• Title/Summary/Keyword: immersive learning

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Effects of Linguistic Immersion Synthesis on Foreign Language Learning Using Virtual Reality Agents (가상현실 에이전트 외국어 교사를 활용한 외국어 학습의 몰입 융합 효과)

  • Kang, Jeonghyun;Kwon, Seulhee;Chung, Donghun
    • Informatization Policy
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    • v.31 no.1
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    • pp.32-52
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    • 2024
  • This study investigates the effectiveness of virtual reality agents as foreign language instructors with focus on the impact of different native language backgrounds and instructional roles. The agents were first distinguished as native or non-native speakers treated as a between-subject factor, and then assigned roles as either teachers or salespersons considered within-subject factors. An immersive virtual environment was developed for this experiment, and a 2×2 mixed factorial design was carried out. In an experimental group of 72 university students, statistically significant interactions were found in learning satisfaction, memory, and recall between the native/non-native status of the agents and their roles. With regard to learning confidence and presence, however, no statistically significant differences were observed in both interaction effects and main effects. Contextual learning in a virtual environment was found to enhance learning effectiveness and satisfaction, with the nativeness and the role of agents influencing learners' memory; thus highlighting the effectiveness of using virtual reality agents in foreign language learning. This suggests that varied approaches can have positive cognitive and emotional impacts on learners, thereby providing valuable theoretical and empirical implications.

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

A Study on the AI Model for Prediction of Demand for Cold Chain Distribution of Drugs (의약품 콜드체인 유통 수요 예측을 위한 AI 모델에 관한 연구)

  • Hee-young Kim;Gi-hwan Ryu;Jin Cai ;Hyeon-kon Son
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.763-768
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    • 2023
  • In this paper, the existing statistical method (ARIMA) and machine learning method (Informer) were developed and compared to predict the distribution volume of pharmaceuticals. It was found that a machine learning-based model is advantageous for daily data prediction, and it is effective to use ARIMA for monthly prediction and switch to Informer as the data increases. The prediction error rate (RMSE) was reduced by 26.6% compared to the previous method, and the prediction accuracy was improved by 13%, resulting in a result of 86.2%. Through this thesis, we find that there is an advantage of obtaining the best results by ensembleing statistical methods and machine learning methods. In addition, machine learning-based AI models can derive the best results through deep learning operations even in irregular situations, and after commercialization, performance is expected to improve as the amount of data increases.

A Study on Algorithm Selection and Comparison for Improving the Performance of an Artificial Intelligence Product Recognition Automatic Payment System

  • Kim, Heeyoung;Kim, Dongmin;Ryu, Gihwan;Hong, Hotak
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.230-235
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    • 2022
  • This study is to select an optimal object detection algorithm for designing a self-checkout counter to improve the inconvenience of payment systems for products without existing barcodes. To this end, a performance comparison analysis of YOLO v2, Tiny YOLO v2, and the latest YOLO v5 among deep learning-based object detection algorithms was performed to derive results. In this paper, performance comparison was conducted by forming learning data as an example of 'donut' in a bakery store, and the performance result of YOLO v5 was the highest at 96.9% of mAP. Therefore, YOLO v5 was selected as the artificial intelligence object detection algorithm to be applied in this paper. As a result of performance analysis, when the optimal threshold was set for each donut, the precision and reproduction rate of all donuts exceeded 0.85, and the majority of donuts showed excellent recognition performance of 0.90 or more. We expect that the results of this paper will be helpful as the fundamental data for the development of an automatic payment system using AI self-service technology that is highly usable in the non-face-to-face era.

ASPPMVSNet: A high-receptive-field multiview stereo network for dense three-dimensional reconstruction

  • Saleh Saeed;Sungjun Lee;Yongju Cho;Unsang Park
    • ETRI Journal
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    • v.44 no.6
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    • pp.1034-1046
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    • 2022
  • The learning-based multiview stereo (MVS) methods for three-dimensional (3D) reconstruction generally use 3D volumes for depth inference. The quality of the reconstructed depth maps and the corresponding point clouds is directly influenced by the spatial resolution of the 3D volume. Consequently, these methods produce point clouds with sparse local regions because of the lack of the memory required to encode a high volume of information. Here, we apply the atrous spatial pyramid pooling (ASPP) module in MVS methods to obtain dense feature maps with multiscale, long-range, contextual information using high receptive fields. For a given 3D volume with the same spatial resolution as that in the MVS methods, the dense feature maps from the ASPP module encoded with superior information can produce dense point clouds without a high memory footprint. Furthermore, we propose a 3D loss for training the MVS networks, which improves the predicted depth values by 24.44%. The ASPP module provides state-of-the-art qualitative results by constructing relatively dense point clouds, which improves the DTU MVS dataset benchmarks by 2.25% compared with those achieved in the previous MVS methods.

Impact of the Fidelity of Interactive Devices on the Sense of Presence During IVR-based Construction Safety Training

  • Luo, Yanfang;Seo, JoonOh;Abbas, Ali;Ahn, Seungjun
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.137-145
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    • 2020
  • Providing safety training to construction workers is essential to reduce safety accidents at the construction site. With the prosperity of visualization technologies, Immersive Virtual Reality (IVR) has been adopted for construction safety training by providing interactive learning experiences in a virtual environment. Previous research efforts on IVR-based training have found that the level of fidelity of interaction between real and virtual worlds is one of the important factors contributing to the sense of presence that would affect training performance. Various interactive devices that link activities between real and virtual worlds have been applied in IVR-based training, ranging from existing computer input devices (e.g., keyboard, mouse, joystick, etc.) to specially designed devices such as high-end VR simulators. However, the need for high-fidelity interactive devices may hinder the applicability of IVR-based training as they would be more expensive than IVR headsets. In this regard, this study aims to understand the impact of the level of fidelity of interactive devices in the sense of presence in a virtual environment and the training performance during IVR-based forklift safety training. We conducted a comparative study by recruiting sixty participants, splitting them into two groups, and then providing different interactive devices such as a keyboard for a low fidelity group and a steering wheel and pedals for a high-fidelity group. The results showed that there was no significant difference between the two groups in terms of the sense of presence and task performance. These results indicate that the use of low-fidelity interactive devices would be acceptable for IVR-based safety training as safety training focuses on delivering safety knowledge, and thus would be different from skill transferring training that may need more realistic interaction between real and virtual worlds.

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Applications and Effects of EdTech in Medical Education (의학교육에서의 에듀테크(EdTech)의 활용과 효과)

  • Hong, Hyeonmi;Kim, Youngjon
    • Korean Medical Education Review
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    • v.23 no.3
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    • pp.160-167
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    • 2021
  • Rapid developments in technology as part of the Fourth Industrial Revolution have created a demand for educational technology (EdTech) and a gradual transition from traditional teaching and learning to EdTech-assisted learning in medical education. EdTech is a portmanteau (blended word) combining the concepts of education and technology, and it refers to various attempts to solve education-related problems through information and communication technology. The aim of this study was to explore the use of key EdTech applications in medical education programs. A scoping review was conducted by searching three databases (PubMed, CINAHL, and Educational Sources) for articles published from 2000 to June 2021. Twenty-one studies were found that presented relevant descriptions of the effectiveness of EdTech in medical education programs. Studies on the application and effectiveness of EdTech were categorized as follows: (1) artificial intelligence with learner-adaptive evaluation and feedback, (2) augmented/virtual reality for improving learning participation and academic achievement through immersive learning, and (3) social media/social networking services with learner-directed knowledge generation, sharing, and dissemination in medical communities. Although this review reports the effectiveness of EdTech in various medical education programs, the number of studies and the validity of the identified research designs are insufficient to confirm the educational effects of EdTech. Future studies should utilize suitable research designs and examine the instructional objectives achievable by EdTech-based applications to strengthen the evidence base supporting the application of EdTech by medical educators and institutions.

The Influence of Proactiveness, Perceived Usefulness and Learning Orientation on Work Commitment (진취성, 지각된 유용성 및 학습지향성이 업무몰입에 미치는 영향)

  • Lee, Sang Gil
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.6
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    • pp.167-175
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    • 2018
  • Work commitment is being studied continuously in the field of organizational behavior, this study suggests that work commitment directly affects the creativity and productivity of organizational members. The immersive attitude toward work is increasing in importance as it not only improves individual competitiveness but also improves organizational performance. From an academic point of view, we can emphasize the differentiation of this study in terms of analyzing work commitment, which is a leading factor in the current work performance, based on individual proactiveness, perceived usefulness, and learning orientation. Identifying the factors influencing work commitment is likely to provide meaningful implications for securing current and future competitiveness. For this study, we conducted an online survey of office workers, professionals, and self-employed workers. Finally, we obtained 178 valid questionnaires. As a result of the analysis, it was confirmed that proactiveness and learning orientation had a positive effect on work commitment.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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