DOI QR코드

DOI QR Code

Comparison of satisfaction, interest, and experience awareness of 360° virtual reality video and first-person video in non-face-to-face practical lectures in medical emergency departments

응급구조학과 비대면 실습 강의에서 360° 가상현실 영상과 1인칭 시점 영상의 만족도, 흥미도, 경험인식 비교

  • Lee, Hyo-Ju (Department of Emergency Medical Service, Sunmoon University) ;
  • Shin, Sang-Yol (Department of Emergency Medical Service, Howon University) ;
  • Jung, Eun-Kyung (Department of Emergency Medical Service, Honam University)
  • Received : 2020.11.08
  • Accepted : 2020.12.18
  • Published : 2020.12.31

Abstract

Purpose: This study aimed to establish effective training strategies and methods by comparing the effects of 360° virtual reality video and first-person video in non-face-to-face practical lectures. Methods: This crossover study, implemented May 18-31, 2020, included 27 participants. We compared 360° virtual reality video and first-person video. SPSS version 25.0 was used for statistical analysis. Results: The 360° virtual reality video had a higher score of experience recognition (p=.039), vividness (p=.045), presence (p=.000), fantasy factor (p=.000) than the first-person video, but no significant difference was indicated for satisfaction (p=.348) or interest (p=.441). Conclusion: 360° virtual reality video and first-person video can be used as training alternatives to achieve the standard educational objectives in non-face-to-face practical lectures.

Keywords

References

  1. Do JW. An investigation of design constraints in the process of converting face-to-face course into online course. J Educ Cult 2020;26:153-73. https://doi.org/10.24159/joec.2020.26.2.153
  2. Choi ES, Hong SG, Kwon HR, Koh BY, Lee KY, Jung HH et al. Standardization of a curriculum for paramedic students in South Korea. Korean J Emerg Med Ser 2017;21(2):17-37. https://doi.org/10.14408/KJEMS.2017.21.2.017
  3. Issenberg SB, Pringle S, Harden RM, Khogali S, Gordon MS. Adoption and integration of simulation-based learning technologies into the curriculum of a UK undergraduate education programme. Med Educ 2003;37(Suppl 1):42-29. https://doi.org/10.1046/j.1365-2923.37.s1.10.x
  4. Kim JH, Lee YM. A brief history of the development of mannequin simulators for medical simulation education. Korean J Emerg Med Ser 2006;10(2):15-23.
  5. Kwon C. Verification of the possibility and effectiveness of experiential learning using HMD-based immersive VR technologies. Virtual Reality 2019;23:101-18. https://doi.org/10.1007/s10055-018-0364-1
  6. So YH. The impact of academic achievement by presence and flow-mediated variables in a simulation program based on immersive virtual reality. J Communication Design 2016;57:57-69.
  7. Won JH, Lee JH. A study on the self-observation research method for collecting driver behavior data. KDDA 2015;15(2):983-96. https://doi.org/10.17280/jdd.2015.15.2.091
  8. Kim BJ, Seo JH, Baek YJ. Design and implementation of real-time resolution control system for efficient operation of small wearable camera. JKICS 2019;44(1):190-8. https://doi.org/10.7840/kics.2019.44.1.190
  9. Chung DH, Yang HC. Reliability and validity assessment in 3D video measurement. J Broadcast Eng 2012;17(1):49-59. https://doi.org/10.5909/JEB.2012.17.1.49
  10. Jung EK, Choi SS, Jung JY. Comparison of educational interest, satisfaction, and achievements of educational virtual reality and videos education before simulation training. Korean J Emerg Med Ser 2018;22(2):93-102. https://doi.org/10.14408/KJEMS.2018.22.2.093
  11. Jung EK, Jung JY. Comparison of experience recognition in 360° virtual reality videos and common videos. Korean J Emerg Med Ser 2019;23(3):145-54. https://doi.org/10.14408/KJEMS.2019.23.3.145
  12. Kye BK. Investigation on the relationships among media characteristics, presence, flow, and learning effects in augmented reality based learning. In: Bruck P.A. (eds) Multimedia and E-Content Trends. Vieweg+Teubner 2008;21-37. https://doi.org/10.1007/978-3-8348-9313-0_3
  13. Grady DJ. A critical review of the application of Kolb's experiential learning theory applied through the use of computer based simulations within virtual environments 2000-2016. Unpublished master's thesis, State University of New York at Albany 2017, Albany, New York, U.S.A.
  14. Jang HJ, Kim KH. Study on the influence of VR characteristics on user satisfaction and intention to use continuously-Focusing on VR presence, user characteristics, and VR sickness. Journal of the Korea Contents Association 2018;18(5):420-31. https://doi.org/10.5392/JKCA.2018.18.05.420
  15. Chang EH, Seo DI, Kim HT, Yoo BH. An integrated model of cybersickness: understanding user's discomfort in virtual reality. J KIISE 2018;45(3):251-79. https://doi.org/10.5626/JOK.2018.45.3.251
  16. Kim SU, Han SJ, Koo KC. Analysis of display fatigue induced by HMD-based virtual reality bicycle. Journal of the Korea Academia-Industrial cooperation Society 2017;18(5):692-9. https://doi.org/10.5762/KAIS.2017.18.5.692
  17. Yoon JH, Lee IH, Kim TH, Kim JD. Visual fatigue in watching 3 dimension television. Korean J Ophth Optics Soc 2012;17(1):47-52.
  18. Kuem H. 3D effect: Presence, identification and enjoyment of the movie 'Avatar'. Korean J Journalism And Communication Studies 2010;54(4):27-48.