• Title/Summary/Keyword: VR Education Contents

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Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Framework for Car Safety Education Virtual Reality Simulation (자동차 안전교육 VR 시뮬레이션 제작을 위한 프레임워크)

  • Xie, Qiao;Ding, Xiu Hui;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.37-45
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    • 2019
  • In recent years, the emergence of virtual reality (VR Virtual Reality) technology has provided a new model of safety education, enabling users to learn and respond to disasters in a virtual safety education environment. However, the related VR products related to domestic and foreign R & D are relatively simple, there is no practical training on specific accident, and it is not practical enough to play a sufficient role in safety education. In this paper, the problems and disadvantages of VR technology applied in the field of automobile safety education as an example of automobile accident among the types of disasters are examined, and a system framework of automotive safety education based on VR technology is proposed. The vehicle safety education system proposed in this paper will help users to improve driving safety consciousness, to acquire safety knowledge in driving, and to acquire driving safety skill which is very important for automobile safety education. In addition, the design and production methods of safety education based on VR technology are considered to have important reference implications for the application of modern teaching and teaching theory by integrating with VR technology and developing related teaching materials products and finally introducing education.

A Study on the VR-based Drone Immersive Content Development and Experience Effect (VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구)

  • Lee, In-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.4_2
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

Development and Application of the Teacher Education Model for Using Virtual and Augmented Reality Contents in Elementary Science Class (초등 과학 수업에서 가상현실과 증강현실 콘텐츠 활용을 위한 교사 교육 모델의 개발과 적용 사례)

  • Cha, Hyun-Jung;Ga, Seok-Hyun;Yoon, Hye-Gyoung
    • Journal of Korean Elementary Science Education
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    • v.43 no.3
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    • pp.415-432
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    • 2024
  • This study developed and applied the teacher education model and its principles for science classes using Virtual and Augmented Reality (VR/AR) content and analyzed preservice elementary teachers' feedback on the teacher education model and the changes in their perceptions as to the use of VR/AR content. First, existing Technological Pedagogical Content Knowledge (TPACK) teacher education models and prior studies on the use of the VR/AR contents were reviewed to derive the teacher education model to cultivate the VR/AR-TPACK and set the key principles for each of its stages. The developed teacher education model has five stages: exploration, mapping, collaborative design, practice, and reflection. Second, to examine the appropriateness of the model's five stages and principles, we applied it within the regular course of instruction at the university of education, which was attended by 25 preservice elementary teachers. This study collected data from surveys on the perception of the usage of VR/AR contents before and after the course, as well as the group lesson plans prepared by the preservice teachers, and their feedback on the teacher education model. The feedback on the teacher education model and the survey conducted by the preservice teachers before and after the course were analyzed through open coding and categorization. As a result, most preservice teachers expressed positive opinions about the activities and experiences at each stage of the implementation of the teacher education model. Perceptions related to the usage of the VR/AR content changed in three aspects: first, the vague positive perception of the VR/AR content has changed to a positive perception based on specific educational affordance. Second, they recognized the need for preparedness by anticipating potential problems associated with the use of the VR/AR content. Third, they came to view the VR/AR contents as a useful instructional resource that the teachers could use. Based on these results, we discussed the implications for the VR/AR-TPACK teacher education model and assessed the limitations of the research.

The Advantages of Virtual Reality in Skill Development Training Based on Project Comparison (2009-2018)

  • Magar, Sunny Thapa;Suk, Hae Jung
    • International Journal of Contents
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    • v.16 no.2
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    • pp.19-29
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    • 2020
  • In the era of noble technology, virtual reality (VR) has been adopted in various fields, with the advantages of VR in education being confirmed through numerous studies. In skill development training education, humans or equipment that interact with the trainee are crucial and currently VR is more preferred. In this study, six projects were selected and reviewed in-depth visualizing the use of VR in training and its potential. Comparison between the learning actions of training in the virtual and real environments were conducted. Training through VR is location-dependent, time-dependent, safe, and reversible. VR application is also determined by the preps and feedback-providing functionality which must be emphasized. All the advantages of VR in skill development training make it an opportunity provider. This article can be used by those developing VR projects for skill development training.

Development of VR-based ship emergency response training contents (VR 기반 선박 비상 대응 교육 컨텐츠 개발)

  • Oh, Ji-Hyun;Lee, Jong-Hak;Oh, Jin-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.2
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    • pp.214-222
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    • 2022
  • Safety education for crew members is an essential education because it is directly related to life. When ship emergency response training is provided as a hands-on training rather than a sit-down training, the satisfaction of trainees and the educational effect are higher. However, for ship emergency response training to be conducted through practical training, educational conditions such as time and place are insufficient in reality. In recent years, the use of VR technology in education has been in the spotlight. Practicing through virtual reality is an educational method that other educational institutions are also aiming for because it can increase the educational effect regardless of time and place. On the other hand, in order to provide VR-based education, it is essential to develop related technologies and develop contents. In this study, VR-based content development was performed. The development scenario is about navigation and accident response plan, and it was developed for navigation in narrow waterways and limited visibility.

Development of Efficient VR Contents Writing Tools for Support Storytelling (스토리텔링 지원을 위한 효율적인 VR 콘텐츠 저작도구 개발)

  • Lee, Yang Min;Lee, Jae Kee
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.700-709
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    • 2020
  • With the development of virtual reality (VR)-related technology and the advent of the 5G era, VR-based streaming games or content have been developed and transmitted at high speed. Although VR technology is also being applied in education, health care, manufacturing, and production fields, its main application is for entertainment. VR technology has been developed based on hardware and various contents have been developed accordingly; however, the number of VR content with high entertainment value is insufficient, and there are primarily hands-on contents. In this paper, we propose a method for developing an writing tool that can enhance the productivity in the development and editing of VR content and create VR contents based on a timeline by reflecting the storytelling rather than by a simple empirical type to solve the bias in content style. The proposed VR content writing tool is expected to increase the productivity in VR content development and contribute to the creation of various styles of content. Its implementation can enable developers to create specific stories in a timeline and support several animation effects.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

Technological trend of VR/AR maintenance training and API Implementation Example based on Unity Engine (VR/AR 정비교육의 기술동향과 유니티 엔진기반의 API 구현사례)

  • Lee, Jee Sung;Kim, Byung Min;Choi, Kyu Hwa;Nam, Tae Hyun;Lim, Chang Joo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.111-119
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    • 2018
  • National agencies and corporations are making a lot of efforts to educate mechanics from high school to university and enterprise training center to train as skilled mechanic. but the theoretical training using textbooks and the training using equipment not used in the field did not provide proper maintenance training. And education using special equipment or assuming dangerous situation was very dangerous, so we were carrying out education with video or photo. In recent, there have been a number of cases in which effective training simulations have been researched and developed in order to experience situations and solve problems safely through simulation from simple maintenance to special maintenance by combining VR and AR. This paper describes the comparative study of the existing APIs such as Danuri VR, DisTi Engine and Remote AR for general purpose AR/VR contents. We also proposed a AR/VR API based on Unity 3D Engine for AR/VR maintenance contents. The API can be used for maintenance contents developers efficiently.

Development and application of Scenario-based Admission Management VR contents for nursing students

  • Kim, Yu-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.209-216
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    • 2021
  • In this paper, I developed a scenario-based admission management virtual reality (SAM VR) content for practical training for nursing students and verified the effectiveness. The SAM VR contents used in the study was developed by the researcher using Gear VR and smartphone according to the standard practical procedure suggested by the Korea Acreditation Board of Nursing Education and Evaluation. In the 30 experimental groups who received practical training using SAM VR contents, learning flow, learning confidence, and learning satisfaction increased statistically significantly after the practical training (p<.001). In the control group, who received practical training in the traditional way, learning confidence increased after the practical training (p<.005), but there was no change in learning flow and learning satisfaction (p>.005). It was verified that the SAM VR contents are effective practical education contents for nursing students' learning flow, learning confidence and learning satisfaction.