• Title/Summary/Keyword: Virtual Reality education

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Virtual Reality based Total Station Training Content Development (가상현실 기반 토탈스테이션 훈련 콘텐츠 개발)

  • Im, Tami;Kim, Sang-Youn
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.631-639
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    • 2017
  • Development and implementation of virtual training contents has been increasing along with the emphasis on the experience and practice in engineering education. Virtual training makes repeatable sessions possible within safe learning environment which is very similar with real work place. This feature is very helpful to learners when they manipulate real machines back at work after studying with the virtual training content. The purpose of this study is to develop "Total Station and GPSS surveying" virtual training content focusing on both theory and surveying practice within various circumstances and to explore learners experience. Results show high interest, immersion, perceived learning effectiveness, and satisfaction to the content.

A Study on the Exploration of English Learning Design Elements Applying Immersive Virtual Reality (몰입형 가상현실을 적용한 영어학습 설계요소 탐색에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.209-217
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    • 2022
  • Virtual reality entered a new phase with the introduction of wearable devices represented by Oculus. This study proposes an immersive virtual reality based on Oculus Rift that enables direct immersion in virtual reality from a first-person perspective for English learning. At this point, it is meaningful to provide considerations when designing instruction for language learning through a comprehensive and integrated review of immersive virtual reality. Therefore, the main purpose of this study is to find a way to maximize the application of language education in the immersive virtual world. And for the design elements for English learning through immersive virtual reality, the setting of learning theory, consideration of differences in learning, selection of learning tasks, regulation of teachers' influence, determination of types of applied senses, flexibility of design, and usage environment were suggested. By integrating the results, various discussions and directions for instructional design were presented.

Development and Usefulness Evaluation of Simulator for Educational Radiation Generator (방사선발생장치 교육을 위한 시뮬레이터의 개발과 유용성 평가)

  • Seo, Jeong-Min
    • Journal of radiological science and technology
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    • v.44 no.6
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    • pp.591-597
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    • 2021
  • In the present study, we developed virtual reality education contents for radiation generator on radiation education field. The radiation generator was divided by module and even the X-ray exposure part was manufactured in detail for designing 3D models. The mechanical details of the X-ray exposure part, the function of adjusting field size of the X-ray, the function of moving the exposure part, and the demonstrating the principle of the X-ray tube were applied. For developing VR contents, the Unreal Engine was used. To evaluate the usefulness of virtual reality content, we used t-test by SPSS. The group used the simulator showed significantly higher levels of understanding of X-ray generation, X-ray irradiation unit composition, irradiation field size adjustment, irradiation unit position adjustment, and overall composition and function. We believe that this VR contents will be used well with radiation safe environment.

Implementation of Developement System of Education Contents Utilizing 3D VR (3D VR 기반의 교육 콘텐츠 개발 시스템 구현)

  • Bae, Sungsill;Lee, Jeongmin;Ahn, Sungsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

Development and Effects of Virtual Geological Field Trip Program using 360° 3D Panorama Technique (360° 3D 파노라마 기술을 적용한 VFT 개발 및 효과)

  • Kim, Hee Soo
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.2
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    • pp.193-205
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    • 2015
  • In this study, a Virtual geological Field Trip(VFT) learning program using 3D panorama virtual reality techniques was developed to learn about the Gongju city 7 area located in Chungcheongnam-do, Korea. The developed $360^{\circ}$ 3D VFT program can show every face of observational points and interact as zoom-in, zoom-out and image rotation. For the educational effects of the materials, it is provided with a compass, a protractor, enlarged images, pop-up windows, etc.. The program was applied to the class of 35 gifted students in middle school to investigate the effectiveness of the program. The results showed that positive responses of the students were 90% or more. When geological field trip problems like cost, safety, distance occur in geological learning procedure of middle school science, this VFT program can become as a supplementary learning material and a solution.

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.

Development of a Student-Centered Leaning Tool for Construction Safety Education in a Virtual Reality Environment (가상현실기술을 이용한 학습자중심의 건설안전 교육방법 개발)

  • Son, JeongWook
    • Journal of the Korea Institute of Building Construction
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    • v.14 no.1
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    • pp.29-36
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    • 2014
  • To meet changing education needs due to globalization, interdisciplinary convergence, and ICT development, it is necessary for engineering disciplines to provide student-centered education. Not only do teaching methods using ICT reproduce teaching contents in a digital format, but they are also expected to be effective media for constructive student-centered learning whereby learners build knowledge themselves. The aim of this study was to develop a tool for safety education using virtual reality technology. To achieve the objectives, the author defined the requirements and constraints of the tool, and implemented a 3D educational tool in a virtual reality environment. A pilot test with 10 students showed positive results.

Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.

Educational needs of severe trauma treatment simulation based on mixed reality: Applying focus group interviews to military hospital nurses (혼합현실 기반 중증외상 처치 시뮬레이션 교육 요구 조사: 군병원 간호사 대상 포커스 그룹 인터뷰 적용)

  • Jang, Seon Mi;Hwang, Sinwoo;Jung, Yoomi;Jung, Eunyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.27 no.4
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    • pp.423-435
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    • 2021
  • Purpose: The purpose of this study is to identify the educational needs of a severe trauma treatment simulation program based on mixed reality which combines element of both virtual reality and augmented reality. Methods: Focus group interviews were conducted with ten military hospital nurses on February 4 and 5, 2021. The collected data were analyzed using a qualitative content analysis. As a framework for data analysis, the educational needs were clustered into the following four categories: teaching contents, teaching methods, teaching evaluation, and teaching environment. Results: The educational needs for each category that emerged were as follows: three subcategories including "realistic education reflecting actual clinical practice" and "motivating education" for teaching contents; five subcategories including "team-based education," "repeated education that acts as embodied learning," and "stepwise education" for teaching methods; six subcategories including "debriefing through video conferences," "team evaluation and evaluator in charge of the team," "combination of knowledge and practice evaluation" for teaching evaluation; six subcategories including "securing safety," "similar settings to real clinical environments," "securing of convenience and accessibility for learners," and "operating as continuing education" for teaching environment. Conclusion: The findings of this study can provide a guide for the development and operation of a severe trauma treatment simulation program based on mixed reality. Moreover, it suggests that research to identify the educational needs of various learners should be conducted.

Web-based Visualization of Forging Operation by Using Virtual Reality Technique

  • Lee, Young-Seok;Hwang, Ho-Jin;Oh, Jea-Woo;Park, Man-Jin;Lee, Tae-Hong;Jang, Dong-Young
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.274-279
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    • 2001
  • This paper presented a virtual manufacturing simulation system by using Virtual Reality Modeling Language (VRML) and Finite Element Method(FEM). The system is to simulate forging operation. Stress distributions and deformation profiles as well as the operation of forging machine can be simulated and visualized in the web. Since the forging machine, user interface, and specimen were modeled by using Java and VRML, the forging machine and analysis results were browsed and integrated on the web that is interfaced to users through EAI to show the whole forging simulation. The developed system realized the working environment virtually so that education and experiment of forging process could be performed effectively even on the PC.

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