• Title/Summary/Keyword: virtual education

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A Comparative Study between Vocational Training Using Virtual Reality and Traditional Training: Focusing on Industrial Cranes (가상현실을 활용한 직업훈련과 전통적인 훈련과의 비교연구: 산업용크레인을 중심으로)

  • Seong-Yeon Mun;Hyun-Jung Oh;Sang-Joon Lee
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.529-540
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    • 2024
  • In industrial sites, experiential virtual training contents are partially used to replace high-risk and high-cost training, and virtual training contents development is also becoming active along with the increasing demand for non-face-to-face industries. Existing studies mainly focused on quantitative research through surveys, and only measured the change in users' learning commitment. This study attempted to investigate the effect of the combination of theoretical education and virtual training on the improvement of actual job performance in a dual vocational training environment by conducting an experimental study. This study studied whether the combination of theoretical education and virtual training can improve the performance of vocational training in dual vocational training (comparative work and learning) in which companies and schools participate. The results of pre- and post-evaluation of vocational training using traditional vocational training and virtual training contents were compared with 24 vocational training trainees. As a result of the study, it was demonstrated that the outcome of virtual training education was higher than that of traditional vocational training, and the combination of virtual reality-based education was more effective in theoretical education. This study suggests that the virtual training content presents a new paradigm for industrial safety education, and through the interview results of trainees, it was confirmed that virtual training can lead to a change in attitude toward safety beyond just knowledge transfer. This contributes to the prevention of safety accidents in industrial sites and provides important implications for improving the quality of vocational training.

A Transaction Model That Supports Virtual Universities (가상대학을 지원하기 위한 트랙젝션 모형)

  • Jun, Woo-Chun;Hong, Suk-Ki
    • Journal of The Korean Association of Information Education
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    • v.2 no.2
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    • pp.174-182
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    • 1998
  • Recent advances in technologies such as internet have led to the emergence of virtual universities. However, existing technologies have many problems to be applied on virtual university implementation. Especially, existing transaction models are not appropriate to support virtual universities. In this paper, we present a transaction model to support virtual universities. First, we discuss general virtual university environments. After that, we introduce transaction model requirements for virtual universities. Those requirements include on-line processing, flexibility on transaction length, unpredictability, interactivity and parallelism. Then, we present a transaction model reflecting those requirements, and transaction processing techniques. Finally, we discuss future research issues based on our transaction model and processing techniques.

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An Account of Virtual and Augmented Reality in Educational Institutions

  • Al-Salami, Sami Ben Shamlan Bakhit
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.137-142
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    • 2022
  • This paper argues for modern technologies in the educational process. It specifically outlines issues germane to virtual and augmented reality. It begins with an account on virtual reality and augmented reality, and touches on their characteristics, the advantages, obstacles and applications. It also discusses some relevant studies that emphasized the role of virtual and augmented reality in education, the difference between two terms. The paper ends with a note of vision on how to activate them in educational institutions.

The Long Term Memory Effects of Virtual Reality Edutainment with HMD (가상현실교육게임의 장기기억효과)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.69-76
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    • 2018
  • HMD makes big issues about virtual reality in these days. Experience of virtual reality may cause different effects with experience of real world, so this is the reason why comparison studies are needed. There are many works about usefulness of virtual reality education but most of studies were considered as special training. This study was started for the long term memory effect of virtual reality education game. Difference study of memory between real world education game and virtual reality education game shows virtual reality system has smaller diminution of memory than real world. And environment existence was defined as a main effect of long term memory through the test.

Analysis of Learning Effect through the Development and Application of Virtual Reality(VR) Education Content for Radiology Students (방사선과 학생을 위한 가상현실 교육콘텐츠 개발 및 적용을 통한 학습효과 분석)

  • Shim, Jae-Goo;Kwon, Soon-Moo
    • Journal of radiological science and technology
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    • v.43 no.6
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    • pp.519-524
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    • 2020
  • This study developed radiation therapy contents based on virtual reality technology and applied them to radiation students. A survey was conducted to analyze the relationship between learning effects and learning satisfaction to students who used virtual reality education videos to analyze their learning performance. 71 students radiology department were classified into two groups one that experienced virtual reality and the other that did not experienced virtual reality. We surveyed between the two groups analyzed self-directed learning, self-learning efficacy and learning satisfaction. As a result, the comparison between the two groups showed no difference between self-directed learning and self-learning efficacy. But the learning satisfaction was significant from 2.64±0.83 to 3.20±0.88 in the problem solving process for groups applying virtual reality contents. Therefore, learning satisfaction has improved experienced group virtual reality content and the materials for virtual reality education can be applied more efficiently in non-face-to-face lectures.

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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Analysis of Learning Effects MRI Education Content based on Virtual Reality (가상현실 기반 MRI 교육 콘텐츠 학습효과 분석)

  • Jung-Hun Lee;Jae-Goo Shim
    • Journal of the Korean Society of Radiology
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    • v.17 no.5
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    • pp.775-782
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    • 2023
  • In order to overcome practical limitations in installing, managing and operating MRI machines with expensive equipment, this study developed and utilized virtual reality (VR) experience education by combining virtual reality (VR) with magnetic resonance imaging devices. The Students who experienced virtual reality-based educational systems were surveyed to identify possible side effects during the experience and self-directed learning ability and academic self-efficacy surveys were conducted to analyze the impact of virtual reality-based practice on learning. In the analysis of the self-directed learning ability survey there was no difference in the average between the student group who experienced education and the student group who did not but there was a significant difference in the average for each group. Virtual Reality-based practical education is expected to provide an efficient practice system by providing new learning methods and opportunities for education that can be repeated anytime, anywhere regardless of time and space.

A Study on Changes in the Healthcare and Medical Administration Major Education Platform Using the Virtual Reality World Metaverse (가상현실세계 메타버스를 활용한 보건의료행정 전공교육 플랫폼 변화에 대한 고찰)

  • Ok-Yul Yang;Yeon-Hee Lee
    • Journal of the Health Care and Life Science
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    • v.9 no.2
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    • pp.275-284
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    • 2021
  • This study is a review on the educational methodologies of junior colleges for nurturing health and medical administration experts. As non-face-to-face classes increase due to the pandemic and various online classes are being conducted, the rejection of virtual education is decreasing. The concept of 'metaverse', first used in 1992, is changing from metaverse 1.0 to metaverse 2.0 as of 2021. Metaverse is judged to be able to positively derive the educational effect of online education through four methodologies: VR(Virtual Reality), AR(Augmented Reality), Life Logging, and Mirror World. This study aims to design an education platform that realizes professional education that transcends time and space by establishing the same university in the form of a mirror world or virtual reality in the virtual reality metaverse, and opening a department of health and medical administration. In addition, It is researchwhen metaverse virtual universities and virtual departments are created for each university, students can cross-take courses offered by each university and purchase or share open courses to take new educational topics for common subjects.

Virtual Field Education(VFE) for Active E-Business Learning (가상현장교육을 통한 능동적 체험 학습의 도입과 활용)

  • 김범수
    • Proceedings of the CALSEC Conference
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    • 2003.09a
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    • pp.167-171
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    • 2003
  • 목차 ◎연구의 배경 ㆍ전통적인 교육과 온라인 교육 ◎효과적 온라인 교육:능동적 체험 학습 ◎가상현장교육(Virtual Field Education) ㆍ가상현장교육 환경 및 구성 ㆍ지식의 전달 및 학습 과정 ◎가상현장실험(Virtual Field Experiments) ◎정보통신 교육과 연구의 융합(중략)

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The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.