• Title/Summary/Keyword: 가상현실 프로그램 개발

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Application and Effects of VR-Based Biology Class Reflecting Characteristics of Virtual Reality (가상현실 특성을 반영한 VR 프로그램 기반 수업 적용 및 효과)

  • Choi, Seop;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.203-216
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    • 2020
  • The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about 'digestion' reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students' modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students' perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students' perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.

The Development of the Program using Virtual Reality Environment to Treat the Stress Disorder after Car Accident (가상현실을 이용한 교통사고 후유 장애 치료 프로그램 개발)

  • 김형래;이상호;노주선;김현택;김지혜;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.11a
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    • pp.202-207
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    • 2001
  • 본 연구는 가상현실을 이용하여 교통사고 후 경험하게 되는 불안감 및 공포감과 같은 심리적인 후유 장애에 대한 치료 프로그램을 개발하기 위한 예비 연구로 수행되었다. 가상현실을 통한 교통사고 후유장애 프로그램의 핵심내용이 되는 운전 주행 시나리오의 효과를 검증하고 이완훈련 등의 불안감소훈련의 효과를 피험자를 통해 검증해보았다. 총 8명 피험자(정상인 7명, 교통사고 환자1명)를 대상으로 세 가지 주행상황 시나리오를 제시하고 이후 이완훈련을 실시하였다. 그 결과 이완훈련 후 유의미한 불안감소 효과가 나타났다. 하지만 각각의 주행상황에 따라서 불안이 증가되는 경향성은 나타났으나 통계적으로 유의미한 수준에 이르지는 못하였다. 이를 종합하여 볼 때, 주로 정상인을 대상으로 한 연구임에도 불안유발경향성이 나타난 점들은 고무적이나 교통사고자를 대상으로 한 경험적인 증명이 필요하며, 가상현실을 이용한 이완훈련은 효과적인 것으로 판명되었다.

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Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents (다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형)

  • Kim, Kyung-Sook;Song, Eun Jee;Kim, Min-Kyeong;Ju, Sejin;Kim, Min-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.361-366
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    • 2017
  • As the technology of virtual reality has recently developed, virtual reality treatment programs for game addiction and alcoholism are being developed. The purpose of this study is to present a model of developmental process of virtual reality based cognitive behavior therapy program for trauma intervention in multicultural adolescents. The development of virtual reality program of cognitive behavior therapy consists of three stages. In the first step, In the first stage, the trauma characteristics including the main emotions and the expression problem due to the trauma experienced by the multicultural youth should be grasped. In the second stage, the contents of the development process and scope of the scenario for the cognitive behavior therapy for trauma should be presented. In the final stage 3, the study will examine the feasibility of implementing the scenario contents in the virtual reality program. Through this process, the intervention program development model that can lead the positive change of the multicultural youth was presented.

Development and Review of Virtual Reality Fire-Training Program (공동주택 화재를 대상으로 한 가상현실(VR) 프로그램 개발 및 호응도 조사)

  • Kim, Yong-Cheol;Jeong, Mu-Heon;Lyu, Chung;Kim, Sun-Gyu
    • Fire Science and Engineering
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    • v.33 no.6
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    • pp.159-164
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    • 2019
  • This study aims to minimize casualties in the event of an apartment fire by developing a virtual reality (VR) fire-training program (using the latest IT techniques) and verifying its validity as a learning tool. For this purpose, environmental parameters, such as the unit floor's size and the composition of the family, were established. Then, possible fire scenarios that could occur in the apartment building were developed and implemented in a VR setting. Finally, a survey was conducted to review the responses to the program. The results of the survey demonstrated that the responses were positive, confirming the effectiveness of the program.

A Study on the Educational Applications of the Virtual Reality Space Design Simulation (가상현실 공간설계 시뮬레이션의 교육적 활용 탐색)

  • Kim, Ji-Yun;Jung, Bokmoon;Yoo, Jiyeon;Lee, Tae Wuk;Kim, Kwihoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.439-442
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    • 2021
  • 가상현실은 제4차 산업혁명 시대 신산업으로 꼽히는 기술 중 하나이다. 본 연구에서는 가상현실 공간설계의 교육적 가능성을 확인하고 교육적 활용을 위한 툴로서 3D 컴퓨터 그래픽 제작 소프트웨어인 블렌더와 3D 객체를 웹에서 쉽게 렌더링해주는 자바스크립트 라이브러리 three.js를 이용한 건축 내외장재 시뮬레이션 프로그램의 프로토타입을 개발 및 제안하였다. 본 연구에서 제안한 방식으로 학습자들은 자유도 높은 가상공간 공간설계가 가능하여 조형놀이의 형태로 학습을 즐길 수 있을 것으로 기대된다. 후속 연구로는 본 연구에서 구현한 프로토타입과 같은 방식으로 가상현실 공간설계 시뮬레이션을 할 수 있는 교육 프로그램 개발 및 효과성 검토를 실시할 것을 제안하였다.

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A Narrative Review of Home Modification Using Virtual Reality (가상현실 기반 가정환경 수정에 관한 내러티브 문헌 고찰)

  • Hwang, Na-Kyoung;Shim, Sun-Hwa
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.495-504
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    • 2021
  • This review aims to identify the virtual reality (VR)-based home modification programs and provide basic data for the future development and application of domestic VR-based home modification programs. We collected the studies of academic publication or conference, symposium addressed VR-based home modification from January 2011 to June 2021 using hand searching and databases such as Medline, Embase, and Scopus. A total of 7 studies were selected through selection criteria, and the studies were quantitative and qualitative studies on the development of VR prototype for home modification and the acceptability and usability of the programs. VR-based home modification have been developed and applied for various purposes for stakeholders involved in home modification. It can be used as the tools for fostering experts in home modification, evaluating the home environment remotely, and facilitating communication and collaboration with the stakeholders in the modification process. In the future, studies on development and feasibility of VR-based home modification program reflecting the characteristics of domestic housing should be conducted, and it is expected to be utilized as a tool to support the home modification process.

Effects of Virtual Reality Program on Recovery of Functional in individuals Stroke: A Systematic Review and Meta Analysis (뇌졸중 환자 대상의 가상현실 운동프로그램이 기능회복에 미치는 효과: 체계적 문헌고찰 및 메타분석)

  • Park, Seo-A;Kim, Hye-Young
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.235-247
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    • 2019
  • This study was carried out to evaluate the efficacy of Virtual Reality(VR) program on recovery of functional in Stroke through systematic literature review and meta-analysis. The following databases were used to search the literature: RISS, KISS, KMbase. Keywords included 'stroke', 'CVA' 'virtual reality', 'rehabilitation', 'virtual reality program' and the evaluated articles were published from 2009 to November 2018. The statistical was used R program, the effect size of upper limb, balance and ADL were calculated by random-effects model. As a result, 9 RCT studies were meta-analyzed and were evaluated for the risk of bias by the RoB of Cochrane Collaboration; the overall risk of bias was low. The effect sizes of VR program was balance(g=.77), ADL(g=.80) as indicated by a "large effect size". Therefore, VR program is large effective in reducing balance and ADL in strokes. It is necessary to develop and apply a virtual reality-based program using more efficient program development.

The Effect of Web-Based Virtual Reality Programs on Elementary Schoolers' Spatial Visualization Skills (웹 기반 가상현실 프로그램이 초등학생의 공간시각화 능력 향상에 미치는 효과)

  • Kwak, Won-Kyu;Kim, Hong-Rae
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.475-484
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    • 2004
  • 공간 능력 및 공간 시각화 능력의 향상은 우리가 살고 있는 세계를 표현하고 설명하는데 도움을 주고 실생활과 직업에 관련된 문제해결 능력을 기를 수 있게 한다. 초등학교에서는 비형식적인 방법으로 일상생활에서 접하는 대상과 다른 구체적 자료를 사용한 조사, 실험, 탐구를 통하여 여러 위치에서 도형을 시각화하고, 그려보고, 비교하는 활동을 강조하고 있다. 제7차 수학과 교육과정에서 공간능력 및 공간 시각화 능력을 향상시키기 위한 학습으로 구체적 조작물과 학습지 사용을 병행하고 있다. 하지만 초등 기하는 공간적인 경험을 현실 상황이나 구체물 조작을 통하여 형성된 공간직관을 수학화하도록 하여야 하나, 실제 현장에서는 학교여건 등의 여러 실정으로 조작 자료들이 제대로 마련되어 있지 않거나 잘 사용하지 않고 있다. 3차원을 경험할 수 있는 공간 시각화 학습프로그램을 적극 활용하여 어떤 방향이든 상관없이 가상의 공간에서 물체를 옮기거나 회전시킬 수 있으며 시간적, 공간적 제약을 받지 않고 학습자들의 공간시각화 능력을 향상시킬 수 있는 학습 프로그램 개발이 필요하다. 이에 본 연구에서는 이런 요구에 의해 아동과의 상호 작용성과 접근성을 향상시킨 웹기반 가상현실 프로그램을 개발하고 그 효과 분석을 통해 웹 기반 가상현실 학습 프로그램에 대한 가능성을 진단해 보고자 한다.

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A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.119-130
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    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.

The Use of Virtual Reality in Web-based Earth Science Education (웹기반 지구과학교육에서 가상현실 기술의 활용)

  • Kim, Hee-Soo
    • Journal of the Korean earth science society
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    • v.23 no.7
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    • pp.531-542
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    • 2002
  • The experimental side of earth science contains a lot of variables that cannot be controlled in the classroom or in the laboratory. Therefore, as one method to overcome these difficulties, a learning program using 3D Virtual Reality technique has been developed. The program was used with 701 middle school students. The result showed that the program had a very positive effect on inducing interest and motivation through a sense of immersion, and it also showed to be a big help in the improvement of space perception ability.