading in a port, but it has time and space limitations and cost problems. In order to overcome these limitations, VR(Virtual Reality) based crane training programs and related devices are receiving a lot of attention. In this paper, we designed and implemented a VR-based harbor crane simulator operating on an HMD. The simulator developed in this paper consists of a crane simulator program that operates on the HMD, an IoT driving terminal that processes trainees' crane operation input, and a training server that stores trainees' training information. The simulator program provides VR-based crane training scenarios implemented with Unity3D, and the IoT driving terminal developed based on Arduino is composed of two controllers and transmits the user's driving operation to the HMD. In particular, the crane simulator in this paper uses a training server to create a database of environment setting values for each educator, progress and training time, and information on driving warning situations. Through the use of such a server, trainees can use the simulator in a more convenient environment and can expect improved educational effects by providing training information.

A Logical Simulation of Dynamic Natural Phenomena Based on Event Propagation Graph (사건 전파그래프에 기반한 동적인 자연현상의 논리적 시뮬레이션)

  • Park, Jung-Yong;Park, Jong-Hee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.4
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    • pp.10-21
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    • 2001
  • This paper develops a logical simulation method for by dyversity of situations. Most existing systems, for example, games and infant tutoring systems lead users to virtual environment with unfolding situations, but are not designed to induce the change of the environment itself. In this paper, a logically simulated environment is created by defining situations and single events based on situation hierarchy structure. We elaborate the occurrence of events by classifying the causality. The occurrence or natural phenomena is dictated by physical laws and natural phenomena are expressed as the transition of the event based on event association. Specifically we define the source of the event for natural phenomena and we consider the existence of objects as a primary factor in event occurrence. The advantages of this approach include the reuse of events, that is, different events can be generated in the same flow with fresh conditions. This allows us to implement a more practical and logical environment. A drawback to this method is the difficulty in dividing a situation into events. The proposed method was implemented in the context of the change of season among natural phenomena.

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Development and Effect Analysis of Experiential Electrical Safety Education System Based on Virtual Reality (가상현실 기반 체험형 전기안전 교육 시스템의 개발 및 효과 분석)

  • Jeon, Jeong-Chay
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.10
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    • pp.1767-1773
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    • 2016
  • Every year, lives are lost due to electrical safety accidents that could have been prevented with proper education and awareness of electrical safety. To prevent such accidents, experiential education is more effective than indoctrination education. This paper describes the electrical safety education system based on virtual reality (VR) and evaluates effect of the proposed system. Users operated the experiential electrical safety education system, and they were provided electrical stimulation in an electric shock experience using a haptic device. Appropriate stimulation values were calculated according to age (children vs. adults) and gender through experiment. The scenario in which participants experience electrical safety in the home environment was structured, and related educational contents was produced. A total of 68 healthy elementary students evaluated the educational effect of the system. The results showed that the educational effect and the sustainability of effect of the proposed system are superior to those of existing multimedia learning methods. By implementing electrical safety education stimulating the senses of human, the learning effect was promoted and this experiential education would be able to prevent electrical accidents.

Developing and Applying Design Principles for Maker Programs Using Virtual Reality : Focusing on the Development of Simulation Application (가상현실 기반 메이커 교육 프로그램 설계원리 개발 및 적용 : 시뮬레이션 앱 구현을 중심으로)

  • Park, Taejung
    • Journal of Information Technology Services
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    • v.19 no.6
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    • pp.161-175
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    • 2020
  • The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

Layout Based Multimodal Contents Aughoring Tool for Digilog Book (디지로그 북을 위한 레이아웃 기반 다감각 콘텐츠 저작 도구)

  • Park, Jong-Hee;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.512-515
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    • 2009
  • In this paper, we propose layout based multimodal contents authoring tool for Digilog Book. In authoring step, users create a virtual area using mouse or pen-type device and select property of the area repetitively. After finishing authoring step, system recognizes printed page number and generate page layout including areas and property information. Page layout is represented as a scene graph and stored as XML format. Digilog Book viewer loads stored page layout and analyze properties then augment virtual contents or execute functions based on area. Users can author visual and auditory contents easily by using hybrid interface. In AR environment, system provides area templates in order to help creating area. In addition, proposed authoring tool separates page recognition module from page tracking module. So, it is possible to author many pages using only single marker. As a result of experiment, we showed proposed authoring tool has reasonable performance time in AR environment. We expect that proposed authoring tool would be applicable to many fields such as education and publication.

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Communication Mechanism for 3D Virtual online learning System based in mixed Reality (혼합현실 기반 3D 가상 온라인 학습시스템 개발을 위한 통신 매커니즘)

  • Kim, Jong-Oh;Park, Chan;Jeong, Ji-Seong;Kim, Do-Hyeong;Kwon, Sun-Ock;Joo, Seong Yeon;Park, Jin-a;Kwon, Sin-Ae;Yoo, Kwan-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.383-384
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    • 2012
  • 본 연구는 온라인 구성주의 학습 등 다양한 체험학습이 가능하게 하기 위하여 웹캠으로 촬영된 영상 중 사용자의 모습만을 추출, 이를 전송하여 여러 사용자의 영상과 교육과정에 맞는 상황이나 현장을 3D 환경에 혼합하여 제공하는 시스템을 개발하는데 있어 영상, 음성 3D 정보, 학습개체 등을 원활하게 통신할 수 있는 통신 매커니즘을 설계하고 구현한다.

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Realization of 3D Human's bone, Alimentary Canal and Cardiovascular system by Internet (인터넷 기반에서의 3차원 시뮬레이션을 위한 인체골격과 내부 장기 및 심장혈관계의 구현)

  • 강득찬;박무훈
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.181-184
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    • 2002
  • Currently, the lack of equipments for the medical practice and education made it impossible for the people in medical institution to carry out suitable experiments for observing human bodies. In this paper, the authors embodied three dimensional images and moving pictures for the human skeletal structure, digestive organs, cardiovascular system and their processes over the internet framework. The three dimensional images and moving picture made it possible for the general people as well as the specialists to observe and obtain informations with regard to the human body. specially, the authors realized a framework for visualizing the human bodies in three dimensional images, via which a detailed and realistic architecture for the human body and its organs tan be obtained. The system developed in this paper can be used in the practice and education of the people engaged in medical fields.

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