• Title/Summary/Keyword: virtual class

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Attitude and satisfaction of head and neck anatomy class using virtual reality (VR) in dental hygiene students (치위생학과 학생의 가상현실(VR) 적용 두경부해부학 수업태도 및 만족도)

  • Cho, Hye-Eun
    • Journal of Korean society of Dental Hygiene
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    • v.21 no.6
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    • pp.813-820
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    • 2021
  • Objectives: This study was conducted to verify the effectiveness of the VR-applied head and neck anatomy class and to be used as basic data for the development of a teaching method using VR in the basic dental hygiene field. Methods: A convenience sample was extracted from 128 students and graduates who completed the head and neck anatomy class at the department of dental hygiene at a university in Gwangju. From June 1 to July 31, 2021, an online survey was conducted on class attitude and satisfaction, and statistical analysis was performed using frequency analysis and independent sample t-test. Results: Class attitude (3.79), interest (3.64), attention (3.88), learning motivation (3.80), and achievement motivation (3.84) were all high in the head and neck anatomy VR application group (p<0.01). Satisfaction (3.99), relevance of class content (4.06) and class achievement (3.96) were high in the head and neck anatomy VR application group (p<0.01). The suitability of class attitude (3.65) and class content (sub-item of class satisfaction) (4.13) was high in the group with the 4th industrial revolution education experience (p<0.05). Conclusions: The effect of VR application in the head and neck anatomy class was confirmed to increase students' class attitude and satisfaction. In the basic dental hygiene curriculum, it will be necessary to develop and utilize teaching methods related to the 4th industrial revolution and VR application classes.

Virtual Reality Based Cultural Tourist Attractions converging with Souvenir (수베니어를 융합한 가상현실 기반의 문화 관광지 가상체험 서비스)

  • Lee, Ga-Yeon;Lee, Seok-hyun
    • Journal of Convergence for Information Technology
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    • v.7 no.3
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    • pp.111-116
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    • 2017
  • This study offers the possibility as a new product of souvenirs from cultural tourist sites with virtual reality contents, instead of a simple exhibit. Users can watch augmented reality contents on souvenirs, and use the virtual experience service of cultural tourist sites with VR viewer. It has 4K-class high-quality $360^{\circ}$ image capture to increase the immersion of users in virtual space, implement virtual reality space and intuitive UI interaction with users using IMU (Inertial Measurement Unit). It is also possible to apply various add-on functions, including 3D contents, through technical development to increase its marketability, and apply in other industries. In addition, the prototype of the souvenir and VR viewer will be made by using a 3D printer and such in order to apply the contents which will be introduced in this study. Various product expansions can be considered through consultation with the relevant companies for the use of ready-made products.

The Effect of Learning Using Virtual Reality Technology on Learning Motivation (가상현실 기술을 활용한 학습이 학습 동기에 미치는 영향)

  • Kim, WooKyum;Choi, DongYeol;Kwak, SeungCheol;Kim, HeeSoo
    • Journal of Science Education
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    • v.43 no.3
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    • pp.271-283
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    • 2019
  • This study examines the effects of virtual reality learning materials on the learners' learning motivation. For this study, we developed a virtual reality learning material for geological learning that allows observation of the characteristics of rocks in Korean topography that is closely related to learning contents. A 15-hour class was conducted with 91 students using virtual reality learning materials developed for first-year science high school students in D city. ARCS learning motivation strategy was used. Pre-test was conducted before the start of the classes and post-test was conducted after the classes. Statistical processing was analyzed using R-3.5.1 version program. As a result, the utilization of virtual reality learning materials has significant effects on attention concentration, satisfaction, and confidence in the learner's motivation factors. Using virtual reality in geological classes, students' interest in learning activities improve their immersion and concentration, which helps them understand the learning contents better.

Exploring how to use virtual reality for elementary school students (초등학생 대상 가상현실 활용방안 탐색)

  • Shim, Jaekwoun
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.205-212
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    • 2021
  • The purpose of this study is to analyze elementary school students' interest in virtual reality(VR) technology, usability, and the possibility of learning media. In particular, it is intended to be used for content creation for artificial intelligence(AI) education in the future. The effectiveness of elementary education using virtual reality technology was confirmed through the analysis of overseas research, and the applicability to elementary school students in Korea was analyzed. To proceed with the analysis, various virtual reality contents were provided to 5th grader of elementary school, and then, interest, usability, usefulness, and possibility of use in class and learning were surveyed. As a result of the study, it was confirmed that students' interest in virtual reality contents was very high, and that it could be used sufficiently as a learning medium. It suggests that it can be used in artificial intelligence education and data science education, which have recently been emphasized in importance. In particular, virtual reality can be used to simulate abstract data and artificial intelligence.

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Effects of a virtual reality simulation integrated with problem-based learning on nursing students' critical thinking ability, problem solving ability, and self-efficacy: a non-randomized trial (문제중심학습 기반 가상현실 시뮬레이션 교육이 간호대학생의 비판적 사고능력, 문제해결능력 및 자기효능감에 미치는 효과: 유사실험 연구)

  • Young A Song;Minkyeong Kim
    • Women's Health Nursing
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    • v.29 no.3
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    • pp.229-238
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    • 2023
  • Purpose: This study analyzed the effects of virtual reality simulation-based problem-based learning on nursing students' critical thinking ability, problem-solving ability, and self-efficacy in the nursing care of women undergoing induction of labor. Methods: A nonequivalent control group pretest and posttest design was employed. The study participants included 52 nursing students (24 in the experimental group and 28 in the control group). The experimental group took a problem-based learning (PBL) class in the first week, and then engaged in self-directed learning using virtual reality simulation. In the second week, lectures about emergency nursing care for induction of labor and drug administration were given. The control group participated in PBL in the first week and lectures in the second week. The study was conducted from April 17 to May 19, 2023. Data were analyzed using the chi-square test, Fisher exact test, analysis of variance, and the independent t-test. Results: Before-and-after differences between the two groups were statistically significant in problem solving ability (t=-5.47, p<.001) and self-efficacy (t=-5.87, p<.001). Critical thinking ability did not show a statistically significant difference between the two groups. The score for satisfaction with the virtual reality simulation program was 3.64±5.88 out of 5 in the experimental group. Conclusion: PBL education using a virtual reality simulation was found to be an effective way of teaching. Although convenience sampling was used, PBL education using virtual reality can be used as an educational strategy to enhance nursing students' problem-solving ability and self-efficacy.

Design and Implementation of a Virtual Computer Lab System using Cloud Computing (클라우드 컴퓨팅을 이용한 가상 컴퓨터 교육 시스템 설계 및 구현)

  • Lee, Bong-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.9
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    • pp.1910-1917
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    • 2011
  • In this paper, a cloud computing platform is designed and implemented based on an open source cloud platform, OpenNebula, and Xen hypervisor on each node for efficient computer lab system. For the purpose of convenient management, a web-based user interface has been developed for the cloud virtualization system. Once individual virtual machine is allocated to a user based upon class schedule, each user can access the virtual machine remotely and use appropriate operating system and application programs. The developed system can reduce computer lab upgrade cost, management cost, and administration time considerably.

A Plan to Revitalize Virtual Space using Metaverse Zeb and ZEPETO App in Radiology Education (방사선학 교육에서 메타버스 젭과 제페토 앱을 활용한 가상공간 활성화 방안)

  • Dong-Hee Hong
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.965-975
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    • 2023
  • Education in radiology involves a large portion of practical training, and it is difficult to conduct it through non-face-to-face online education. In this study, we utilized the Metaverse platform, which can replace hands-on education, to implement a practice room that is difficult to access through non-face-to-face classes into a virtual world, and then evaluated the satisfaction of learners after the practice class, the practicality of the Metaverse platform class, and the future orientation of the curriculum. I wanted to find out. Using the metaverse platforms ZEPETO (Build It) and ZEP (ZEP), the S University radiology department lab was implemented into a virtual world and used for students' classes. A total of 50 students were surveyed twice, divided into pre- and post-surveys, and all questions used a 5-point Likert scale. As a result of the study, satisfaction was low at 2.32 for education without using Metaverse virtual space, while education using virtual space was very high at 4.16. As a result of the analysis, the satisfaction level of the new education system and the practicality of the Metaverse platform classes are very high, and it is believed that it will be a more effective education platform when conducting additional education such as app explanations in the future.

Development of a Unified Modeler Framework for Virtual Manufacturing System (VMS를 위한 Unified Modeler Framework 개발)

  • Lee, Deok-Ung;Hwang, Hyeon-Cheol;Choe, Byeong-Gyu
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.05a
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    • pp.52-55
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    • 2004
  • VMS (virtual manufacturing system) may be defined as a transparent interface/control mechanism to support human decision-making via simulation and monitoring of real operating situation through modeling of all activities in RMS (real manufacturing system). The three main layers in VMS are business process layer, manufacturing execution layer, and facility operation layer, and each layer is represented by a specific software system having its own input modeler module. The current version of these input modelers has been implemented based on its own 'local' framework, and as a result, there are no information sharing mechanism, nor a common user view among them. Proposed in this paper is a unified modeler framework covering the three VMS layers, in which the concept of PPR (product-process-resource) model is employed as a common semantics framework and a 2D graphic network model is used as a syntax framework. For this purpose, abstract class PPRObject and GraphicObject are defined and then a subclass is inherited from the abstract class for each application layer. This feature would make it easier to develop and maintain the individual software systems. For information sharing, XML is used as a common data format.

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Surgery-first approach using a three-dimensional virtual setup and surgical simulation for skeletal Class III correction

  • Im, Joon;Kang, Sang Hoon;Lee, Ji Yeon;Kim, Moon Key;Kim, Jung Hoon
    • The korean journal of orthodontics
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    • v.44 no.6
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    • pp.330-341
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    • 2014
  • A 19-year-old woman presented to our dental clinic with anterior crossbite and mandibular prognathism. She had a concave profile, long face, and Angle Class III molar relationship. She showed disharmony in the crowding of the maxillomandibular dentition and midline deviation. The diagnosis and treatment plan were established by a three-dimensional (3D) virtual setup and 3D surgical simulation, and a surgical wafer was produced using the stereolithography technique. No presurgical orthodontic treatment was performed. Using the surgery-first approach, Le Fort I maxillary osteotomy and mandibular bilateral intraoral vertical ramus osteotomy setback were carried out. Treatment was completed with postorthodontic treatment. Thus, symmetrical and balanced facial soft tissue and facial form as well as stabilized and well-balanced occlusion were achieved.

A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.75-86
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    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.