• Title/Summary/Keyword: VR 프로그램

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A Study on the Development of VR-based Education and Culture Program in Public Libraries (공공도서관의 VR 기반 교육문화프로그램 개발에 관한 연구)

  • Kim, Ji Soo;Kim, Seong Ju;Park, Si Ni;Shin, Ji Won;Kwon, Sun Young
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.87-112
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    • 2021
  • Recently, content using VR technology in various fields is gradually increasing, and the technology is also rapidly spreading. Against this background, public libraries also need to provide services using VR technology according to the flow of the times. Therefore, this study drew application points through the investigation and analysis of domestic and foreign public libraries where VR programs are underway. And based on this, a final proposal is prepared after planning and reviewing VR-based educational and cultural programs in public libraries. VR-based educational and cultural programs introduced can be used as basic data for planning VR-based cultural programs in public library.

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
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    • v.25 no.5
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    • pp.835-845
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    • 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.

The Effects of Wholeness Program Using Virtual Reality(VR) on Cognitive Function, Depression, and Activities of Daily Living for the Elderly with Demented (VR 활용 홀니스 프로그램이 치매노인의 인지기능과 우울 및 일상생활수행능력에 미치는 효과)

  • Kim, Young-Mee;Hong, Hye-Jeon
    • 한국체육학회지인문사회과학편
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    • v.57 no.2
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    • pp.387-397
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    • 2018
  • This study analyzed the effects of participating in wholeness programs according to virtual reality(VR) viewing status on the cognitive function, depression and activities of daily living of elderly with dementia. The subjects were 8 elderly persons aged 75 years or older who were diagnosed with dementia by a neurologist who were divided into an experimental group of 4 subjects that participated in a wholeness program after 15 minutes of VR viewing and a control group of 4 subjects that participated in a wholeness program without viewing VR. Data were collected through pre and post test, and analyzed in the wholeness program conducted at K1 and K2 Senior Welfare Centers in Seoul from March 6 to April 14, 2017, twice every week for 60 minutes. As a result, there was no effect on cognitive function and activities of daily living, but there was a significant difference in depression, and it was confirmed that wholeness program activity after VR watching decreased depression of elderly with dementia.

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.

Industrialization issues of VR-Tangible Interaction Contents and its application case study on Autism Remedy system (VR-Tangible Interaction을 활용한 산업화 콘텐츠 개발과 발달장애 치료 프로그램 개발에의 적용 사례 연구)

  • Lee Hyun-Jhin
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.53-61
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    • 2005
  • This study reviewed research and design directions on VR-Tangible interaction and explored market-driven approach of VR-tangible interaction applications. As a case study, we studied autism remedy system based on VR-tangible interaction design. Literature and field study has done on autism and its remedy methodologies. Based on observation process about patients, therapists, and remedy programs, interaction factors for autism remedy are found and then design strategy, system configuration, and remedy contents scenarios are set up to solve time and resource problems, presence problems, and efficiency issues of remedy results.

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Analysis of VR Usability of MCI People and Family (경증치매노인과 가족의 VR 활용도 분석)

  • Han, Jeong-won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.523-525
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    • 2022
  • According to Elderly Long-term Care Insurance, MCI people can be provided cognitive program at dementia center and daycare center. However, the appropriate definition or guideline of cognitive program is not clear. Considering the situation of adapting VR program at diverse elderly facilities, this paper aims to analysis of VR usability at daycare center. Usability is divided into two section; one is intimacy and the other is usage possibility. In both section, high rate is recorded. Development of VR cognitive program is needed afterwards.

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A Study of VR News Characteristics on User's Effect: Focused on Recall, Understanding, Enjoyment, Visual Fatigue and Resue Intention (VR뉴스의 이용자 효과에 관한 연구)

  • Song, Min-Ho;Lee, Min-Kyu
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.439-449
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    • 2018
  • The purpose of this study was to examine the effect of VR news focused on recall, understanding, enjoyment, visual fatigue and reuse intention through experimental study. Using Window SPSS 21.0 and AMOS 21.0 program, the data was analyzed by exploratory/confirmatory factor analysis, reliability analysis, correlation analysis and path analysis. The Results are as follows. First, presence and immersion among VR news characteristics influenced positively on users' recall of VR news. Second, presence, interactivity and immersion among VR news characteristics influenced positively on users' understanding of VR news. Third, presence, interactivity and immersion among VR news characteristics influenced positively on users' enjoyment of VR news. Fourth, presence among VR news characteristics influenced negatively on users' visual fatigue of VR news. Fifth, presence and immersion among VR news characteristics influenced positively on users' reuse intention of VR news. This study will provide on an important implication understanding VR news characteristics and VR news users.

Development of Cognitive Program Using VR (VR을 활용한 인지재활 프로그램 개발)

  • Han, Jeong-won;Kang, Ji-won;Yun, Jeong-Bean
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.509-510
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    • 2022
  • According to Elderly Long-term Care Insurance, MCI people can be provided cognitive program at dementia center and daycare center. However, Elderly Alone Household cannot be the proper beneficiaries in the insurance. Despite of increasing ederly alone household, consideration of daily life ability as well as easy-use cognitive program are not enough in the community. Therefore, this paper explores personal need and usability of ICT and VR cognitive program for elderly people in the community. Research results shows that elderly people are keenly interested in new technology. Especially human service and emotional bonding is very important contacting new device or technology.

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The Effect of a Virtual Reality-based Exercise Program Using a Video Game on the Muscle Strength, Balance and Gait Abilities in the Elderly (비디오 게임을 이용한 가상현실 운동 프로그램이 노인의 근력, 균형 및 보행에 미치는 영향)

  • Song, Chang Ho;Shin, Won Seob;Lee, Kyoung Jin;Lee, Seung Won
    • 한국노년학
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    • v.29 no.4
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    • pp.1261-1275
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    • 2009
  • Age related decrease of muscle strength, balance, and gait abilities bring about physical inactivity in the elderly. Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in elderly subjects. This study was aimed at determining the effect of VR-based exercise programs by using a video game on the muscle strength, balance, and gait abilities in the elderly. 48 old people were randomly divided into two groups; VR-group (men: 11, women: 14, age: 68.42yrs) and control group (men: 10, women: 13, age: 67.58yrs). VR-group performed an exercise program twice a week for 8 weeks and control group had no intervention. The VR-based exercise program was composed of warm up(10 mins), VR-program(40 mins), and cool down(10mins). It was performed by playstation eyetoy play that provided visual and auditory feedback as well as movements of the upper and lower extremities. Muscle strengths of the knee and ankle were measured using manual muscle tester. Static balance was estimated using computerized posturography. Dynamic balance was measured by Timed up and go test (TUG), Functional reach test (FRT). 10m walk test and 6-min walk test were used to assess gait abilities. After the completion of the VR-exercise program, muscle strength, balance, and gait abilities were improved significantly (p<0.05). In conclusion, the VR-based exercise program showed improvement on the muscle strength, balance, and gait ability in the elderly. This exercise program is both effective and interesting for this age group.

Investigation of English Program in Korea: Focusing on the possibility of VR use in orientation and training programs (EPIK프로그램 분석: 오리엔테이션 및 교육 프로그램에 VR 활용방안의 가능성을 중점으로)

  • Park, Seong-Man;Im, Hee-Joo
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.159-166
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    • 2021
  • The introduction of the communicative approach in the English language education brings in a Korean the English Program in Korea (EPIK), which is a Korean government sponsored program established 1995. by the Korean Ministry of Education improve Korean students' and teachers' communicative competency in English within the public school system in Korea. For this goal, EPIK invites English speakers from 7 major English-speaking countries. However, the effectiveness of this program has been questioned in Korea. Thus, the objective of this paper is to explore the current status, problems, and the directions for the program to be aimed at, and for the effectiveness of EPIK through investigation of the program. Then this paper presents some possible solutions and suggestions including the possibility of VR use in orientation and training programs in order to empower both Korean teachers of English and English native teachers in Korea.