• Title/Summary/Keyword: Virtual Education

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A Transaction Model That Supports Virtual Universities (가상대학을 지원하기 위한 트랙젝션 모형)

  • Jun, Woo-Chun;Hong, Suk-Ki
    • Journal of The Korean Association of Information Education
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    • v.2 no.2
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    • pp.174-182
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    • 1998
  • Recent advances in technologies such as internet have led to the emergence of virtual universities. However, existing technologies have many problems to be applied on virtual university implementation. Especially, existing transaction models are not appropriate to support virtual universities. In this paper, we present a transaction model to support virtual universities. First, we discuss general virtual university environments. After that, we introduce transaction model requirements for virtual universities. Those requirements include on-line processing, flexibility on transaction length, unpredictability, interactivity and parallelism. Then, we present a transaction model reflecting those requirements, and transaction processing techniques. Finally, we discuss future research issues based on our transaction model and processing techniques.

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An Account of Virtual and Augmented Reality in Educational Institutions

  • Al-Salami, Sami Ben Shamlan Bakhit
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.137-142
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    • 2022
  • This paper argues for modern technologies in the educational process. It specifically outlines issues germane to virtual and augmented reality. It begins with an account on virtual reality and augmented reality, and touches on their characteristics, the advantages, obstacles and applications. It also discusses some relevant studies that emphasized the role of virtual and augmented reality in education, the difference between two terms. The paper ends with a note of vision on how to activate them in educational institutions.

The Long Term Memory Effects of Virtual Reality Edutainment with HMD (가상현실교육게임의 장기기억효과)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.69-76
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    • 2018
  • HMD makes big issues about virtual reality in these days. Experience of virtual reality may cause different effects with experience of real world, so this is the reason why comparison studies are needed. There are many works about usefulness of virtual reality education but most of studies were considered as special training. This study was started for the long term memory effect of virtual reality education game. Difference study of memory between real world education game and virtual reality education game shows virtual reality system has smaller diminution of memory than real world. And environment existence was defined as a main effect of long term memory through the test.

Analysis of Learning Effect through the Development and Application of Virtual Reality(VR) Education Content for Radiology Students (방사선과 학생을 위한 가상현실 교육콘텐츠 개발 및 적용을 통한 학습효과 분석)

  • Shim, Jae-Goo;Kwon, Soon-Moo
    • Journal of radiological science and technology
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    • v.43 no.6
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    • pp.519-524
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    • 2020
  • This study developed radiation therapy contents based on virtual reality technology and applied them to radiation students. A survey was conducted to analyze the relationship between learning effects and learning satisfaction to students who used virtual reality education videos to analyze their learning performance. 71 students radiology department were classified into two groups one that experienced virtual reality and the other that did not experienced virtual reality. We surveyed between the two groups analyzed self-directed learning, self-learning efficacy and learning satisfaction. As a result, the comparison between the two groups showed no difference between self-directed learning and self-learning efficacy. But the learning satisfaction was significant from 2.64±0.83 to 3.20±0.88 in the problem solving process for groups applying virtual reality contents. Therefore, learning satisfaction has improved experienced group virtual reality content and the materials for virtual reality education can be applied more efficiently in non-face-to-face lectures.

Exploring how to use virtual reality for elementary school students (초등학생 대상 가상현실 활용방안 탐색)

  • Shim, Jaekwoun
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.205-212
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    • 2021
  • The purpose of this study is to analyze elementary school students' interest in virtual reality(VR) technology, usability, and the possibility of learning media. In particular, it is intended to be used for content creation for artificial intelligence(AI) education in the future. The effectiveness of elementary education using virtual reality technology was confirmed through the analysis of overseas research, and the applicability to elementary school students in Korea was analyzed. To proceed with the analysis, various virtual reality contents were provided to 5th grader of elementary school, and then, interest, usability, usefulness, and possibility of use in class and learning were surveyed. As a result of the study, it was confirmed that students' interest in virtual reality contents was very high, and that it could be used sufficiently as a learning medium. It suggests that it can be used in artificial intelligence education and data science education, which have recently been emphasized in importance. In particular, virtual reality can be used to simulate abstract data and artificial intelligence.

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Analysis of Learning Effects MRI Education Content based on Virtual Reality (가상현실 기반 MRI 교육 콘텐츠 학습효과 분석)

  • Jung-Hun Lee;Jae-Goo Shim
    • Journal of the Korean Society of Radiology
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    • v.17 no.5
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    • pp.775-782
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    • 2023
  • In order to overcome practical limitations in installing, managing and operating MRI machines with expensive equipment, this study developed and utilized virtual reality (VR) experience education by combining virtual reality (VR) with magnetic resonance imaging devices. The Students who experienced virtual reality-based educational systems were surveyed to identify possible side effects during the experience and self-directed learning ability and academic self-efficacy surveys were conducted to analyze the impact of virtual reality-based practice on learning. In the analysis of the self-directed learning ability survey there was no difference in the average between the student group who experienced education and the student group who did not but there was a significant difference in the average for each group. Virtual Reality-based practical education is expected to provide an efficient practice system by providing new learning methods and opportunities for education that can be repeated anytime, anywhere regardless of time and space.

Virtual Field Education(VFE) for Active E-Business Learning (가상현장교육을 통한 능동적 체험 학습의 도입과 활용)

  • 김범수
    • Proceedings of the CALSEC Conference
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    • 2003.09a
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    • pp.167-171
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    • 2003
  • 목차 ◎연구의 배경 ㆍ전통적인 교육과 온라인 교육 ◎효과적 온라인 교육:능동적 체험 학습 ◎가상현장교육(Virtual Field Education) ㆍ가상현장교육 환경 및 구성 ㆍ지식의 전달 및 학습 과정 ◎가상현장실험(Virtual Field Experiments) ◎정보통신 교육과 연구의 융합(중략)

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The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

A Study on the Age of Digital Media and Virtual Reality, Theater and Acting Education (디지털 매체와 가상 세계의 시대, 연극-연기 교육 연구)

  • Nayoung Suh
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.251-257
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    • 2024
  • After the pandemic, the world has brought about a society that connects to digital content faster. In the performing arts world, technology is also changing the production environment, content, and format of works. In addition, theatre and performances linked to digital media and virtual reality continue to be actively developed and increased. This paper first diagnoses how theater and acting education are meeting consumers(students) in a time when these changes progress rapidly. In the post-COVID-19 era, a crack began in the traditional method of education. We look at the existing problems of traditional education of theatre and acting in detail and look at the points of change from the changes in the virtual world and digital media environment. In conclusion, post-pandemic theater and acting education needs to shift to a consumer-centered paradigm.

User Requirements Analysis for the Strategic Planning of Virtual University Systems : A Case Study on the Perspective of Instructors (가상대학시스템 전략계획수립을 위한 교수자 측면의 요구분석에 관한 연구: K대학의 사례를 중심으로)

  • Jeong, Dae-Yul;Jun, Yong-Kee
    • Information Systems Review
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    • v.4 no.1
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    • pp.89-110
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    • 2002
  • Today, many universities are confronted with the changing education paradigm such as e-Learning, CBT(Computer-based Training), Virtual University. Particularly, the Virtual University is now in the countrys educational mainstream as a legitimate, potentially standards-setting educational environment. These streams are certainly a new opportunity or threat to our universities. To overcome this problem, we should think this as strategic, and should implement IT-based Virtual University System to which computer and network technology is main edge. So, we think that the Virtual University System is SIS(Strategic Information System) which support universitys future education strategies. We proposed a planning framework for the Virtual University System. The framework which is based on the IS planning methodology is composed of such as environment analysis, requirement analysis of the system, strategic roles and objectives setting, scenario analysis of budget and revenue. To define the strategic roles and objectives of the system, we surveyed it on the side of instructors. We proposed five factors, which are to (1) improve competitiveness (2) reduce cost and secure profit (3) enhance education services (4) change the future education model (5) decrease dysfunctions of virtual education model.