• Title/Summary/Keyword: 가상현실 기반교육

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Nursing Students and Clinical Nurses' Awareness of Virtual Reality(VR) Simulation and Educational Needs of VR-based Team Communication and Teamwork Skills for Patient Safety: A Mixed Method Study (간호대학생과 병원간호사의 가상현실기반 환자안전을 위한 팀 의사소통과 팀워크 기술에 대한 교육요구의 차이: 혼합연구설계)

  • Hur, Hea Kung;Jung, Ji Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.629-645
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    • 2022
  • The purpose of this study is to investigate the educational needs of virtual reality(VR)-based communication and teamwork skills for patient safety intended for nursing students and nurses. For this study, mixed method design was used with surveyed data collected 60 nursing students and 123 nurses. And fourteen nurses was conducted focus group interview. SPSS/WIN 25.0 and inductive content analysis for focus group interviews were utilized for data analysis. The results indicated that the awareness of VR and educational needs of team communication, and teamwork skills were above average, and nursing students required higher educational needs than nurses. Teamwork knowledge was moderate, and there was no significant difference between the two groups. Regarding nurse's communication in hospital, 4 themes of contributing factors and 2 themes of result factors that cause communication difficulties among nurses were derived from the qualitative data. Therefore, it is necessary to develop a virtual reality-based simulation program reflecting the educational needs of nursing students and nurses in order to improve team communication and teamwork skills for patient safety required for nursing students and nurses.

English Conversation System Using Artificial Intelligent of based on Virtual Reality (가상현실 기반의 인공지능 영어회화 시스템)

  • Cheon, EunYoung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.55-61
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    • 2019
  • In order to realize foreign language education, various existing educational media have been provided, but there are disadvantages in that the cost of the parish and the media program is high and the real-time responsiveness is poor. In this paper, we propose an artificial intelligence English conversation system based on VR and speech recognition. We used Google CardBoard VR and Google Speech API to build the system and developed artificial intelligence algorithms for providing virtual reality environment and talking. In the proposed speech recognition server system, the sentences spoken by the user can be divided into word units and compared with the data words stored in the database to provide the highest probability. Users can communicate with and respond to people in virtual reality. The function provided by the conversation is independent of the contextual conversations and themes, and the conversations with the AI assistant are implemented in real time so that the user system can be checked in real time. It is expected to contribute to the expansion of virtual education contents service related to the Fourth Industrial Revolution through the system combining the virtual reality and the voice recognition function proposed in this paper.

The Effect of Virtual Reality based Intervention Program on Communication Skills in Cafe and Class Attitudes of Students with Intellectual Disabilities (가상현실 기반 중재 프로그램이 지적장애학생의 카페에서의 의사소통 능력과 수업태도에 미치는 효과)

  • Lee, Taesu
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.157-165
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    • 2019
  • The purpose of this study was to verify effects of virtual reality based intervention program on communication skills in cafe and class attitudes of students with intellectual disabilities. To do this, 30 students with intellectual disabilities were participated in this study and placed an experimental group and a control group. An experimental group took part in the virtual reality based intervention program on communication skills in cafe and a control group joined in the traditional intervention program at summer vacation from July, 22 to August, 24. Intervention programs of an experimental group and an control group were conducted 5 times in a week for 4 weeks and a class time of each class was 50 minutes. Evaluations of two groups were carried out in pre-test and post-test and data of evaluation was analyzed by independent t-test. In Results of study, communication skills of experimental group were improved higher than control group's. Also, class attitudes of experimental group were changed more positive than control group's on job training class. We knew that virtual reality based intervention program was effectively utilized in transitional education for students with intellectual disabilities.

A Design and Implementation of a Learning System to Assemble Computers using VRML (VRML을 이용한 컴퓨터 조립과정 학습 시스템 설계 및 구현)

  • 박효진;창병모
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.574-576
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    • 2000
  • 본 논문에서는 가상현실을 기반으로 하는 컴퓨터 조립과정 학습 시스템을 구현하였다. 컴퓨터 조립과정을 교육하는데 있어서는 실습이 가장 중요하다. 그러나 기존의 자료들은 과정을 설명한 텍스트나, 2차원 이미지 데이터를 사용하고 있어 그저 보여주는 학습에 그치고 있다. 이런 단점을 보완하기에는 가상현실을 이용한 학습이 가장 좋은 대안일 것이다. 본 논문은 VRML과 EAO를 이용한 Java를 사용하여 시스템을 구현하였다. 이는 학습자들에게 좀더 현실감 있는 교육환경을 제시해 주어서 학습효과를 극대화시킬 수 있다.

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Research of 3D graphic nursery contents for humanity education developed by mobile AR technology (모바일 기반 증강현실 기술을 활용한 창의인성교육 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.337-339
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents for humanity and creativity education which is developed by mobile AR technology. AR technology has currentlypeople's attention because of the potential of future core contents. We allpied AR technology for kid's education of language, humanity and creativity. Well known nursery tales reconstructed by ICT technology give absorbing interest to kids, lead the curiosity of leading edge technology and friendly accept it as a part of daily life.

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Effect of Virtual Reality Women Health Nursing Practicum on Meta-cognition and Critical Thinking: Mixed Method Study (가상현실 기반 여성건강간호학 실습교육이 메타인지와 비판적 사고에 미치는 효과: 혼합연구 방법)

  • Hyun Kyoung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.481-486
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    • 2023
  • This study applied virtual reality to women health nursing practicum for nursing students and analyzed the educational effect on meta-cognition and critical thinking. The study design was a convergent mixed method using single-group pre-post test design and individual in-depth interviews. After applying the virtual reality program, the post-score (104.16±12.98) was statistically significantly higher than the pre-score (98.59±18.09) (t=1.85, p=.030). There was no statistically significant difference in critical thinking after the program, with the post-score of 101.66±7.18 and the pre-score of 99.18±15.13 (t=1.00, p=.108). Therefore, women health nursing practice education using virtual reality can help improve the meta-cognition of nursing students.

Implementation of Environment Education Virtual Experienced Content based Soil (토양 기반의 환경교육 가상체험 콘텐츠 구현)

  • Lee, Keun-Wang;Jin, Byung-Wook
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.160-162
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    • 2010
  • 본 논문에서는 산업과 생산 활동에 급격히 오염된 토양오염을 중심으로 현재의 토양환경과 조선시대의 토양환경을 비교하고 학습할 수 있는 콘텐츠를 구현하였으며 조선시대의 자연환경을 가상현실로 구현하여 환경교육 학습 자료로 활용하기 위한 토양기반의 환경교육 가상체험 콘텐츠를 구현하였다.

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Case study of extended reality education and field application of pre-service elementary teachers (예비 초등교사의 확장현실 교육 및 현장 적용 사례 연구)

  • Junghee Jo;Gapju Hong
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.307-315
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    • 2022
  • The purpose of this study was to design a training program for pre-service elementary teachers, incorporating the concepts of extended reality technologies. This program contained the basic skills necessary for them to utilize in their future classrooms. To accomplish this, 12 undergraduate students of various majors enrolled in one of Korea's national universities of education were selected as research subjects. For a total of 6 times over 6 weeks, they participated in a training program learning the basic concepts of virtual, augmented, and mixed reality, as well as creating their own education software to use in simulated classes. To improve the quality of future research efforts, this study found it would be beneficial to: 1) expand the relevant support equipment, 2) provide students with preliminary, background knowledge of text-based programming, 3) introduce short-term, more intensive training, and 4) improve the survey methods for this research.

The Effect of Gesture Based Interface on Presence Perception and Performance in the Virtual Reality Learning Environment (가상현실 학습환경에서 동작기반 인터페이스가 실재감 지각 및 수행에 미치는 효과)

  • Ryu, Jeeheon;YU, SEUNGBEOM
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.35-56
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    • 2017
  • This study is to examine the effects of gesture based interface and display methods to make an effective virtual learning environment. The gesture based interface can provide interactive interface to make objects in the virtual learning environment by generating natural movement of users' gesture. This natural functionality leads users to apply natural movements as they do in real actions. Because of the natural user interface, the gesture based interface is expected to maximize learning outcomes. This study examined how the gesture based interface can be used when a head mounted display is applied for a virtual reality learning environment. For this study 44 colleagues students were participated. Two display methods (head mounted display vs. monitor) and two interface (gesture based interface vs. joystick) were tested to identify which might be more effective. The study was applied to different learning tasks which require different levels of spatial perception. The dependent variables are three constructs of virtual presence (spatial perception, immersiveness, and realness) and task completion time and recall tests. This study discussed potential disadvantages of gesture based interface while it showed positive usages of gesture based interface.

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.