• Title/Summary/Keyword: VR 프로그램

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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.

Effects of Virtual Reality Program on Standing Balance in Chronic Stroke Patients (가상현실 프로그램이 만성 뇌졸중 환자의 선자세 균형에 미치는 영향)

  • Kim, Joong-Hwi;Kim, Chung-Sun
    • The Journal of Korean Physical Therapy
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    • v.17 no.3
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    • pp.351-367
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    • 2005
  • The purpose of this study was to identity effects of virtual reality(VR) program related to standing postural control on balance, gait and brain activation patterns in chronic hemiplegic stroke patients. Subjects were assigned randomly to either VR group (n=12) or the control group (n=12) when the study began. Both groups received conventional physical therapy for 2 to 3 times per week. In addition to conventional physical therapies, VR group trained 3 types of virtual reality programs using IREX for standing postural control during 4 weeks (4 times/week, 30 minutes/time). Subjects were assessed for static and dynamic balance parameters using BPM, functional balance using Berg Balance Scale related to movement of paretic lower limb before and after 4 weeks of virtual reality training. The results of this study were as follows. 1. Following VR training, VR group demonstrated the marked improvement on dynamic mean balance, anteroposterior limits of stability (AP angle) and mediolateral limits of stability (ML angle). 2. Following VR training, both groups scored higher on Berg Balance Scale. However, a comparison of mean change revealed differences between groups. In conclusion, these data suggest that the postural control training using VR programs improve dynamic and functional balance performance in chronic hemiplegic stroke patients.

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STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.

The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.

The Effect of a Virtual Reality Program on Static Balance Control and Fall Efficacy of Elderly People (가상현실 프로그램이 노인의 정적균형 조절과 낙상효능감에 미치는 효과)

  • Kim, Eun Ja;Hwang, Byong Yong;Kim, Mi Sun
    • 한국노년학
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    • v.30 no.4
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    • pp.1107-1116
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    • 2010
  • The elderly people with advancing years have many problems such as the decline of the proprioceptive, visual & vestibular function and muscle weakness. Furthermore the decrease of the reflex which influences the balance ability in sudden change of the movement could cause the falls. The difficulty of the balance caused by the fear releated to the fall aggravates the Falls Efficacy and causes a lot of the disability of the independent activities of daily living. The purpose of this study was the effect of a Virtual Reality Program on Static Balance control and Fall efficacy of Elderly people. 14 elderly people(subjects) who were ≥65years of age partiripated in this study and they were divided into VR(Virtual Reality) group(n=7) and Control group (n=7). VR group took the general physical therapy & IREX and only the general physical therapy was carried out in the control group. VR group of intervention was carried out for 30min. total 8times. They were evaluated by BIO-Rescue, Fall Efficacy Scale before and after treatment. The Static Balance control and Fall efficacy were assessed by Bio-Rescue & Falls Efficacy Scale. The analysis of the resulf was assessed by Wilcoxon signed test & Mann-Whitney U test. The result showed that the static balance of VR group with the open eyes was improved in a static balance test and range of the movement was increased in limited of stability. And Falls Efficacy was also efficacious. IREX was effective to static balance control and Falls Efficacy of the elderly When we think about these effects, various treatments and objective assessments using VR program will be needed for the elderly

Effect of Beauty Major's Recognition of VR-based Beauty Courses on Expertise and Practical Skills Recognition (미용전공자의 VR 기반 미용 교과목 인식이 전문지식과 실무능력 인식에 미치는 영향)

  • Lee, Jung-Hee;Moon, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1445-1454
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    • 2021
  • In this study, based on the expectation that beauty education based on VR experience of beauty majors will have on expertise and practical ability, it was attempted to develop VR-based beauty subjects and secure an educational environment. A total of 106 learners participated in the study, and the online questionnaire consisted of questions about the development of VR-based beauty subjects, recognition of expertisee and practical skills, and general characteristics. The collected data were verified at the significance level of .05 using the SPSS 21.0 statistical program. As a result of frequency analysis, factor analysis, correlation, and linear regression analysis, the higher the grade, the higher the perception of VR-based beauty subjects development (p<.01). The perception of VR-based beauty subject development was related to VR-based expertise and practical skills for each sub-factor of the recognition of expertise (r=.683, p<.001), practical skills (r=.676, p<.001), and industry-related awareness (r=.543, p<.001). It was found that there was a statistically significant positive (+) correlation with related perception. In addition, it was found that the higher the awareness of VR-based beauty subjects development, the higher the expectation that expertise, practical ability, and industry-related awareness would be improved. As a result, the necessity of developing VR-based beauty subjects and expectations for course operation of majors in the beauty subjects environment were confirmed. In follow-up studies, it is necessary to expand the scope of the sample.

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
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.238-241
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    • 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.

Implementation of VR User Environment for UHD TV (UHD 가상현실 사용자 환경 구현)

  • Yang, Ki-Sun;Lee, Yong-Gun;Suh, Young-Woo;Kim, Chang-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.8-10
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    • 2017
  • 지상파 UHD 방송은 시청자에게 기존 HD 방송화면보다 4배 더 선명한 영상 서비스를 제공하며, 광대역 통신망과 결합한 홈포탈(Home Portal) 서비스를 통해서 다양한 부가서비스를 지상파 방송과 함께 제공할 수 있다. 본 논문에서는 지상파 UHD TV 방송과 연계된 360도 가상현실(VR; Virtual Reality) 부가서비스 시스템과 이를 효과적으로 시청하기 위한 사용자환경을 제안한다. 방송의 ESG(Electronic Service Guide)를 통해 시청자는 VR 부가서비스임을 확인하고 스마트 단말기 또는 HMD(Head Mount Display) 등을 이용하여 마치 현장에 있는 듯한 체험을 즐길 수 있다. 제안한 부가서비스는 앱 형태로 스마트 단말기에 설치하여 실행하며 지상파 UHD TV의 ESG 정보로부터 프로그램 편성과 VR 지원여부를 확인한다. 이를 통해, 실시간 방송 뿐 아니라 VOD 형태로 제공되는 다양한 비디오 및 오디오 콘텐츠를 극장에서 보는 것과 같은 빅스크린 모드, 360도 VR 모드, 오디오 청취모드 등 다양한 시청환경에서 감상할 수 있다. 제안한 사용자 환경은 게임엔진을 기반으로 개발되어 가상의 시청 공간에서 장소를 이동하며 영상, 음향 등 미디어 콘텐츠를 감상할 수 있다. 전용컨트롤러를 이용하면 다양한 인터액티브 콘텐츠를 효과적으로 운용하여 감상할 수 있으며, 일반적으로 통용되는 VR 기기 제어 모드도 지원하여 HMD나 일반 스마트 단말기 어느 것을 이용해서도 용이하게 사용자 메뉴를 선택할 수 있다. 제안된 시스템의 시제품은 IBC 2017 및 평창 ICT 체험관을 통해 발표되었다.

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An Approach to Develop Fitness Management System Using VR Sports (VR스포츠를 활용한 사용자 피트니스 관리시스템의 개발 방법)

  • Lee, Yu-jeong;Moon, Mi-kyeong
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.978-984
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    • 2018
  • Currently, virtual reality technology is actively applied in the entertainment and game fields, and development of professional programs is gradually increasing due to the rapid development of Internet and web technologies. As the current paradigm for healthcare changes from treatment to prevention, it is more important to take good care of it in advance so it doesn't get sick. This paper allows users to monitor the amount of exercise directly after using VR sports games. By using this system, users can exercise more interestingly and manage their own fitness by receiving an analyzed amount of exercise.

The Effect of VR-based Intervention on the Barista Competence of Students with mild Intellectual Disabilities (가상현실 기반 중재가 경도 지적장애 학생의 바리스타 업무 능력에 미치는 효과)

  • Lee, Tae-Su
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.622-630
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    • 2021
  • The purpose of this study was to analyze effects of VR-based intervention on the barista competence of students with mild intellectual disabilities. To do this, 30 students mild intellectual disabilities were participated and placed experimental and control groups of 15 students. Control group participated in the traditional intervention, but experimental group took part in the VR-based intervention. Evaluation was consisted of the basic concept evaluation and the functional evaluation on the work of barista. Evaluations were conducted three times and the collected data was analyzed the repeated two-way ANOVA. In the result of study, experimental group have significantly improved both in basic conceptual learning of coffee and in skills making coffee than control group.