• Title/Summary/Keyword: Virtual Reality education

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An Application of Virtual Reality in E-learning based LEGO-Like Brick Assembling

  • Tran, Van Thanh;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.783-786
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    • 2016
  • E-learning is a new teaching model nowadays, and Virtual Reality (VR) technology is reported that the use of virtual reality as an education tool can increase student interests, understanding, and creative learning because of encouraging students to learn by exploring and interacting with the information on the virtual environment. Besides that, LEGOs have long been the favorite of many children. LEGOs provide a mechanism to understand and do for many concepts from spatial relationships to robotics platforms. In this paper, we present a virtual reality application based on the assembly of LEGO-Like bricks to increase math and science learning by improving spatial thinking. It not only encourages students to pursue careers in science, technology, engineering, or mathematics but also enhances learner's ability to analyze and solve problems. The application is built by Processing 2.0 as the easier programming language which is a top-down approach to build the 3D interactive program.

Nursing students' experiences in virtual simulation practice (간호대학생의 가상 시뮬레이션 실습 경험)

  • Kim, Yoonjung;Kim, Won Jeong;Min, Hye young
    • The Journal of Korean Academic Society of Nursing Education
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    • v.26 no.2
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    • pp.198-207
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    • 2020
  • Purpose: The purpose of this study was to explore the meaning of nursing students' experiences in virtual simulation practice. Methods: The participants were six nursing students who have experience in a virtual simulation. Data were collected from August to September 2019 through a focus group interview. Giorgi's phenomenological method was used for analysis. Results: The study results revealed 3 constituents and 6 sub-constituents that are essential for nursing student's experiences in a virtual simulation. The three constituents were: "Chaos in the virtual reality", "The process of adjusting to chaos", and "Becoming an independent nurse in a safe virtual reality". Conclusion: Based on the results of this study, the following suggestions are made. Results suggest the development of virtual simulations in Korean, the use of simulations as a group activity first, and the use of simulation between lecture and practice or in the regular curriculum. The results of the study can be used as primary data for providing virtual simulation in nursing education.

Design of Tourist Information System based on the Current Location using Merged Reality (MR을 이용한 현재 위치 기반 관광 안내 시스템 설계)

  • Cho, Kyoung-Woo;Jeon, Min-Ho;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.843-845
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    • 2016
  • Concomitant with development of AR(Augmented Reality) and VR(Virtual Reality), interest in location based games and augmented reality have increased and various services have been developed. Due to this, AR, VR, MR(Merged Reality) techniques are considered one of fourth industrial revolution techniques. Oculus Rift which is representative of VR technology, and HTC VIVE need separate controllers, and don't offer service such as receiving external video information when users are using devices. In the case of project Alloy, which is a MR device of Intel, this has advantages such as controlling devices through hand signals and facial expressions, and receiving external video information. In this paper, we propose tourist guide system based on current position using MR. This system makes economical tour possible by arranging tourist attraction information which is from current position of tourists in correct places through external video information using MR, location determination using GPS, tourism information search using wireless internet.

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Development of VR Programming Module for SW Education Advanced Course in Elementary and Middle School (초·중학교 SW교육 심화과정을 위한 가상현실 프로그래밍 모듈 개발)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.45-51
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    • 2019
  • In this paper, virtual reality programming modules were developed for software education advanced courses in elementary and middle schools. And the effectiveness of the developed module was also analyzed. As the result, virtual reality programming module developed in this study was proven to be suitable for software education advanced courses required after basic coding in elementary and middle school. In particular, it is expected that it will be very helpful for the information gifted education program which is carried out in 2,920 gifted education institutions nationwide. Also, it is expected that it will be suitable for STEM education.

A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis (가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구)

  • Shin, Jae Woo;Leem, Choon Seong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

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.

Development of a Virtual Reality-Based Physics Experiment Training Simulator Centered on Motion of Projectile (포물선 운동을 중심으로 한 가상현실 기반 물리 실험 교육 시뮬레이터 개발)

  • Kim, Yeon Jeong;Yun, Sei Hee;Shin, Byoung-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.1
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    • pp.19-28
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    • 2021
  • Recently, in the field of education, various attempts have been made to apply virtual reality technology to an educational field and use it as an educational medium. Accordingly, in the science subject area, it is necessary to simulate science experiments that can make various and active experiments out of various limitations such as space and situation by using virtual reality environment construction technology. In this study, after selecting a physics course from a science subject, an experimental simulation using a parabolic motion formula, one of physical phenomena, is implemented in a virtual space, and then used in actual physics education based on the learning standards of the STEAM theory. Prove this is possible. Through this, it was confirmed that a specific educational model using virtual reality space can be designed, and it shows that education can be conducted with more effective educational methods in various subjects of education through the combination of traditional educational model and modern technology. Regarding the results of the research, it suggests the possibility of future research plans and practical use in the educational field.

A Study on the Influence and Re-participation behavior of Marine Safety Virtual Reality Experience Education on the Consciousness of Marine Safety (해양안전 가상현실 체험교육의 효과성에 관한 연구)

  • Kim, Sung-Duck;Lee, Yung-Kuk
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.437-444
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    • 2021
  • The purpose of this study is to investigate the relationship between consciousness of marine safety, re-participation behavior of marine safety virtual reality experience education. For the study, participants in marine safety virtual reality experience education were surveyed from July to August 2020. Specifically, all participants were NakDanbo Water leisure center and Song-do Marine leisure center. A total of 300 participants were sampled using convenience sampling method, but 253 were finally used in the data analysis excepting incomplete or faithless questionnaires. the data analysis was conducted through frequency analysis, Cronbach's alpha, Exploratory Factor Analysis (EFA), correlation analysis, simple and Multiple regression analysis using SPSS 20.0. The results are as follows. Firstly, participants in marine safety virtual reality experience education positive impact on had a significant effect on consciousness of marine safety. Secondly, participants in marine safety virtual reality experience education positive impact on had a significant effect on re-participation behavior intention. Lastly, consciousness of marine safety had positive effects on re-participation behavior intention.

Analysis of Elementary and Middle School Students' Perceptions of Virtual Reality Interaction Tool (가상현실에서 상호작용 도구에 대한 초·중학생의 인식 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.15-24
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    • 2019
  • Tools and methods for interacting with the virtual environment are essential in order for a student to perform the virtual reality education contents. However, since the developed controller has generally been constructed for adults, it is necessary to study interaction tools considering the purpose of education and the level of students. Therefore, this study analyzed elementary and middle school students' perceptions of HMD and interactive tools, which are currently widely used as an initial research for developing interactive tools. Results show that students' perceptions has increased in post-questionnaire compared to pre-questionnaire, indicating that the universal controller can be used in the education. Implications for the development of interaction tools are discussed based on interviews with students.

The Effects of Joystick-controlling and Walking-around on Navigating a Virtual Space

  • RYU, Jeeheon;PARK, Sanghoon;YANG, Eunbyul;JEONG, Museok
    • Educational Technology International
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    • v.21 no.2
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    • pp.125-153
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    • 2020
  • The advancement of virtual reality technology offers various locomotion options that support users' navigation behaviors in a virtual reality environment. This study was aimed at examining the effects of two navigation methods-joystick-controlling and walking-around-on users' perceived usability, behavioral engagement, and virtual presence. Fifty South Korean college students were recruited in the study, and they were assigned randomly to one of the two navigation conditions. Participants from each group were asked to observe a 3D object and complete the surveys. They were then asked to repeat the procedure with a 2D image. Using repeated-measures ANOVAs and MANOVA, we found that users using joystick-controlling reported higher usability and showed superior performance to the walking-around group on two tasks. Participants reported a higher behavioral engagement when observing the 2D image. Besides, they perceived a significantly higher virtual presence when observing the 2D image. Finally, we discussed the implications of the findings for the navigation method design.