• Title/Summary/Keyword: immersive learning

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Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.1-8
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    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

Nursing students' satisfaction and clinical competence by type of pediatric nursing practicum during the COVID-19 pandemic (코로나19 팬데믹 상황에서 간호대학생의 아동간호학 임상실습유형별 만족도, 학습만족도와 임상수행능력)

  • Ju, Hyeon Ok;Lee, Jung Hwa
    • The Journal of Korean Academic Society of Nursing Education
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    • v.30 no.1
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    • pp.29-38
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    • 2024
  • Purpose: This study aimed to investigate student nurses' satisfaction by type of clinical practicum and to determine predictors of clinical competence in pediatric nursing. Methods: A total of 189 Junior and Senior student nurses across seven colleges in the Busan Metropolitan City were enrolled in the study. The participants completed a structured questionnaire containing items about their learning satisfaction with different types of pediatric nursing practicums and their clinical competence. Data were analyzed using the mean, standard deviation, independent t-test, ANOVA, and multiple regression analysis. Results: Regarding satisfaction with each type of clinical practicum, the mean satisfaction score (out of 10) was 8.18±2.26 for on-site clinical rotations and 7.35±2.20 for alternative practicums. Among the different types of alternative practicum approaches, those with a satisfaction score of 7 or higher included fundamental nursing skills, watching videos, simulation etc., while those with a satisfaction score of less than 6 were virtual simulation and problem-based learning. The predictors of clinical competence in pediatric nursing were learning satisfaction with practice, school year, and alternative practicum, accounting for 35.0% of the variance in clinical competency. Conclusion: It would be helpful to combine on-site clinical rotations with alternative practicum approaches and to develop various alternative practice programs using simulation practice, virtual reality, immersive interactive systems, and standardized patients to enhance students' clinical competency.

The Effects of the Online Learning Using Virtual Reality (VR) Geological Data: Focused on the Geo-Big Data Open Platform (가상현실(VR) 지질자료 개발을 통한 원격수업의 효과 분석: 지오빅데이터 오픈플랫폼 활용을 중심으로)

  • Yoon, Han Do;Kim, Hyoungbum;Kim, Heoungtae
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.47-61
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    • 2022
  • In this study, We developed VR (Virtual Reality) geological resources based on the Geo Big Data of the Big Data platform that provided by the Korea Institute of Geoscience and Mineral Material (KIGAM). So students selected the theme of lessons by using these resources and we operated Remote classes using the materials that developed as to Virtual Reality. Therefore, the geological theme maps provided by the Geo Big Data Open Platform were reconstructed and produced materials were created for Study about Real Korean geological outcrops grounded in Virtual Reality. And Topographic information data was used to produce class materials for Remote classes. Twenty students were selected by Random sampling, and data were collected by conducting a survey including interviews to confirm the change in students' perception of remote classes in virtual reality geological data development and the effect of the classes, so data were analyzed through inductive categorization. The results of this study are as follows. First, students showed positive responses in terms of interest, utilization, and knowledge utilization as taking remote classes for developing geological data in virtual reality geological data. This is the result of showing the adaptability of diverse and flexible learning getting away from a fixed framework by motivating and encouraging students and inducing cooperation for communication. Second, students recognized distance education in the development of Virtual Reality geological data as 'Realistic hands-on learning process', 'Immersive learning process by motivation', and 'Learning process of acquiring knowledge in the field of earth science'.

Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.866-871
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    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.

Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

Input Device for Immersive Virtual Education (몰입형 가상교육을 위한 입력장치)

  • Jeong, GooCheol;Im, SungMin;Kim, Sang-Youn
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.34-39
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    • 2013
  • This paper suggests an input device that allows a user not only to naturally interact with education contents in virtual environment but also to sense haptic feedback according to his/her interaction. The proposed system measures a user's motion and then creates haptic feedback based on the measured position. To create haptic information in response to a user's interaction with educational contents in virtual environment, we develop a motion input device which consists of a motion controller, a haptic actuator, a wireless communication module, and a motion sensor. To measure a user's motion input, an accelerometer is used as the motion sensor. The experiment shows that the proposed system creates continuous haptic sensation without any jerky motion or vibration.

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University Virtual Environment for Attention Enhancement

  • Kang, Dong-Ju;Kim, Sun-I.
    • Journal of Biomedical Engineering Research
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    • v.23 no.2
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    • pp.155-163
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    • 2002
  • Attention Deficit Hyperactivity Disorder(ADHD) is a childhood syndrome characterized by short attention span. impulsiveness, and hyperactivity, which often leadㄴ to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy is applied in recent yearn Although psycho-stimulant medication has been widely used for many rears. current findings suggest that, as the sole treatment for ADHD, it is an inadequate form of intervention in that parents don't want their child to use drug and the effects are limited to the period in which the drugs are physiologically active. On the other hand, EEG biofeedback treatment studies for ADHD have reported promising results not only in significant reductions in hyperactive, inattentive, and disruptive behaviors, but also improvements in academic performance and IQ scores. However it is too boring for children to finish the whole treatment. The recent increase in computer usage in medicine and rehabilitation has changed the way health care is delivered. Virtual Reality technology provides specific stimuli that can be used in removing distractions and providing environments that get the subjects'attention and increasing their ability to concentrate. VR technology can hold a patient's attention for a longer period of time than other methods can, because VR is immersive, interactive and imaginal. Based on these aspects, we developed Attention Enhancement System (AES) using VR technology, EEG biofeedback, and cognitive training method for enhancing attention and made a clinical trial to people who have attention difficulty and behavioral problems.

An Action Research to Support Indoor Free Play in the Dodam Class Consisting of Five-Year-Olds (5세 도담반의 실내놀이지원을 위한 실행연구)

  • Sim, So Yeong;Kwon, Yeon Hee
    • Korean Journal of Childcare and Education
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    • v.17 no.4
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    • pp.29-47
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    • 2021
  • Objective: The purpose of this study was to understand the teacher's role as play supporter in a carry out play generated curriculum and develop and implement an action plan in order to indoor free play. Methods: Participants were 14 kindergartners (9 boys, 5 girls) and one teacher. Processes of planning-implementation and observation- reflection were repeated in a cyclical procedure and the 3rd action plan was conducted based on strategies to support children's play. Results: Children experienced the following: Continuing and immersive play, play filled with experiments and challenges, play to make together, attitude to enjoy novelty and respect differences, and play of trial and error. And the researcher changed the following: Be sensitive to the child's words and actions, finding the 'real interest' of children in 'waiting', acquiring the perception that 'children are the masters of play', seeing the value of learning in children's expressive play, and gain confidence in play support. Conclusion/Implications: This study suggested the need for teacher to have patience and demonstrate reflective thinking in order to support children's play.

Performance Evaluation of k-means and k-medoids in WSN Routing Protocols

  • SeaYoung, Park;Dai Yeol, Yun;Chi-Gon, Hwang;Daesung, Lee
    • Journal of information and communication convergence engineering
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    • v.20 no.4
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    • pp.259-264
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    • 2022
  • In wireless sensor networks, sensor nodes are often deployed in large numbers in places that are difficult for humans to access. However, the energy of the sensor node is limited. Therefore, one of the most important considerations when designing routing protocols in wireless sensor networks is minimizing the energy consumption of each sensor node. When the energy of a wireless sensor node is exhausted, the node can no longer be used. Various protocols are being designed to minimize energy consumption and maintain long-term network life. Therefore, we proposed KOCED, an optimal cluster K-means algorithm that considers the distances between cluster centers, nodes, and residual energies. I would like to perform a performance evaluation on the KOCED protocol. This is a study for energy efficiency and validation. The purpose of this study is to present performance evaluation factors by comparing the K-means algorithm and the K-medoids algorithm, one of the recently introduced machine learning techniques, with the KOCED protocol.