• Title/Summary/Keyword: Virtual Training

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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.

Development of VR-Based Safety Education Content for Sailors (VR 기반 선원 안전교육용 콘텐츠 개발)

  • Kim, Ji-Yoon;Oh, Jin-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1898-1907
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    • 2022
  • Every year, many shipping companies provide seaman safety education programs periodically to reduce ocean-traffic accidents. However, undertaking the regular safety training for seaman has been difficult because of litimation of space and time. Recently, VR technolgy is received attentions to overcome previous problems. It can provide users educational interactions between a user and virtual environment and fulfill sustainable teaching. In this paper, VR-based safety education content for sailors has been developed, and it includes four programs. Also, survey was conducted with four questionnaires such as immersiveness, easy to experience, satisfaction of education contents, comparative evaluation between traditional education program and VR education contents. As the result, immersiveness questionnaire could be gain 53.83% positive assessment, and easy to experience could be gain 65.38% positive assessment, and satisfaction could be gain 69.23% positive assessment. Lastly, comparative evaluation between traditional education program and VR education contents could be gain about 46% positive and 34% neutral assessments.

A study on the meaning of Death Observed by Nursing College Students (간호 대학생의 시뮬레이션 실습을 통한 간호 의미고찰)

  • Mi–Hwa Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.49-56
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    • 2023
  • This study is a qualitative study that explores the essential meaning of nursing through a simulation curriculum targeting nursing students. In this study, 18 students, who were 4th grade nursing students at a university in M city, Gyeongsangbuk-do, completed a simulation during the curriculum. Data collection was done through free-form reports and interviews to help students understand the part of nursing they thought through simulation classes. The collected data was analyzed using Krippendorff's phenomenological method. As a result of analyzing the meaning of nursing through simulation class, 3 categories, 10 topics, and 28 meaningful statements were derived. The three categories were derived as 'virtual nursing', 'thinking nursing', and 'together nursing'. As a result of this study, nursing students were seeking their own solution to solve nursing in unpredictable situations based on the philosophy of nursing through virtual simulation. It is expected that this will be used as basic data to develop various and in-depth simulation education programs in the future.

A Study on the Realistic Media Creator Curriculum Based on Drone Video

  • Kim, Gi-Weon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.83-91
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    • 2021
  • In this paper, presents an efficient education method for training specialized edutainment SW education instructors and drone realistic media creators, not just training to acquire certificates through drone manipulation training. To this end, the NCS-based curriculum was derived. The developed curriculum includes the edutainment drone curriculum and the realistic media creator curriculum. Among them, core responsibilities were defined for the drone control curriculum and core tasks, knowledge, and attitudes were described for each. After that, a detailed curriculum for drone control was derived. In the realistic media creator curriculum, pilot education was conducted to actually produce advertisement videos to foster experts who can work directly in the industrial field. Finally, through holding an online conference in a metaverse environment, a virtual conference was operated to share and discuss media videos produced by trainees. After the end of education, the efficiency of this curriculum was proved through education satisfaction analysis for 46 education graduates. This paper presented a method to achieve internalization of SW education in non-face-to-face online education that our society must solve after post-COVID-19. In addition, an efficient educational method in a realistic media environment was suggested by showing a realistic media creator training curriculum, pilot programs, and metaverse conference management cases.

The Bigdata Processing Environment Building for the Learning System (학습 시스템을 위한 빅데이터 처리 환경 구축)

  • Kim, Young-Geun;Kim, Seung-Hyun;Jo, Min-Hui;Kim, Won-Jung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.7
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    • pp.791-797
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    • 2014
  • In order to create an environment for Apache Hadoop for parallel distributed processing system of Bigdata, by connecting a plurality of computers, or to configure the node, using the configuration of the virtual nodes on a single computer it is necessary to build a cloud fading environment. However, be constructed in practice for education in these systems, there are many constraints in terms of cost and complex system configuration. Therefore, it is possible to be used as training for educational institutions and beginners in the field of Bigdata processing, development of learning systems and inexpensive practical is urgent. Based on the Raspberry Pi board, training and analysis of Big data processing, such as Hadoop and NoSQL is now the design and implementation of a learning system of parallel distributed processing of possible Bigdata in this study. It is expected that Bigdata parallel distributed processing system that has been implemented, and be a useful system for beginners who want to start a Bigdata and education.

A Patellar Surgery Haptic Simulator for Veterinary Training (수의학 훈련을 위한 슬개골 수술 햅틱 시뮬레이터)

  • Lee, Jun;Eom, KiDong;Seo, Anna
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.1
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    • pp.1-6
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    • 2020
  • Patella surgery of small animal is an important veterinary surgery that the veterinarian should saw and drill the dislocated patella in order to fix the corrected position. However, the animal protection laws restrict the veterinarian students' chances for the practice and training of the patella surgery. This paper proposed a haptic based patella surgery simulator for veterinarian students. We modelled force feedback methods in order to provide best similar haptic feedbacks to the real drilling feedbacks in the patella surgery. The proposed patella drilling simulator provides haptic interface as a drill and a workbench in order to provide best surgery experiences. We conducted the performance evaluations in order to prove usability of the proposed patella surgery interface.

Study Curation Service Utilizing th Learner Pattern Information from the Smart Learning (스마트러닝에서의 학습자 패턴 정보를 활용한 큐레이션 서비스 제공 방안 연구)

  • Yun, Jun-soo;Hwang, Hyun-seo;Park, Jin-tae;Seo, Kyoung-teak;Moon, Il-young;Kwon, Oh-young;Kim, Byeong-jun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.903-906
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    • 2015
  • Over the recent industry -wide virtual world and the real world, broadcasting and telecommunications, IT technology and traditional industries, such as the fusion research has been conducted in a variety of fields. And training in the field of education is changing the paradigm of creativity to break the intrusive training center. In addition, the quality of interactive educational content technology to foster self-directed future talent is a situation that is required. The market has already surpassed the smartphone PC, smart devices and e-learning technologies are appearing new service called 'smart learning' as a new form of convergence of the educational system. In this paper, based on the direct development of a content authoring applications and Web sites, and cloud environments to the students collect and analyze patterns. Utilizing this information, we studied the curation service plans that recommend the appropriate content to fit the tastes of the learner.

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A Study on Administrator Module Design for Virtual learning System (가상 교육 시스템의 관리자 모듈 설계에 관한 연구)

  • Moon Myung-Ryong;Kim Jeong-Su
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.50-58
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    • 2002
  • The most important point in electronic learning(e-learning) is to gain the learning sympathy by improving interaction among the learners, instructors and operators around instruction contents. But it is necessary for the instructor to have active assistance of an administrator as a supporter and an operator because instructors do not accept all the learner's demands. So, operator's activity is very critical in success of e-learning. In this paper, wamine the theory of constructionism to effectively reflect the characteristic of WWW, and to build up a foundation of the web-based integrated e-learning circumstance. The circumstance is composed of 3 modules of the learner, instructor and the administrator. This aims to coordinate instruction functions in order to improve the effect of learning and to intensify the interaction. This paper presents the design and implementation of an e-learning system which is focused on the administrator's module to effectively support the operator's activity. As a result of this research, the system can be used in building up a variety of e-learning in university, that is, general training course and technical training course.

Automatic Arm Region Segmentation and Background Image Composition (자동 팔 영역 분할과 배경 이미지 합성)

  • Kim, Dong Hyun;Park, Se Hun;Seo, Yeong Geon
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1509-1516
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    • 2017
  • In first-person perspective training system, the users needs realistic experience. For providing this experience, the system should offer the users virtual and real images at the same time. We propose an automatic a persons's arm segmentation and image composition method. It consists of arm segmentation part and image composition part. Arm segmentation uses an arbitrary image as input and outputs arm segment or alpha matte. It enables end-to-end learning because we make use of FCN in this part. Image composition part conducts image combination between the result of arm segmentation and other image like road, building, etc. To train the network in arm segmentation, we used arm images through dividing the videos that we took ourselves for the training data.

Motion Effects of the Ship on Crew Performance

  • Kim, Hongtae;Ha, Wook Hyun;Jang, Jun-Hyuk;Fang, Tae Hyun;Oh, Seungbin
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.4
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    • pp.333-340
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    • 2013
  • Objective: The aim of this study is to provide a current knowledge of the multiple issues regarding motion effects on crew performance. Background: The motions of the ship may create motion sickness, nausea and vomit. Also, these motions also disturb the balance of crew members, increase the energy expenditure of crew for shipboard work, and result in increased levels of injury and fatigue. However, the motion effects of the ship on crew performance has not been thoroughly investigated. Method: Participants(N=10) were engaged in an experiment in 2 experimental environments(training ship and ship handling simulator) and 2 navigational conditions(day and night). The COP(Center of Pressure) data were recorded as an objective measure of postural balance control and the SSQ(Simulator Sickness Questionnaire) was used as a subjective measure of sickness. Results: The results showed that COP has a no significant difference based on experimental environments, but significant effect on SSQ. Conclusion: During the virtual simulator navigation, subjects showed significant SSQ level changes, which included decreased SSQ data. But, there is no significant difference of COP between training ship and ship handling simulator. Application: The results of this study could be applied to the next generation of ship design to decrease effect of motion at sea and to increase performance of ship crew.