• Title/Summary/Keyword: VR 프로그램

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Perceptions of the Middle School Gifted-students and Pre-teachers About the Convergence Class Programs Using Realistic Contents (실감형 콘텐츠를 활용한 융합 수업 프로그램에 대한 중학교 영재 학생 및 예비 교사의 인식 조사)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.96-106
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    • 2022
  • The purpose of this study is to investigate the effect of science-centered convergence class program using realistic contents such as virtual reality and augmented reality on class satisfaction, scientific attitudes and the perception of the gifted students in middle school. After developing the convergence class program including realistic contents using smart devices, we applied it to the gifted students. We analyzed the class satisfaction, scientific attitude and perception of the gifted students through questionnaires. In addition, a survey was conducted on the pre-teachers to investigate and analyze the class satisfaction, scientific attitude of the science class program to students and the perception of science classes using realistic contents. As a result, both students and pre-teachers were positively aware of class satisfaction by science class program using realistic contents. In particular, it was positive in that the class can induce learning motivation and interest. On the other hand, it was pointed out that the low-quality App and lack of infra for smart devices were disadvantages. In addition, pre-teachers lack confidence and information about class using the realistic contents, but they recognize the need of classes using realistic contents for students and education for pre-teachers. Based on this, it obtained suggestions on the preparation of facilities and equipment in schools for future education, development of contents that can be used for convergence class, development of programs and teaching·learning materials using realistic contents, and education for pre-teachers.

Development and evaluation of virtual world-based elementary education programs (가상세계 기반 초등 교육 프로그램 개발 및 평가)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.219-227
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    • 2022
  • Students are always preparing for remote classes while taking face-to-face classes due to COVID-19. However, it is true that the class satisfaction with distance learning is not high for students and teachers. The idea that even if remote classes are conducted at home, it would be nice to have classes together like real ones, the need for a virtual world education program that utilizes augmented reality and virtual reality based on the metaverse has emerged. However, there are very few studies that teachers try to apply them to their classes. In this study, a metaverse application curriculum was presented for elementary science and 'space' domains. To implement the metaverse, ZEPETO and COSPACIS EDU were used. In the analysis of content creation with students and evaluation with schoolmates, this study showed that the concentration of learning was increased and creativity improved in the 'real', 'individual', and 'society' domains.

Interactive Virtual Floor System and Application of the TV Virtual Studio (TV 가상 스튜디오의 인터랙티브 가상 바닥 시스템 및 어플리케이션 구현)

  • Yang, Ki-Sun;Kim, Byungsun;Suh, Young-Woo;Kwak, Chun-Sub;Kim, Chang-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.06a
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    • pp.23-24
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    • 2016
  • 본 논문은 가상스튜디오(TV)에서 인터랙티브 가상 바닥을 위한 시스템 및 그 어플리케이션을 제안한다. 우리는 가상스튜디오에서 연기자와 바닥 그래픽간의 단순한 키(Keying) 합성 이질감을 줄이고자, 연기자를 추적하여 발 위치에 다이나믹한 발자취 표현이 가능한'인터랙티브 가상바닥' 어플리케이션을 구현하였다. 이것을 위해 마커 없이 연기자의 위치를 추적하도록 키넥트와 같은 모션인식 카메라를 사용하여 간편한 연기자 발 추적 시스템을 개발하였으며, 이것을 이용하여 연기자와 바닥간의 ' 가상 발 터치(Virtual Foot Touch)' 방법 및 일기예보용 인터랙티브 가상바닥(Interactive Virtual Floor) 어플리케이션을 개발하여, 연기자의 발이 바닥을 터치하는 위치마다 계절별 다이나믹한 발자취를 구현하였다. 그 결과 인터랙티브 가상 바닥의 합성결과가 기존의 가상스튜디오에서의 단순 합성보다 더 사실감 있고 자연스러운 합성결과를 보여준다. 우리는 본 시스템과 어플리케이션을 정규 뉴스 프로그램의 일기예보 방송에 적용하였다.

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An Analysis of the Educational Needs of Female University Students on the Informal Programs of Core Technology in the Fourth Industry (4차 산업 핵심기술 비교과 프로그램에 대한 여대생의 교육요구 분석)

  • Jang, Jiyoung;Kyun, Suna
    • Journal of Engineering Education Research
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    • v.23 no.4
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    • pp.14-21
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    • 2020
  • The aim of this study was to establish an university informal program roadmap, and also to draw up operational plans for human resources with core technologies of the fourth industry. To do this, first we derived university informal education program draft through experts workshop, then conducted a survey regarding the female university students' perception of educational programs and their educational needs on the 4th core technology matching programs. The following main results were obtained : First, students preferred 'hands-on training' by professionals and they wanted to be trained during summer or winter holidays or the night time during semesters. Also, they thought two hours of training per session was appropriate. Regarding these results, there was no difference depending on the majors. Second, while students had highly preferred for the courses related to data analysis, Arduino programing and VR(virtual reality), those related to 3D printing modeling were less preferred. Depending on the majors, preferred courses had different priorities, but non-preferred courses were similar regardless of majors. Based on these results, the university informal curriculum model and the operation plans for the core technologies of the fourth industry were proposed.

The Development of Ergonomics Cockpit Design Program Based on the Military Aircraft (군용기 조종실 설계 프로그램 개발)

  • 김문열;류태규;김성래
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.34 no.4
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    • pp.83-88
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    • 2006
  • One of the most important works in the development of military aircraft is to construct and utilize the various technical data and information needed in the design, analysis and evaluation under integrated system structure. A vast and various data in oder to optimize cockpit design is needed in geometric & arrangement design, vision analysis and escape system design. In addition, the application of ergonomics cockpit design concept based on the sorts of human elements and anthropometric data as design consideration for pilots is required. To accomplish above these activities, the data gathered and formed through the aircraft development program was become database and developed by tool to be able to support ergonomics cockpit design work.

A Study on Elementary Students' Virtual Reality Content Production Education (초등학생의 가상현실 콘텐츠 제작 교육에 관한 연구)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.33-40
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    • 2018
  • This study highlights the experiences and lessons learned, through the introduction and production of virtual reality in elementary school classes. We analysed the effects of virtual reality-contents production education using the data from the K.A.P survey, as well as the results from the class using virtual reality. We used Cospaces as a tool for coding the virtual reality content. It was not difficult for students to learn its functions because it could be coded with blockly based programmes. We analysed the results in the practice area. Based on these results, we suggest how to apply this to the elementary school field.

Developing and Applying Design Principles for Maker Programs Using Virtual Reality : Focusing on the Development of Simulation Application (가상현실 기반 메이커 교육 프로그램 설계원리 개발 및 적용 : 시뮬레이션 앱 구현을 중심으로)

  • Park, Taejung
    • Journal of Information Technology Services
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    • v.19 no.6
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    • pp.161-175
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    • 2020
  • The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

The Effects of Orofacial Exercises Program using Smart Phone on Swallowing Function and Tongue Strength in Acute Stroke Patients with Dysphagia (스마트폰을 사용한 구강안면 운동 프로그램이 삼킴장애가 있는 급성 뇌졸중 환자의 삼킴기능과 혀 근력에 미치는 효과)

  • Moon, Jong-Hoon;Won, Young-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.10
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    • pp.995-1002
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    • 2016
  • The aim of this study was investigated the effect of orofacial exercise program using smart phone on swallowing function and tongue strength in acute stroke patients with dysphagia. This study participated in sixteen acute stroke patients with dysphagia. All subjects allocated that randomized each eight patients in experimental and control groups. Subjects of both group received to conventional dysphagia therapy during 30 min/day, 5 times per week, for 4 weeks. Experimental group performed additionally that orofacial exercise program using smart phone, supervised under caregivers, during 30 min/day. The outcome measures were the IOPI(: Iowa Oral Performance Instrument), VR(: Vellecula Residue), PSR(: Pyriform Sinuses Residue), MIP(: Maximum Isometric Pressures). In results of study. Both group showed significant improvements after intervention in all assessments(p<.05). In comparison of change score between two groups, experimental group showed significant improvements than control group in PSR and MIP(p<.05). Orofacial exercise program using smart phone suggested that expected to positive effects the reduction of residue in pharynx and improvements of tongue strength in acute stroke patients with dysphagia.

A Study on the Basic Mathematical Competency Levels of Freshmen Students in Radiology Department (방사선과 신입생의 기초 수리능력 수준에 대한 연구)

  • Jang, Hyon Chol;Cho, Pyong Kon
    • Journal of the Korean Society of Radiology
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    • v.14 no.2
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    • pp.121-127
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    • 2020
  • The era of the Fourth Industrial Revolution is increasingly demanding mathematical competencies for virtual reality (VR), artificial intelligence (AI) and the like. In this context, this study intended to identify the basic mathematical competency levels of university freshman students in radiology department and to provide basic data thereon. For this, the diagnostic assessment of basic learning competencies for the domain of mathematics was conducted from June 17, 2019 to June 28, 2019 among 78 freshman students of radiology department at S university and D university. As a result, the university students' overall basic mathematical competency levels were diagnosed to be excellent. However, their levels in the sectors of the geometry and vector and the probability and statistics were diagnosed to be moderate, with the mean scores of 2.61 points and 2.64 points, respectively, which were found to be lower than those of the other sections. As for basic mathematical competency levels according to genders, the levels of male students and female students were diagnosed to be excellent, with the mean scores of 17.48 points and 16.29 points, respectively, showing no statistically significant difference (p>0.05). Given the small number of subjects and regional restriction, there might be some limitations in the generalization of the findings of the present study to all university freshman students and all departments. The above results suggest that it is necessary to implement various programs such as student level-based special lectures for enhancing basic mathematical competencies relating to major in order to improve the basic mathematical competencies of freshman students in radiology department, and that it is necessary to increase the students' mathematical competencies by offering major math courses in the curriculum and applying teaching-learning methods matching students' levels.

A Study on the Actual Condition of the Fourth Industrial Revolution and Application of Landscape Architecture (4차 산업혁명의 실태와 조경학 분야 적용방안 연구)

  • Lee, Jong-Sung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.1
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    • pp.68-75
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    • 2019
  • This study aims to look at the application methods of landscape architecture in response to the 4th Industrial Revolution. The results of the analysis of trends in the 4th Industrial Revolution and the subsequent search for application methods to the field of landscape architecture are as follows. First, the 4th Industrial Revolution means innovative change based on digital technology and seeks to create value based on intelligent information technology, and continuous growth is being made through innovation. This requires expertise to collect large amounts of information and creatively rework it, and a strategy to flexibly cope with changes in the times. Second, the status of technological use in response to the 4th Industrial Revolution in the field of landscape architecture is generalizing the establishment of precise analysis results such as survey technology and global mapping using drones, three-dimensional design simulation, and VR. In the field of traditional landscape architecture, efforts are made to obtain accurate fact-finding data on landscape site components. Third, the application methods in the field of landscape science according to the 4th Industrial Revolution in the future are required to supply precision technology and supply programs in the technology sector, and to provide a shared platform. In addition, a systemically standardized process will need to be established for this. In addition, educational efforts should be continued to professional manpower training and provide economic support for the development of technologies.