• Title/Summary/Keyword: VR-based Education

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Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.

A Study on the Design of Immersed Augmented Reality Education Models (몰입형 증강현실 교육 모델 설계에 관한 연구)

  • Tae, Hyo-Sik
    • Journal of Internet of Things and Convergence
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    • v.7 no.4
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    • pp.23-28
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    • 2021
  • Through the 4th industrial revolution, it is rapidly developing in various fields such as artificial intelligence, AR/VR, and big data, and software is at the center. In the field of education as well, the importance of integrated education to support the development of technology is being emphasized, and in order to compete in software technology, securing human resources for software development should be prioritize in domestic. However, unlike the hardware-centric society of the past, the role of software technology human resources is very important, and the reality is that they are discharging human resources that are far from the human resources image that companies need. In this paper, present an immersed education model for training AR software professionals, and based on this, propose an evaluation index that can grasp the quality of the program of the immersed AR education model. Through the AR education model, it is expected that the weaknesses and strengths of the model can be identified, and it can contribute to setting the direction for improvement of the education program.

A Prototype of Flex Sensor Based Data Gloves to Track the Movements of Fingers

  • Bang, Junseung;You, Jinho;Lee, Youngho
    • Smart Media Journal
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    • v.8 no.4
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    • pp.53-57
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    • 2019
  • In this paper, we propose a flex sensor-based data glove to track the movements of human fingers for virtual reality education. By putting flex sensors and utilizing an accelerometer, this data glove allows people to enjoy applications for virtual reality (VR) or augmented reality (AR). With the maximum and minimum values of the flex sensor at each finger joint, it determines an angle corresponding to the bending value of the flex sensor. It tracks the movements of fingers and hand gestures with respect to the angle values at finger joints. In order to prove the effectiveness of the proposed data glove, we implemented a VR classroom application.

A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis (가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구)

  • Shin, Jae Woo;Leem, Choon Seong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
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    • v.22 no.2
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    • pp.25-41
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    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.

A Study on the Effective Use of Virtual Reality for Improving Safety Training Systems (산업안전 교육시스템에서의 가상현실의 효과적 활용 방안에 관한 연구)

  • Baik, Ji-Min;Ham, Dong-Han;Lee, Yang-Ji
    • Journal of the Korea Safety Management & Science
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    • v.18 no.4
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    • pp.19-30
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    • 2016
  • This paper addresses the problem of how to effectively use virtual reality(VR) for improving the quality of safety training systems. As the working environment and the working system in the industry are more and more complex and large-scaled, the concern with system safety is accordingly growing. Safety training systems are regarded as an effective way for increasing workers' interest in system safety and enhancing their ability of preventing and handling accidents/incidents. Recently, it has been reported that VR would be effectively used for improving the quality of safety training systems, with its technically specialized features. However, little attention has been given to the problem of how to effectively use VR for safety training systems. In order to make the best use of new technology such as VR, it is important to examine its advantages and disadvantages and the contexts to which its use can be beneficial. This paper firstly reviews the current status of safety training systems and the use of VR for safety training systems in the inside and outside of the country. Next, we summarize the interview with safety managers in four manufacturing companies, which was conducted to understand the requirements of stake-holders of the issue. Based on the review and the interview, we suggested the ways of using VR in safety training systems in an effective manner. They are described from the four perspectives: development and maintenance cost, lack of specialized workers, design of accident scenarios used with VR, and empirical demonstration of the effectiveness of VR in safety training.

English Conversation System Using Artificial Intelligent of based on Virtual Reality (가상현실 기반의 인공지능 영어회화 시스템)

  • Cheon, EunYoung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.55-61
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    • 2019
  • In order to realize foreign language education, various existing educational media have been provided, but there are disadvantages in that the cost of the parish and the media program is high and the real-time responsiveness is poor. In this paper, we propose an artificial intelligence English conversation system based on VR and speech recognition. We used Google CardBoard VR and Google Speech API to build the system and developed artificial intelligence algorithms for providing virtual reality environment and talking. In the proposed speech recognition server system, the sentences spoken by the user can be divided into word units and compared with the data words stored in the database to provide the highest probability. Users can communicate with and respond to people in virtual reality. The function provided by the conversation is independent of the contextual conversations and themes, and the conversations with the AI assistant are implemented in real time so that the user system can be checked in real time. It is expected to contribute to the expansion of virtual education contents service related to the Fourth Industrial Revolution through the system combining the virtual reality and the voice recognition function proposed in this paper.

Study on Firefighting Education and Training Applying Virtual Reality (가상현실을 적용한 소방교육·훈련에 관한 연구)

  • Chae, Jin
    • Fire Science and Engineering
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    • v.32 no.1
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    • pp.108-115
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    • 2018
  • The purpose of this study was to classify VR programs according to their characteristics and associations by the disaster management phase and firefighting school curriculum, and set priorities among VR fire training and training programs using AHP analysis., The relative priority is given considering its importance and urgency. As a result of the study, firefighting education and training classes showed the highest level of response. The relative priority of the subcategories was highest in the prevention stage. The simulation implementation for the evacuation experience was highest in closed spaces, such as a subway, and the simulation for the special firefighting vehicle was highest in the contrast phase. In the response phase, real fire simulation training was the highest. In the recovery phase, virtual reality training was the most effective in determining the fire situation based on the fire database.

Effects of VR based Intervention on Daily Living Skills and Class Attitudes of Students with Intellectual Disabilities (가상현실 기반 중재가 지적장애학생의 일상생활 기술 및 수업태도에 미치는 효과)

  • Lee, Tae-Su
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.155-162
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    • 2021
  • The purpose of this study were to analyze effects of VR-based intervention on daily living skills and class attitudes of students with intellectual disabilities. To do this, 30 students with intellectual disabilities in the second and third grades of middle school were selected for this study and placed three group. A group took part in a class using only VR program, B group participated in experience activities program, and C group got in the intervention program that combine VR program and experience activities on daily living skills. Intervention programs were conducted 4 times in a week for 4 weeks from the fourth week of July to the third week of August and a class time of each class was 50 minutes. Evaluations were carried out in pre- and post-test. The Evaluation data were analyzed by One-way ANOVA and scheffe'. In Result of study, daily living skills of C group was improved more higher than other groups and class attitudes of C group was improved more higher than group B. These results showed that the intervention combining VR program and direct experience activities was more effective than the other methods.

Applications of Immersive Technology Based Policing (치안 분야 몰입 기술 응용)

  • Bang, J.S.;Lee, Y.G.;Shin, I.K.;Park, W.J.
    • Electronics and Telecommunications Trends
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    • v.35 no.6
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    • pp.48-55
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    • 2020
  • Recently, the use of information and communication technology (ICT) has advanced activities in the field of policing, such as police training, crime investigation, and on-site response equipment enhancement. In this paper, we examine how to use immersion technology in the field of policing. Currently, AR/VR technology is mainly used for police education, training, and criminal investigation, and other cases of its use are rare. To use AR/VR technology in a wider range of applications, it is necessary to look at how it can be used in major police activities (e.g., patrol, investigation, and arrest activities).