• Title/Summary/Keyword: Virtual Education

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Biomechanical Validation about Dumbbell Curl Exercise Effects of Virtual Environment (가상환경 변화에 따른 덤벨 컬 운동효과에 관한 운동역학적 검증)

  • Hong, Ah Reum;Kim, Jai Jung;So, Jae Moo
    • Korean Journal of Applied Biomechanics
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    • v.30 no.1
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    • pp.111-119
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    • 2020
  • Objective: The purpose of this study is to apply exercise learning effect to various subjects through training effect and information accumulation based on verification of the effect on dumbbell curl exercises applied with virtual reality. Method: To analyze the effect on the dumbbell curl exercise in the virtual environment, a total of 20 persons with 10 males and 10 females who does not have orthopedics diseases were selected. The dumbbell weight of the subjects was set to a weight of 70% strength of 1RM. At this time, the virtual environment situation was set to four types; presence/absence of virtual environment, preferred colors, and unfavorable colors to perform dumbbell curl exercise. The anaysis of muscle activity was conducted by adhering four surface electrodes (Biceps Brachii, Triceps Brachii, Brachioradialis Muscle, Extensor Carpi Radialis Longus Muscle) on the right upper limbs. Independent sample t-test using SPSS (24.0) program was carried out to analyze average values and standard deviations for each variable depending on the presence/absence of virtual environments and changes in color (preferred colors, unfavorable colors) and the level of significance was set to a=.05. Results: In the eccentric contraction, males showed high muscle activity in the Biceps Brachii under virtual reality. On the other hand, females had high muscle activity in the Biceps Brachii in the absence of virtual reality. Also, in case of a change of colors in the virtual environment, females had the high muscle activity in the unfavorable color in the eccentric contraction. Conclusion: During the dumbbell curl exercise, results of different exercises present depending on gender. When males put VR on and performs a basic dumbbell curl exercise, the effect of Biceps presents Brachii for them while exercising in unfavorable colors. However, since it is the basic research data of muscle exercise using virtual reality, it is necessary to verify whether or not it is effective for myopachynsis through long-term training rather than unity.

The Effect of Virtual Reality Simulation Education on Nursing Process Competency (가상현실 시뮬레이션 교육이 간호과정 수행능력에 미치는 효과)

  • Lim, Jung-Hye
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.401-409
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    • 2021
  • This study was performed to identify the difference in nursing process competency, critical thinking disposition and self-efficacy after applying virtual reality simulation education. The data were collected from 31 nursing college students using URL from February to April 2021 and analyzed SPSS 22.0. The pretest and posttest result of each group showed statistically significant improvements in nursing process competency(t=-3.776, p=.001), critical thinking disposition(t=-3.608, p=.001) and self-efficacy(t=-3.580, p=.001). As a result of this study, it was found that virtual reality simulation education improve nursing process competency, critical thinking disposition and self-efficacy of nursing students. Therefore, virtual reality simulation education will be the basis for preparing effective clinical practice education strategies for nursing students. It is suggested to have follow-up studies on virtual reality simulation education and various scenarios should be developed.

Effect of Learner-Centered Virtual Reality Simulation Education (학습자 중심의 가상현실 시뮬레이션 교육 효과)

  • Kim, Sungeun;Kim, Mi-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.705-713
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    • 2022
  • The purpose of this study is to identify the effect of virtual reality simulation education and intend to present basic data that enables virtual reality simulation education to be used as practical education. Data were collected from April 26 to June 4, 2021 and analyzed by paired t-test, Wilcoxon Signed-Rank Test, Spearman's correlation coefficient using IBM SPSS Statistics 25 program. The results of this study showed that critical thinking disposition, clinical competency, practice satisfaction was improved after virtual reality simulation education. And there were a positive correlation with each other. Virtual reality simulation education is considered a very effective teaching method for nursing students. It is necessary to develop and apply more diverse and systematic scenarios and practice programs in future research.

A Study for Improving the Effectiveness of Safety and Health Education Based on the Empirical Education Utilizing Virtual Reality (안전보건교육의 실효성 제고 방안에 관한 연구: VR·AR기반 체험교육 중심으로)

  • Moon, Seok-In;Jang, Gil-Sang
    • Journal of the Korea Safety Management & Science
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    • v.23 no.3
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    • pp.35-45
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    • 2021
  • Activities to prevent industrial accidents can be divided into management of disaster risk factors of production facilities, disaster prevention systems and procedures, and human factors management. Human factor management is the last and most effective means to minimize disaster incidence and loss costs. The key strategy for this is safety and health education. However, formal or fictitious education is still being carried out in the industrial field. In addition, it is true that the application of practical use is insufficient due to the simple theoretical education based on knowledge transfer. In order to change the safety consciousness of employers and workers, we think that the paradigm of education should be changed from the traditional text and video-oriented lecture education method to experience-oriented education. The purpose of this study is to measure and analyze the effectiveness of safety education through education contents using VR(Virtual Reality) and AR(Augmented Reality) technology in keeping with the changing times of the 4th Industrial Revolution, And to suggest the direction of future safety and health education and content development trend.

In the system of virtual studying, A consolidative scheme for learner's self-centered studying -for 4th grade mathematics in elementary school- (가상학습시스템에서 학습자의 자기주도적 학습을 위한 집중도 강화 방안 -초등학교 수학과 4학년을 중심으로-)

  • Kwon, Jae-Seong;Gyu, Seol-Moon
    • Journal of The Korean Association of Information Education
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    • v.3 no.1
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    • pp.125-133
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    • 1999
  • This paper is to provide a provision, in the system of virtual studying on the base of web, that can be used when learners(student) don't feel interesting anymore in the situation of unit studying and wanders in virtual space. No doubt, It's possible to provoke learner's interesting with providing such as fine multi-media, graph, and animation. But This study propose a method for learner who is apt to tired of studying although activity program is developing.

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Virtual Reality and Augmented Reality - A New Approach for Construction Safety Education

  • Le, Quang Tuan;Pham, Hai Chien;Pedro, Akeem;Park, Chan Sik
    • International conference on construction engineering and project management
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    • 2015.10a
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    • pp.573-577
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    • 2015
  • Safety is paramount for construction industry throughout the world. Human errors which contribute to more than half of construction accidents, could be proactively prevented through effective education and training methods. Although Virtual Reality (VR) and Augmented Reality (AR) have gained much attention in various disciplines, few studies applied them for construction safety education. This research presents a new approach in construction safety education by utilizing VR and AR. The vision of aligning teaching & learning strategies is examined in order to ensure the potential benefits of the new method. This innovative approach shifts safety education from "Listen, and I will forget. See, and I may remember" towards "Practice, and I understand".

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Photographic Virtual Reality-based Education Systems for Cultural Property Learning (문화재 학습을 위한 PVR 기반 교육 시스템)

  • Han, Seon-Kwan;Yoon, Kyoung-Nam
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.159-168
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    • 2009
  • This study is a project case research on PVR-based e-book systems for the cultural property learning effectively. In this study, we designed and implemented the systems and contents using a photographic virtual reality technique. This system could provide the students an effectiveness of virtual experience such as a student is at place that has the cultural property. Moreover we developed the educational contents in image DB. We also converted these contents into e-book typed contents that the students easily searched and used the system in class. This systems were applied the students in elementary school. As the result of applying, we found that the PVR-based e-book systems were more effective than plain web-based systems. This study will give advanced education environment to students as well as teachers in future.

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The Effect of Digital Storytelling Type on the Learner's Fun and Comprehension in Virtual Reality (가상현실에서 디지털 스토리텔링 형태가 학습자의 재미와 이해에 미치는 영향)

  • Shin, Bok-Jin;Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.417-425
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    • 2008
  • The purpose of this study is to explore the educational potential of digital story telling in Second Life with three-dimensional virtual reality. Virtual reality such a Second Life can provide to learner chance with the rich learning environment through fidelity. In this study, we have been measured the fun and comprehension among three groups on digital storytelling types. Through the result of experimental, comprehension was no significant but fun was different among three groups on storytelling. we have the result that experiential activity in virtual reality that provide to get the identification as a main character, good environment is influenced the fun to learner via engagement facilitation.

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A Atudy on NCS-based Virtual Training Content Analysis (NCS기반 가상훈련 콘텐츠 분석에 관한 연구)

  • Song, Eun-Jee;Lee, Seok-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.651-656
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    • 2017
  • Virtual Training generates virtual situation or environment with specific goals in order to instruct trainees as if they are in the real-world. Recently, the demand of experiencing certain incident, which we are not able to experience in real life, has been increased along with the fast developing Virtual Reality (VR) technology. Particularly, Virtual Training(VT) enables us to learn various fields those require high risk and high cost. The system of VT provides interaction and allows us absorb these learning materials better which augments learning effect. Based on the demand of Virtual Training system, this research analyzes current education paradigm National Competency Standards (NCS) in Korea and suggests possible education that utilizes Virtual Training system. At the end of the day, our future goal is to apply suggested Virtual Training contents to universities that reflect NCS curriculum like polytechnic university.

Implementation of a Web-based Hybrid Experimental System for Electric and Electronic Circuits (웹 기반 하이브리드 전기전자회로 실험시스템의 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Moon, Il-Hyun;Lee, Sun-Heum
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.53-60
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    • 2007
  • To enhance learning efficiency, we implement a hybrid experimental system for electrical and electronic circuits where web-based virtual laboratory system and distant education system are properly integrated. In the first stage, we developed web-based virtual laboratory systems for electrical/electronic circuit experiments, which are composed of three important sessions and their management system: concept learning, virtual experiment, assessment. In the second stage, we have implemented cost-effective distant laboratory systems for practicing electric/electronic circuits, which can be used to eliminate the lack of reality occurred during virtual laboratory session. The proposed virtual/ distant laboratory systems can be used in stand-alone fashion, but to enhance learning efficiency we integrated them and developed a creative hybrid experimental system for electric and electronic circuits.

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