• Title/Summary/Keyword: VR-based Education

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A Study on the Development of Rural Tourism Products in Jeju Island Using Smart Glass - Attracting Group Tourists and Strategies through the Development of Realistic Media Education Contents (스마트글라스를 활용한 제주도 농촌 관광 상품 개발에 관한 연구 - 실감미디어 교육콘텐츠 개발을 통한 단체관광객 유치 및 전략)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.45-51
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    • 2023
  • As COVID-19 made it difficult to travel abroad and attract domestic tourists to foreigners, the phenomenon of MZ generations flocking to Jeju through consumption patterns occurred. In this study, if Jeju Island uses Jeju's rural tourism and smart glasses to study how to attract and cope with domestic tourists after the pandemic and build a mobile application or smart glass to tour based on village maps, the docent guide service through smart glasses will help tourists. Furthermore, it would be very beneficial to introduce a location-based service to provide the necessary information at the location according to the movement path of tourists. In fact, we conclude that it can be implemented through the development of the Hansung Baekje Museum, and hope that the actual media can be applied to free tourist courses such as Jeju Olle Trail, as it provides various contents in selective development such as AR and VR.

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.

A Conceptual Study for Utilizing IPTV as an Aid for Co-Creation of Value in Future Education

  • Kim, Nam-Ju;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.61-76
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    • 2021
  • Nowadays, a lot of educational TV programs have focused on the program providers' perspective, namely through goods-dominant (G-D) logic. However, the growing development of current technologies such as IPTV with AR and VR has opened opportunities to go beyond a provider-centered perspective and to add the co-creation of value, since value can be created through the interaction between learners and the TV programs themselves. With this in mind, learner-centered TV programs, which are based on service-dominant (S-D) logic, should be offered through educational TV channels. This conceptual paper summarizes, analyzes, and synthesizes the present status of IPTV in education and suggests a new instructional approach for utilizing TV in future education based on value co-creation through learner participation. Three principles (service-dominant logic as an educational service design principle, goal-based scenario for instructional design, IPTV as state-of-the-art technology innovation) are suggested for designing educational IPTV programs.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

A Case Study on Tangible Contents Development for Contactless Physical Education (비대면 체육 교육을 위한 실감 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.47-57
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    • 2022
  • Demands for tangible contents using VR/AR technologies are much bigger as contactless services such as sports, physical activity, and fitness are expanded after COVID-19. A variety of technologies such as an offer and analysis of tangible data through a sensor technology, users' physical movement sensing through a motion recognition sensor, a real-time measurement of a physical skeleton point a multiple access to a real-time video, and AI training are being utilized as main technologies. This case study utilized motion recognition technologies as the study on tangible contents necessary for indoor-based physical education, sports, and fitness in the contactless environment and suggested cases to develop the physical measurement contents by design approach for the measurement assessment necessary for the development in tangible contents. The research established lists of the measurement assessment based on professionals' consultations within the measurement assessment function through the test to plan tangible contents and developed tangible contents by reflecting them as assessment measurement elements of tangible contents. The research can be utilized as the design approach of industrial companies which intend to develop tangible contents as well as reference cases of the research on contactless tangible contents for the sports and physical education.

Design and Implementation of VR Content based on Real-Time Clouds Simulation for Meteorology Learning (실시간 구름 시뮬레이션 기반 기상 현상 학습용 가상현실 콘텐츠 설계 및 개발)

  • Kang, Kyung-Kyu;Ryoo, Dong-Wan;Park, Chang-Joon
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.165-167
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    • 2018
  • 최근 급속히 발전하고 있는 콘텐츠 제작 기술을 활용하여 가상현실 콘텐츠를 제작하고 학습 도구로 활용하는 사례가 증가하고 있다. 학습 자료로써 사진이나 동영상과 같은 정적인 콘텐츠의 의존에서 벗어나, 상호작용적인 가상현실 콘텐츠를 학습에 활용하는 연구의 중요도가 높아지고 있다. 학습자가 기상 현상과 같이 입체적이고도 동적으로 변화하는 소재를 가상현실에서 능동적으로 체험한다면, 학습효과가 높아질 것으로 예상한다. 최신 실시간 컴퓨터 그래픽스 기술과 그래픽스 하드웨어는 기상 현상을 사실적으로 재현할 수 있는 수준으로 이미 발전해 있다. 이러한 최신 기술이 컴퓨터를 활용한 기상학 교육에서 활용할 수 있다. 본 연구에서는 실시간 볼륨 구름 시뮬레이션을 구현하여 상용 게임 엔진에 탑재하고, 이를 기반으로 기상학 학습용 가상현실 콘텐츠를 제작하는 방법에 대해서 논한다.

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A Study on the Effectiveness of Viewer-Media Center

  • Kim, DongHyun;Yoon, JoonSung
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.1-7
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    • 2020
  • Recently, new media such as YouTube and AR/VR have emerged, and media content has become more complex and diversified. To respond to the new media environment, the Korean government wanted to increase people's access to media and to enhance their ability to utilize it through the establishment of viewer-media center. In this paper, based on the score of media literacy, education programs of the viewer-media center were verified to provide their effectiveness. This paper also suggests and comments on the programs that the viewer-media center should focus on by comparing and analyzing the efficacy among educational programs.

Machine Learning based Bandwidth Prediction for Dynamic Adaptive Streaming over HTTP

  • Yoo, Soyoung;Kim, Gyeongryeong;Kim, Minji;Kim, Yeonjin;Park, Soeun;Kim, Dongho
    • Journal of Advanced Information Technology and Convergence
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    • v.10 no.2
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    • pp.33-48
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    • 2020
  • By Digital Transformation, new technologies like ML (Machine Learning), Big Data, Cloud, VR/AR are being used to video streaming technology. We choose ML to provide optimal QoE (Quality of Experience) in various network conditions. In other words, ML helps DASH in providing non-stopping video streaming. In DASH, the source video is segmented into short duration chunks of 2-10 seconds, each of which is encoded at several different bitrate levels and resolutions. We built and compared the performances of five prototypes after applying five different machine learning algorithms to DASH. The prototype consists of a dash.js, a video processing server, web servers, data sets, and five machine learning models.

Development of an Authoring System for Scientific Inquiry Learning Virtual Environments (과학적 탐구학습용 가상환경 저작 시스템 개발)

  • Kim, Minyoung;Im, Jaewon;Park, Kyoung Shin;Cho, Yongjoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.413-414
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    • 2009
  • 본 논문은 스크립팅 기반의 탐구학습을 위한 가상현실 저작용 시스템인 SASILE을 보완하여 프로그래밍 경험이 없는 일반 사용자들이 손쉽게 탐구 학습을 위한 교육용 가상현실 환경을 구현하고 활용할 수 있도록 개발한 드로잉 인터페이스 기반의 DEVISE(Drawing Environment for VR-based Inquiry-learning Science Education)에 대해 설명한다. 그리고 간단한 사용성 평가를 통해 DEVISE의 효용성에 대해서 논한다.

Development of Unity-based Physics Experiment Education Simulator (Unity 기반 물리 실험 교육 시뮬레이터 개발)

  • Kim, Yeon Jeong;Yun, Sei Hee;Shin, Byung-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.635-637
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    • 2020
  • 공학기술의 발전에 따라 인간은 Smart Learning을 넘어서 증강/가상현실 기술을 현실에 접목하여 교육의 매체로 사용을 하고자 여러 방면으로 시도를 하고 있다. 이에 과학교육 방면에서도 가상현실 환경 구축 기술을 이용하여 공간 및 상황 등의 여러 제한에서 벗어나 보다 다양하고 활동적인 실험을 할 수 있는 물리 실험 시뮬레이션을 필요로 하고 있다. 본 연구에서는 Unity Editor를 이용하여 코드 스크립트를 적용하여 가상 세계를 구축하고 물리 현상 중 하나인 포물선 운동 공식을 활용한 실험 프로그램을 만들어 VR 구현기기인 Vive를 이용하여 실제 물리실험에 적용한 사례를 소개한다.