• Title/Summary/Keyword: 가상현실 학습환경

Search Result 140, Processing Time 0.026 seconds

Development of a Student-Centered Leaning Tool for Construction Safety Education in a Virtual Reality Environment (가상현실기술을 이용한 학습자중심의 건설안전 교육방법 개발)

  • Son, JeongWook
    • Journal of the Korea Institute of Building Construction
    • /
    • v.14 no.1
    • /
    • pp.29-36
    • /
    • 2014
  • To meet changing education needs due to globalization, interdisciplinary convergence, and ICT development, it is necessary for engineering disciplines to provide student-centered education. Not only do teaching methods using ICT reproduce teaching contents in a digital format, but they are also expected to be effective media for constructive student-centered learning whereby learners build knowledge themselves. The aim of this study was to develop a tool for safety education using virtual reality technology. To achieve the objectives, the author defined the requirements and constraints of the tool, and implemented a 3D educational tool in a virtual reality environment. A pilot test with 10 students showed positive results.

An Analysis of the Effect of Career Education Programs for the Future Society Using Virtual Reality(VR) (가상현실(VR) 활용 미래사회 진로교육 프로그램의 효과 분석)

  • Kim, Daekwon;Lee, Dongkuk
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.5
    • /
    • pp.835-845
    • /
    • 2021
  • Virtual Reality (VR) has high potential to provide learners with rich learning experience based on a sense of presence and various interactions. The purpose of this study is to investigate the effect of career education programs for the future society using VR. To this end, 29 third grade students were given an eight-session education program, and changes in their perception of career and their overall opinion on the program were examined. The results are as follows: First, the VR-based career experience program for the future society had a positive effect on changes in the students' self-understanding and their attitude and perception of career. Second, the study subjects showed high interest in and satisfaction with the VR-based career education program. The results of this study suggested the need for the extensive use of VR in career education, the development of content considering achievement criteria and learners' characteristics, and the establishment of VR learning environments.

Implementation of Virtual Experienced Software for Environment Education (환경교육을 위한 가상현실 소프트웨어 구현)

  • Lee, Keun-Wang;Kim, Yong-Hwan;Oh, Myung-Kwan
    • Proceedings of the KAIS Fall Conference
    • /
    • 2010.11a
    • /
    • pp.203-205
    • /
    • 2010
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 달라지고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 재현하여 환경교육 학습자료로 활용하기 위한 소프트웨어로 조선시대 마을의 거주 공간 및 자연환경의 원형, 에너지, 생활환경, 수질, 대기, 토양, 지구분야를 3D 기술을 이용한 환경교육용 가상체험 소프트웨어를 구현하는 것을 최종목표로 한다.

  • PDF

A Study of Evaluating VR Learning Styles on User Attention and Memory (가상현실 교육설계방식에 따른 학습자 주의와 학습 기억에 관한 연구)

  • Park, Kyoung-Shin;Goo, Ja-Young
    • The KIPS Transactions:PartB
    • /
    • v.14B no.2
    • /
    • pp.119-126
    • /
    • 2007
  • This paper presents a study investigating the effects of VR learning style on user attention and memory. The study involved users performed the guided or unguided style learning in the virtual environment while user attention was measured through physiological sensors (EEG, ECG, and GSR) and an eye tracking system. The users experienced the five specific events in a virtual environment associated with different stimuli, while they were given more specific goals during the guided task whereas they were given more goal asking them to actively search for the interesting items during the unguided task. The subject's attentions workload, feelings, memories about VR experience were measured by using a variety of physiological sensors during the task, video analysis, and post test survey. The results showed that the unguided task followed by the guided task made a considerable learning effect by giving a preview effect to the user. Moreover, the guided task drew more user attention and mental workload than the unguided task did.

VR-based Traditional Korean Musical Instrument Experience for Education (가상현실 기반 교육용 국악기 연주 체험 프로그램)

  • Kim, Chae-Rin;Kim, Kyu-Won;Park, Hye-Jin;You, Yea-Won;Oh, U-Ran
    • Annual Conference of KIPS
    • /
    • 2021.05a
    • /
    • pp.238-241
    • /
    • 2021
  • 가상현실은 시·공간을 초월하는 경험이 가능하며 아이들의 몰입감과 학습효과를 높일 수 있어 교육 도구로서의 가치를 인정받고 있다. 정부는 VR 기기를 전국의 초등학교에 보급하고 있지만, 양질의 교육용 실감형 콘텐츠는 부족한 상황이다. 따라서, 본 논문에서는 가상현실 기술을 활용한 국악기 연주 체험 프로그램을 제안하였다. Unity의 물리 엔진과 Oculus의 햅틱 기능을 이용하여 전통 국악기 중 편경을 실감 나게 연주할 수 있도록 가상환경을 구현하였다. 리듬 게임 형식을 적용하여 아이들의 흥미 또한 유발하였다. 이 프로그램을 통해 국악기를 직접 연주하며 해당 국악기에 대한 지식을 자연스럽게 습득할 수 있을 것이라 기대한다.

Development of a Virtual Reality-Based Physics Experiment Training Simulator Centered on Motion of Projectile (포물선 운동을 중심으로 한 가상현실 기반 물리 실험 교육 시뮬레이터 개발)

  • Kim, Yeon Jeong;Yun, Sei Hee;Shin, Byoung-Seok
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.10 no.1
    • /
    • pp.19-28
    • /
    • 2021
  • Recently, in the field of education, various attempts have been made to apply virtual reality technology to an educational field and use it as an educational medium. Accordingly, in the science subject area, it is necessary to simulate science experiments that can make various and active experiments out of various limitations such as space and situation by using virtual reality environment construction technology. In this study, after selecting a physics course from a science subject, an experimental simulation using a parabolic motion formula, one of physical phenomena, is implemented in a virtual space, and then used in actual physics education based on the learning standards of the STEAM theory. Prove this is possible. Through this, it was confirmed that a specific educational model using virtual reality space can be designed, and it shows that education can be conducted with more effective educational methods in various subjects of education through the combination of traditional educational model and modern technology. Regarding the results of the research, it suggests the possibility of future research plans and practical use in the educational field.

Implementation of Radiotherapy Educational Contents Using Virtual Reality (가상현실 기술을 활용한 방사선치료 교육 콘텐츠 제작 구현)

  • Kwon, Soon-Mu;Shim, Jae-Goo;Chon, Kwon-Su
    • Journal of the Korean Society of Radiology
    • /
    • v.12 no.3
    • /
    • pp.409-415
    • /
    • 2018
  • The development of smart devices has brought about significant changes in daily life and one of the most significant changes is the virtual reality zone. Virtual reality is a technology that creates the illusion that a 3D high-resolution image has already been created using a display device just like it does in itself. Unrealized subjects are forced to rely on audiovisual materials, resulting in a decline in the concentration of practices and the quality of classes. It used virtual reality to develop effective teaching materials for radiology students. In order to produce a video clip bridge using virtual reality, a radiology clinic was selected to conduct two exposures from July to September 2017. The video was produced taking into account the radiology and work flow chart and filming was carried out in two separate locations : in the computerized tomography unit and in the LINAC room. Prior to filming the scenario and the filming route were checked in advance to facilitate editing of the video. Modeling and mapping was performed in a PC environment using the Window XP operating system. Using two leading virtual reality camera Gopro Hero, CC pixels were produced using a 4K UHD, Adobe, followed by an 8 megapixel resolution of $3,840{\times}2,160/4,096{\times}2,160$. Total regeneration time was performed in about 5 minutes during the production of using virtual reality to prevent vomiting and dizziness. Currently developed virtual reality radiation and educational contents are being used to secure the market and extend the promotion process to be used by various institutions. The researchers will investigate the satisfaction level of radiation and educational contents using virtual reality and carry out supplementary tasks depending on the results.

A Technical Trend Analysis of e-Learning (e-러닝 기술 동향)

  • Jee, H.K.;Lee, S.J.;Kim, S.Y.;Kang, S.B.;Yoo, J.S.;Ming, S.H.;Lee, J.S.
    • Electronics and Telecommunications Trends
    • /
    • v.26 no.1
    • /
    • pp.36-46
    • /
    • 2011
  • 급변하는 사회 환경과 기술 변화에 적응하기 위해 평생 교육에 대한 관심이 높아지고 있으며 이러한 욕구를 충족시키기 위한 새로운 개념의 e-러닝 기술에 대한 연구가 활발히 진행중이다. 또한 기존의 단순한 정보 전달 수준을 뛰어 넘어 학습자가 직접 참여하고 체험할 수 있는 고품질의 인터랙티브 e-러닝 콘텐츠에 대한 요구가 증대되고 있다. 본 고에서는 최근 이슈가 되고 있는 증강 현실 학습 기술, 가상현실 학습 기술, 시뮬레이션 학습 기술, 맞춤형 학습 기술 등 e-러닝 요소 기술 개발 현황에 대해 살펴보고 관련 기술 동향을 분석한다. 또한 e-러닝 기술 관련 표준화 동향에 대해서도 살펴본다.

  • PDF

Photographic Virtual Reality-based Education Systems for Cultural Property Learning (문화재 학습을 위한 PVR 기반 교육 시스템)

  • Han, Seon-Kwan;Yoon, Kyoung-Nam
    • Journal of The Korean Association of Information Education
    • /
    • v.13 no.2
    • /
    • pp.159-168
    • /
    • 2009
  • This study is a project case research on PVR-based e-book systems for the cultural property learning effectively. In this study, we designed and implemented the systems and contents using a photographic virtual reality technique. This system could provide the students an effectiveness of virtual experience such as a student is at place that has the cultural property. Moreover we developed the educational contents in image DB. We also converted these contents into e-book typed contents that the students easily searched and used the system in class. This systems were applied the students in elementary school. As the result of applying, we found that the PVR-based e-book systems were more effective than plain web-based systems. This study will give advanced education environment to students as well as teachers in future.

  • PDF

Development of the Phoropter Simulator for Education using 3D Virtual Reality (3차원 가상현실을 이용한 교육용 포롭터 시뮬레이터의 개발)

  • Lim, Yong-Moo;Lee, Dong-Hee
    • Journal of Korean Ophthalmic Optics Society
    • /
    • v.9 no.1
    • /
    • pp.1-9
    • /
    • 2004
  • In this study, we presented a research about the development of the phoropter simulation program for education using the 3-D virtual reality in order to study the ophthalmic optics rather efficiently. Especially, by putting the facility such as the refractive error analysis of the eyeball in the cyber tutor inside, we have made the learner to learn and confirm the present situation of refractive correction through refractive power of principal meridians. By organizing the system which induces the active involvement of the learner and showing the result of the execution to the learner intuitively, the implementation of the more efficient education-environment can be possible. Consequently, it is expected that this program will be greatly helpful for the optician training as well as the ophthalmic optics education. As a next phase of study, we will develope the development technique of this simulator more and extend the cyber tutor contents more and make the web service version of this program to be provided through the internet network in order to inspire the learning desire of the learner more and more.

  • PDF