• 제목/요약/키워드: Reality Analysis

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The Effect of Process Oriented Guided Inquiry Learning Using Mobile Augmented Reality on Science Achievement, Science Learning Motivation, and Learning Flow in Chemical bond (화학 결합에서 모바일 증강현실을 이용한 과정기반 안내탐구학습이 과학 학업 성취도, 과학 학습 동기, 학습 몰입감에 미치는 영향)

  • Jeon, Young-Eun;Ji, Joon-Yong;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.42 no.3
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    • pp.357-370
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    • 2022
  • In this paper, we developed an augmented reality learning tool suitable for chemical bond learning and proposed a process-oriented guided inquiry learning using mobile augmented reality (POGIL-MAR) to find out how it affects science achievement, science learning motivation and learning flow. Participants were 139 10th-grade students from a coeducational high school in Gyeonggi-do, and they were randomly assigned to the control group (TL), the treatment group 1 (POGIL), and the treatment group 2 (POGIL-MAR). They learned the concept of the chemical bond from the Integrated Science subject for four class periods. Results of two-way ANCOVA revealed that the POGIL-MAR group scored significantly higher than the other groups in a science achievement test, science learning motivation test, and learning flow test, regardless of their prior science achievement. In addition, in the case of the low-level group, the POGIL-MAR group showed a statistically significant improvement in achievement compared to the TL and POGIL groups. The MANCOVA analysis for sub-factors of science learning motivation show that the POGIL-MAR group had significantly higher scores in intrinsic motivation, career motivation, self-determination, self-efficacy, and grade motivation. In particular, the interaction effect between the teaching and learning method and the level of prior achievement was significant in the intrinsic motivation. Meanwhile, the MANCOVA analysis for sub-factors of learning flow show that the POGIL-MAR group had significantly higher scores in clear goals, unambiguous feedback, action-awareness merging, sense of control, and autotelic experience. Based on the results, educational implications for effective teaching and learning strategy using mobile augmented reality are discussed.

Development and Application of a Virtual Reality-Based Geological Field Trip around Mt. Jeoksang, Muju-gun, Jeollabuk-do, Korea (전라북도 무주군 적상산 일대를 중심으로 한 가상현실 기반 지질학습장(VFT) 개발과 적용)

  • Kyu-Seong Cho;Dong-Gwon Jeong
    • Journal of the Korean earth science society
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    • v.44 no.3
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    • pp.222-235
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    • 2023
  • This study developed a geological virtual reality-based field trip (VFT) to find an alternative to replace the actual field trip, which is often considered lightly by students owing to difficulties in the school. For this purpose, we selected a total of five geological learning sites that focus on the Mt. Jeoksang Muju-gun, Jeollabuk-do, Korea by evaluating the contents of the curriculum and the possibility of developing a VFT. The developed VFT provided middle-school students with an interactive space to observe and explore rocks and geological structures, including orbicular granite gneiss, tuff, conglomerate, sandstone, stratification, and joints. A semi-structured interview was conducted with the 1st-grade middle-school students to evaluate the educational value of the VFT. The responses of the students were analyzed using semantic network analysis to understand the significance of relationships between the reaction words. Results show that the students were able to sense reality through the VFT, which enabled them to understand and remember the characteristics of rocks. Therefore, students can indirectly have a sense of reality of an outdoor experience through the VFT program, which positively influences their learning. Our study shows that VFT can be effectively utilized as a meaningful learning resource in schools.

Determinants of Media Influence on College Students' Housing Expectations (미디어가 대학생의 주거 기대에 미치는 영향력 수준 결정 요인)

  • Lee, Hyun-Jeong
    • Korean Journal of Human Ecology
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    • v.22 no.4
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    • pp.707-718
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    • 2013
  • The purpose of this study was to examine media influence on college students' thoughts and explore determinants of the media influence. Between September 7, 2013, and September 12, 2013, a questionnaire survey was administered to students at university-A and total 328 useable responses were collected. Findings are as follows: (1) Houses in TV drama had a strong influence on college students' future housing preferences but had a relatively weak influence on housing satisfaction and concrete housing expectations; (2) students perceived that houses in TV dramas did not reflect reality well; (3) females and/or relatively younger respondents tended to perceive a stronger influence of media on their thoughts and expectation on housing; (4) respondents who had a stronger desire to imitate lifestyle of TV drama characters and a stronger perception that houses in TV drama reflected reality well, and the respondents whose consumption preferences were more easily influenced by media were found to perceive media influence on their housing expectation stronger; and (5) to see regression analysis results, a linear combination of desire to imitate lifestyle of TV drama characters, perception of reality reflection of houses in TV dramas, gender, perceived media influences on clothes and accessories, and electronics preferences was found to be able to explain 46.4% of variance in media influence on housing expectations.

Effect Analysis of Virtual-reality Vestibular Rehabilitation based on Eye-tracking

  • Lee, Sungjin;Hong, Min;Kim, Sungyeup;Choi, Seong Jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.826-840
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    • 2020
  • Vertigo is one of the most common complaints encountered by physicians and the patients are steadily increasing. These patients are exposed to the risk of secondary accidents such as falls due to vertigo. There are two ways to improve this symptom: medication and rehabilitation. Although temporary symptomatic improvement may be expected in patients treated with medication, vertigo may recur and medication can delay central compensation. In contrast vestibular rehabilitation exploits central mechanisms of neuroplasticity to increase postural stability and enhance visual-vestibular interactions in situations that generate conflicting sensory information. However, vestibular rehabilitation may be compromised by incorrect performance of exercises, and there is a need for active effort and interest from the patient during rehabilitation. To solve these problems, we decided to apply FOVE HMD for eye-tracking and Unity3D to create virtual reality. The proposed eye-tracking based algorithm calculates the concentration of users with eye tracking data and calculates the motion width of the patient with nystagmus, thus the severity of the patient according to the score can be determined. According to our experimental test against healty group and patients group, this result showed the meaningful data to use define the contents result.

The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.143-149
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    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

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.

Three-Dimensional Visualization of Medical Image using Image Segmentation Algorithm based on Deep Learning (딥 러닝 기반의 영상분할 알고리즘을 이용한 의료영상 3차원 시각화에 관한 연구)

  • Lim, SangHeon;Kim, YoungJae;Kim, Kwang Gi
    • Journal of Korea Multimedia Society
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    • v.23 no.3
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    • pp.468-475
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    • 2020
  • In this paper, we proposed a three-dimensional visualization system for medical images in augmented reality based on deep learning. In the proposed system, the artificial neural network model performed fully automatic segmentation of the region of lung and pulmonary nodule from chest CT images. After applying the three-dimensional volume rendering method to the segmented images, it was visualized in augmented reality devices. As a result of the experiment, when nodules were present in the region of lung, it could be easily distinguished with the naked eye. Also, the location and shape of the lesions were intuitively confirmed. The evaluation was accomplished by comparing automated segmentation results of the test dataset to the manual segmented image. Through the evaluation of the segmentation model, we obtained the region of lung DSC (Dice Similarity Coefficient) of 98.77%, precision of 98.45%, recall of 99.10%. And the region of pulmonary nodule DSC of 91.88%, precision of 93.05%, recall of 90.94%. If this proposed system will be applied in medical fields such as medical practice and medical education, it is expected that it can contribute to custom organ modeling, lesion analysis, and surgical education and training of patients.

Monitoring Augmented Reality Technology Using Topic Modeling of Patents (특허의 토픽 모델링을 활용한 증강현실 기술 모니터링)

  • Oh, Seunghyun;Choi, Hayoung;Yoon, Janghyeok
    • Journal of Korean Institute of Industrial Engineers
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    • v.43 no.3
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    • pp.213-228
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    • 2017
  • Augmented reality (AR), which is a live direct or indirect view of a real-world environment combined with virtual objects, has grown rapidly owing to its wide application potential. Despite the growth of AR technology and its increased attraction, however, little attention has been paid to identifying sub-technologies of this technology and their evolving trends based on the data encompassing industrial competition. In the present study, therefore we collect AR-related patents granted until 2015 and then identify technology topics constituting AR technology by applying topic modeling to the patents' textual data. Subsequently, this study determines dynamic evolving trends with respect to those identified technology topics using indicators and maps based on the technology topics' patents and citations. The contributions of this study are twofold; it provides an overall understanding of AR technology's evolving trends based on text mining of AR patents and will assist technology experts in academia and industry in determining further R&D in the near future.

A Case Study on Virtual Reality Service at a University Library (국내 대학도서관 가상현실(VR) 서비스에 관한 사례 연구)

  • Lee, Giyoung;Chung, Yeon-Kyoung
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.133-156
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    • 2020
  • The purpose of this study is to propose ways to improve the Virtual Reality (VR) service in Korea through the user evaluations of a university library that provide users with VR experiences as a new technology. With the advent of the 4th industrial revolution, interests in the VR industry increase and access to technology is strengthened. The kinds of VR services at the university libraries and the status of VR services at the domestic and foreign libraries were analyzed. After carrying out user surveys and in-depth interviews with VR service users, improvement plans were suggested according to the users' opinions and the analysis of domestic and foreign case studies.

Effect of Group Psychotherapy for Promotion of Hope on Anxiety, Depression, and Quality of Life in Cancer Patients (희망증진 집단 상담치료가 암환자의 불안 우울 및 삶의 질에 미치는 효과)

  • Cho, Chong-Kwan;Son, Chang-Gue;Cho, Jung-Hyo;Yoo, Hwa-Seung;Seo, Kyoung-Suk
    • The Journal of Korean Medicine
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    • v.29 no.4
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    • pp.39-46
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    • 2008
  • Objectives: The aim of this study is to develop a program adapted to cancer patients with reality therapy and evaluate the efficacy for anxiety, depression and quality of life in cancer patients. Methods: We developed a group psychotherapy, the promotion of hope program (PHP) adapted reality therapy and evaluated if it is effective on improving anxiety, depression, and quality of life in cancer patients. Results: PHP decreased anxiety (9.54 vs. 5.62, p<0.01) and depression (8.84 vs. 5.84, p<0.01) of cancer patients, and improved quality of life (3.77 vs. 4.13, p<0.01). Qualitative analysis results also showed the same supportive results. Conclusions: PHP can be an effective program for cancer patients to explore inner world and improve their own self-confidence.

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