• Title/Summary/Keyword: VR program

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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 on Satisfaction on Use of VR Tourism Program (VR관광콘텐츠의 이용만족에 대한 연구)

  • Yang, Sung-Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.184-193
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    • 2019
  • With the development of the information and communication technology, tourism items or products based on new technology is created or developed for tourists. This study examines tourist's satisfaction about VR program, "Secret Wind Forest", which is the story of Gotjawal, one of famous Jeju eco-tourism attraction. In order to achieve the study goal, it identified a study model from the previous studies. It collected data using survey from visitors who used VR program. The total of 227 questionnaires was utilized for data analysis. Based on the study model, it accepted five hypotheses (H1~H5), which are as follows. Firstly, individual innovativeness has a significant effect on perceived usefulness. Secondly, individual innovativeness influenced perceived usefulness, and perceived usefulness and ease influenced usage satisfaction. These results have both theoretical and practical contribution in terms of the development to tourist products using VR program. Academics can provide basic theories such as tourism activities, behaviors, and attitudes to tourism consumer-related studies on VR tourism program in terms of content application. Practically, it can help tourist marketers who want to use VR tourism program and content developers who use VR devices to construct VR program stories using tourism resources and to plan and execute contents considering the target market.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

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.

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 Development and Application of the SW-STEAM Program by Utilizing Software Supporting the Creation of VR for Elementary Science Class (초등 과학 수업에 VR 구현 프로그램을 활용한 SW 융합교육프로그램의 개발과 적용)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.39 no.2
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    • pp.296-305
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    • 2020
  • The purpose of this study was to analyse the effects of the SW-STEAM program by utilizing software supporting the creation of VR for elementary science class. Two classes of 5th grade were selected, and were engaged in different teaching and learning methods during 12 class hours. The experimental group which is consisted of 20 students participated in the SW-STEAM program by utilizing software supporting the creation of VR, the comparative group which comprised 19 students was thaught by using a traditional instruction. Teaching unit was 'the solar system and stars' in 5th grade science text book. The results of this study were as follows. The SW-STEAM program by utilizing software the creation of VR had a positive effect on elementary school students' creative problem solving ability, scientific interest, science achievement. Therefore, the SW-STEAM program by utilizing software supporting the creation of VR could be meaningful works to encourage students' creative problem solving ability, scientific interest, science achievement, and this study will help elementary teachers teach 'the solar system and stars' in 5th grade science text book more interesting.

Development of a virtual reality program in South Korea for the measurement of vital signs in children: a methodological study

  • Sun Nam Park;Hye Young Hwang;Hyun Young Koo
    • Child Health Nursing Research
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    • v.29 no.2
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    • pp.137-148
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    • 2023
  • Purpose: We developed a virtual reality (VR) program for use in pediatric nursing practicums to help nursing students learn to measure vital signs in children. Methods: The analysis, design, development, implementation, and evaluation model was employed between July 2021 and December 2021 at a university in South Korea. In the analysis phase, in-depth interviews were conducted with four nursing students, two nursing school graduates, and four experts. The topic and contents of the VR program were settled in the design phase. The VR program was developed and subsequently used and evaluated by 20 nursing students and four experts. Results: The contents of the VR program for pediatric nursing practicums included the measurement of vital signs in a newborn baby and a young child, as well as an evaluation system. The mean score for the nursing students' satisfaction with practice was 4.02 out of 5 points. The mean scores for overall satisfaction with the VR program were 4.15 and 4.79 out of 5 points for nursing students and experts, respectively. Conclusion: The VR program developed in this study allows nursing students to practice measuring vital signs in children, thus improving the students' clinical performance in pediatric nursing.

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.

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.

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.