• Title/Summary/Keyword: Immersion ability

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Metaverse platform-based flipped learning framework development and application (메타버스 플랫폼 기반 플립러닝 프레임워크 개발 및 적용)

  • Ko, Hyunjoo;Jeon, Jaecheon;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.26 no.2
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    • pp.129-140
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    • 2022
  • Our society is undergoing rapid changes due to COVID-19, and in particular, online learning using digital technology is being tried in various forms in the educational field. A change has occurred. However, the limitations of distance learning, such as reduced learning immersion in non-face-to-face educational situations, lack of interaction between teachers and learners, and lower basic academic ability, are constantly being raised, and an appropriate educational strategy is needed to solve these problems. This study focused on the concept of 'Metaverse' based on the interaction between the virtual world and the real world, and tried to verify the effectiveness of educational activities based on it. In detail, we propose an educational framework for realizing flipped learning in the Metaverse Virtual Classroom, and a frame developed by measuring the learning immersion of a single group with a teaching/learning program developed based on this. The effectiveness of the work was verified. When the metaverse platform-based flip learning framework and education program proposed in this study were applied, it was confirmed that learners' immersion in learning was improved.

Effects of Group Art Therapy on the Aggression and Emotional Regulation Ability of Elementary School Students Over-Immersed in Internet Games (집단미술치료가 인터넷게임과몰입 초등학생의 공격성과 정서조절능력에 미치는 효과)

  • Lee, Geon-uk;Lee, Hyun-mi;Shin, Ji-hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.769-778
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    • 2016
  • The purpose of this study was to investigate the effects of group art therapy on the aggression and emotional regulation ability of elementary school students over-immersed in Internet games. The subjects include 16 elementary school children from H Local Children's Center in S City and G Local Children's Center in Y City. They were allocated to the experiment and control group each of which consisted of eight. Total 12 sessions of Group art therapy were administered to the experiment group twice per week from January 4 to February 15, 2016. Employed in the study were the Internet game addiction, aggression, and emotional regulation inventories. Collected data were treated with repeated measures ANOVA for differences according to the implementation time and group. The findings show that group art therapy had positive effects for mitigating the aggression of elementary school students over-immersed in Internet games and increasing their emotional regulation ability and that those effects lasted. Those findings indicate that group art therapy is effective for alleviating the aggression of elementary school children over-immersed in Internet games and improving their emotional regulation ability. Finally, based on the reuslt of this study, the development and future direction of this program for prevention and treatment of elementary school students over-immersed in Internet games is suggested.

In vitro evaluation of a newly produced resin-based endodontic sealer

  • Song, Yoo-Seok;Choi, Yoorina;Lim, Myung-Jin;Yu, Mi-Kyung;Hong, Chan-Ui;Lee, Kwang-Won;Min, Kyung-San
    • Restorative Dentistry and Endodontics
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    • v.41 no.3
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    • pp.189-195
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    • 2016
  • Objectives: A variety of root canal sealers were recently launched to the market. This study evaluated physicochemical properties, biocompatibility, and sealing ability of a newly launched resin-based sealer (Dia-Proseal, Diadent) compared to the existing root canal sealers (AHplus, Dentsply DeTrey and ADseal, Metabiomed). Materials and Methods: The physicochemical properties of the tested sealers including pH, solubility, dimensional change, and radiopacity were evaluated. Biocompatibility was measured using the 3-(4,5-dimethylthiazol-2-yl)-2,5-diphenyltetrazolium bromide (MTT) assay. For microleakage test, single-rooted teeth were instrumented, and obturated with gutta-percha and one of the sealers (n = 10). After immersion in 1% methylene blue solution for 2 weeks, the specimens were split longitudinally. Then, the maximum length of staining was measured. Statistical analysis was performed by one-way analysis of variance followed by Tukey test (p = 0.05). Results: Dia-Proseal showed the highest pH value among the tested sealers (p < 0.05). ADseal showed higher dimensional change compared to AHplus and Dia-Proseal (p < 0.05). The solubility values of AHplus and Dia-Proseal were similar, whereas ADseal had the lowest solubility value (p < 0.05). The flow values of sealer in increasing order were AHplus, DiaProseal, and ADseal (p < 0.05). The radiopacity of AHplus was higher than those of ADseal and Dia-Proseal (p < 0.05). The cell viability of the tested materials was statistically similar throughout the experimental period. There were no significant differences in microleakage values among the tested samples. Conclusions: The present study indicates that Dia-Proseal has acceptable physicochemical properties, biocompatibility, and sealing ability.

Improvement of Cognitive Rehabilitation Method using K-means Algorithm (K-MEANS 알고리즘을 이용한 인지 재활 훈련 방법의 개선)

  • Cho, Ha-Yeon;Lee, Hyeok-Min;Moon, Ho-Sang;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.259-268
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    • 2018
  • The purpose of this study is to propose a training method customized to the level of cognitive abilities to increase users' interest and engagement while using cognitive function training contents. The level of cognitive ability of the users was based on the clustering based on the users' information and Mini-Mental Statue Examination-Korea Child test score using the K-means algorithm applied collaborative filtering. The results were applied to the integrated cognitive function training system, and the contents order and difficulty level of the cognitive function training area were recommended to the user's cognitive ability level. Particularly, the contents difficulty control was designed to give a high immersion feeling by applying the 'flow theory' method that users can repeatedly feel tension and comfort. In conclusion, the user-customized cognitive function training method proposed in this paper can be expected to be more effective and rehabilitative results than existing therapists' subjective setting of contents order and difficulty level.

Development of PBL Application Class Module and Convergence Application Experience in one university Scenario-based Adult Nursing Simulation Training (일개 대학 시나리오 기반 성인간호학 시뮬레이션 실습 교육에서 PBL 적용 수업 모듈 개발 및 융합적 적용 경험)

  • Young-Hee Jeong
    • Journal of Advanced Technology Convergence
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    • v.2 no.3
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    • pp.33-41
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    • 2023
  • This study aimed to improve the quality of classes through the application experience analysis after applying the adult nursing simulation practice modules with PBL. Quantitative and qualitative data such as from satisfaction, validity, self-reflection, and lecture evaluation in 68 nursing students were analyzed after the semester. Satisfaction was 4.64 points out of 5 points, and 'I want to recommend this class to other friends' was the highest. It was appropriate for the validity as 64.7% to 100% positve answer. From the qualitative data analysis of lecture evaluation, it was categorized into 5 thematic groups : 'increased immersion related to a lively class environment', 'growth of knowledge and skills through learners' active participation', 'improvement of mutual collaboration skills through team-based problem-solving process', 'Improvement of problem-solving ability through situational crisis coping process' and 'Improvement of individual comprehension through close teaching'. The continuous development of PBL learning strategies and development of various scenarios are required in the future.

The Relationship between Metacognition, Learning Flow, and Problem-Solving Ability of Dental Hygiene Students

  • Soo-Auk Park
    • Journal of dental hygiene science
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    • v.23 no.4
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    • pp.271-281
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    • 2023
  • Background: This study aims to improve dental hygiene education by investigating the relationship between metacognition, learning flow, and problem-solving abilities in dental hygiene majors. Methods: A survey was conducted on 2nd to 4th-year students from dental hygiene programs, with 132 responses analyzed. Data analysis involved t-tests and ANOVA to examine the differences in metacognition, learning flow, and problem-solving abilities based on the general characteristics. Multiple regression analysis was employed to investigate the factors influencing the dependent variable, which is problem-solving abilities. The collected data were analyzed using SPSS. Results: First, when comparing metacognition, learning flow, and problem-solving abilities based on the general characteristics of the study participants, statistically significant differences were observed in common factors such as major satisfaction, subjective academic performance, GPA (grade point average), and reason for major choice (p<0.05). Second, it was found that there is a significant positive correlation between metacognition, learning flow, and problem-solving abilities in dental hygiene students (r≥0.79, p<0.05). In other words, higher levels of metacognition and learning flow were associated with better problem-solving abilities. Third, factors influencing problem-solving abilities were identified, with both metacognition and learning flow having a statistically significant positive impact. It was also noted that metacognition had a greater influence on problem-solving abilities compared to learning flow (adjusted R2=0.815, p<0.05). Conclusion: To enhance the core competency of problem-solving abilities, it is essential to improve metacognition and learning flow. To enhance metacognition and promote learning flow, strategies such as goal setting, utilizing effective learning methods, boosting self-efficacy, managing the learning environment, choosing activities that foster immersion, stress management, self-assessment and feedback integration, improving focus, and utilization a variety of learning experiences will be necessary.

Effects of Practical Training Using 3D Printed Structure-Based Blind Boxes on Multi-Dimensional Radiographic Image Interpretation Ability (3D 프린팅 구조물 기반 블라인드박스를 이용한 실습교육이 다차원 방사선영상해독력에 미치는 효과)

  • Youl-Hun, Seoung
    • Journal of the Korean Society of Radiology
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    • v.17 no.1
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    • pp.131-139
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    • 2023
  • In this study, we are purposed to find the educational effect of practical training using a 3D printed structure-based blind box on multidimensional radiographic image interpretation. The subjects were 83 (male: 49, female: 34) 2nd year radiological science students who participated in the digital medical imaging practice that was conducted for 3 years from 2020 to 2022. The learning method used 3D printing technology to print out the inside structure of the blind box designed by itself. After taking X-rays 3 times (x, y, z axis), the structure images in the blind box were analyzed for each small group. We made the 3D structure that was self-made with clay based on our 2D radiographic images. After taking X-rays of the 3D structure, it was compared whether it matches the structural image of the blind box. The educational effect for the practical training surveyed class faithfulness, radiographic image interpretation ability (attenuation concept, contrast concept, windowing concept, 3-dimensional reading ability), class satisfaction (interest, external recommendation, immersion) on a 5-point Likert scale as an anonymous student self-writing method. As a result, all evaluation items had high positive effects without significant differences between males and females. Practical education using blind boxes is a meaningful example of radiology education technology using 3D printing technology, and it is expected to be used as content to improve students' problem-solving skills and increase satisfaction with major subjects.

Effective Color Block Play Coding System for Thinking Development for Infants (영유아 사고력 발달 증진을 위한 칼라블록 놀이 코딩 시스템)

  • Suh, Yeong-Sang;Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.12
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    • pp.1251-1258
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    • 2016
  • Lately, Importance of coding is getting emerged because of IT technology development. Software coding boosts logical thinking power and creativity and contribute to future human resources as ability of solving problems. This is education system Coding education compounds to playing. It can be helpful for infant's muscle development through blocks, confirm programing through moving of blocks. This system can systematically educate algorism which make infant improve power of thinking and infants can feel joy, immersion, sense of achievement.

VR Content Development for Racing Drone Control Training (레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작)

  • Kim, Jeong-Eun;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.113-122
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    • 2018
  • In this paper, we will discuss planning and production of VR contents for effective racing drone steering training. In the real world, direct racing drone training training is obviously a space and economic limit. We propose through the production of VR-based drone infiltration action game as a solution to these limitations and try to improve effective drone handling ability. Especially, we designed the virtual reality contents in a similar environment by using the similarity of FPV goggles and HMD based VR, and designed virtual drones, maps and obstacles considering the characteristics of the structures used in racing drone and drone racing. Also, we tried to increase the user's immersion and presence by increasing difficulty level of obstacles.

Development of electric vehicle maintenance education ability using digital twin technology and VR

  • Lee, Sang-Hyun;Jung, Byeong-Soo
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.58-67
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    • 2020
  • In this paper, the maintenance training manual of EV vehicle was produced by utilizing digital twin technology and various sensors such as IR-based light house tracking and head tracker. In addition, through digital twin technology and VR to provide high immersiveness to users, sensory content creation technology was secured through animation and effect realization suitable for EV vehicle maintenance situation. EV vehicle maintenance training manual is 3D engine programming and real-time creation of 3D objects and minimization of screen obstacles and selection of specific menus in virtual space in the form of training simulation. In addition, automatic output from the Head Mount Display (HUD), EV vehicle maintenance and inspection, etc., user can easily operate content was produced. This technology development can enhance immersion to users through implementation of detailed scenarios for maintenance / inspection of EV vehicles" and 3D parts display by procedure, realization of animations and effects for maintenance situations. Through this study, familiarity with improving the quality of education and safety accidents and correct maintenance process and the experienced person was very helpful in learning how to use equipment naturally and how to maintain EV vehicles.