• 제목/요약/키워드: Virtual learning environment

검색결과 282건 처리시간 0.03초

Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • 제21권2호
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    • pp.155-191
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    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

메타버스의 가상환경과 텍스트 강화기법을 활용한 외국어 학습 효과 (The Effectiveness of Foreign Language Learning in Virtual Environments and with Textual Enhancement Techniques in the Metaverse)

  • 강정현;권슬희;정동훈
    • 지식경영연구
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    • 제25권1호
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    • pp.155-172
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    • 2024
  • 이 연구의 목적은 가상환경에서의 다양한 환경 변화를 통한 외국어 학습 효과를 조사하는 것이다. 이를 위해 가상환경 공간을 교실과 식료품점으로 구분한 후, 여기에 각각 세 종류의 자막으로 구성된 텍스트 강화기법을 적용한 몰입형 가상현실 영어학습 콘텐츠를 직접 제작한 후 학습 효과를 비교했다. 실험은 2 × 3 혼합요인설계로 구성됐으며, 가상환경 공간은 실험자 내 요인으로 실험참여자는 학습 공간에 따라 처치 수준이 다른 두 개의 영상에 노출됐고, 텍스트 강화기법은 실험자 간 요인으로 실험참여자는 텍스트 강화기법에 따라 처치 수준이 다른 세 개의 자막 중 무작위로 한 개의 자막에 노출됐다. 가상환경 공간과 텍스트 강화기법에 따른 상호작용 효과 분석 결과, 프레즌스가 통계적으로 유의미한 차이를 보였다. 공간의 주효과를 살펴본 결과, 플로우와 학습 전-후 가상현실 교육 태도에 대해 통계적으로 유의미한 차이가 있었고, 텍스트 강화기법의 주효과를 분석한 결과, 플로우, 가상현실 학습 이용의도, 학습 만족도와 학습 자신감에서 통계적으로 유의미한 차이가 있었다. 결과적으로 가상현실 공간의 제공 환경에 따라 학습자의 교육에 대한 몰입과 태도 차이를 확인할 수 있었고, 자막 제공 방식에 따라 다양한 교육 효과의 차이가 있음을 확인할 수 있었다. 이는 가상환경에서 외국어 교육의 효과를 긍정적으로 확인한 것인데, 학교와 학원 등에서 가상환경을 활용한 영어학습 서비스의 가능성을 제시하고, 다양한 가상환경의 변화에 따라 교육 효과가 달라질 수 있다는 함의를 제공한다.

Marketing for Real and Virtual Museums: A marketing Model to Explain Visitor Behavior in Real Museums and an Outlook on its Applicability to Virtual Museums

  • Terlutter, Ralf;Diehl, Sandra
    • 마케팅과학연구
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    • 제10권
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    • pp.45-70
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    • 2002
  • The purpose of this study is to obtain more insight into the explanation and prognosis of consumer behavior in real and virtual museums. The analysis focuses on the influence of the museum environment on the museum patrons (rather than on the influence of the art objects). On the basis of the emotional approach to environmental psychology by Mehrabian and Russell (1974), a behavior model has been developed for museums. The model, which is based on the emotional variables pleasure, arousal and dominance (PAD), is also enhanced by cognitive variabies (learning attractiveness, education standard and information demand). The enhancement of the classical model was necessary because cognitive variables play a major role in cultural institutions such as museums: One important objective of museums is the communication of cultural knowledge to visitors. The model is tested empirically using structural equation modeling. 301 visitors were interviewed individually. Two different museum environments were represented using visual stimuli. The theoretical model for museums can be proved empirically. The degree to which the model fits the empirical data was extensively tested. The model showed high compatibility with the data and could be accepted. The study proves that a model can be developed, which explains visitor behavior in museums. The model shows museum designers how museums should be designed to be both emotionally appealing and a learning environment. Based on empirical studies in virtual stores on the Internet, it is discussed whether the research findings in these environments may be applied to virtual museum environments. In order to create an emotionally appealing virtual museum, it is recommended that one uses a 3-dimensional representation to offer various possibilities for interaction and to create a multi-sensual environment that appears highly realistic.

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학습효율 향상을 위한 웹기반 하이브리드 공학실험시스템 구현 (Implementation of a Web-based Hybrid Engineering Experiment System for Enhancing Learning Efficiency)

  • 김동식;최관순;이순흠
    • 공학교육연구
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    • 제10권3호
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    • pp.79-92
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    • 2007
  • 본 연구에서는 학습과정에 우수성, 유효성, 그리고 경제적인 효율성을 향상시키기 위해 웹기반 가상실험실과 웹기반 원격실험실을 적절하게 통합한 하이브리드 공학실험시스템을 개발하였다. 먼저 클라이언트/서버 분산환경을 설계하여 디지털 시스템과 전기전자회로 실험에 대한 웹기반 가상실험시스템을 개발하였다. 제안된 가상실험시스템은 개념학습세션, 가상실험세션, 평가세션등의 3개의 주요한 세션과 이들 주요세션을 유기적으로 통합하여 학습효율의 극대화를 달성하기 위한 관리시스템으로 구성되어 있다. 다음으로 본 연구에서는 가상실험세션 동안에 발생할 수 있는 현실감의 부족을 해결하기 위해 전기/전자회로를 실험할 수 있는 웹기반 원격 실험실을 구현하였다. 더욱이 간결하고 사용자가 친근하게 접근할 수 있는 설계기법을 사용하였기 때문에 많은 사용자들이 쉽게 원격실험실에 접속할 수 있으며, 고가의 실험장비가 실제 실험실에 구비되어 있지 않더라도 자기주도의 심화학습이 가능하다. 제안된 가상/원격실험시스템은 독립적으로 사용될 수도 있으나 학습효율을 향상시키기 위해서 웹상에서 두 개의 시스템을 통합하여 하이브리드 공학실험시스템을 개발하였다. 제안된 하이브리드 공학실험시스템은 학습자들에게 상호작용적인 학습환경을 제공하여 공학실험교육을 효율적으로 관리하는 새로운 접근방식이다.

가상현실 교육설계방식에 따른 학습자 주의와 학습 기억에 관한 연구 (A Study of Evaluating VR Learning Styles on User Attention and Memory)

  • 박경신;구자영
    • 정보처리학회논문지B
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    • 제14B권2호
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    • pp.119-126
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    • 2007
  • 가상환경에서 학습 방식에 따른 학습 효과를 학습자의 주의와 기억량 분석을 중심으로 연구하였다. 교안유도 방식(Guided learning)과 고안 비유도 방식(Unguided learning)의 학습이 주어진 상태에서 뇌파, 심전도, 피부저항과 시선추적 생체신호장비를 사용하여 학습자 주의측정을 하였고, 학습자의 학습태도, 느낌, 기억량 등을 실험시 비디오와 실험 후 설문분석을 이용하여 분석하였다. 실험 결과는 교안유도 방식이 학습자의 주의를 교안으로 끄는 데는 효율적이어서 많은 교안내용을 기억하게 했으나, 교안비유도 방식에 비해 상대적으로 학습자가 느끼는 체감 흥미는 떨어진 것으로 나타났다. 그와는 대조적으로 교안비유도 방식에서 학습자들은 교안과 교안외 내용을 모두 비교적 광범위하게 기억하고 있었고, 능동적이며 자율적인 학습을 하였다. 또한 교안비유도 후 교안유도 방식의 학슬을 했을 경우 그 반대의 경우보다 훨씬 더 학습호과가 좋았다. 이는 교안비유도 방식이 사전 예비학습 효과를 주었기 때문으로 해석된다. 실험결과를 통해 본 논문에서는 교안비유도 방식을 먼저 학습한 후에 교안유도방식으로 학습을 진행하는 것이 학습자의 학습 효과와 체감흥미에서 더욱 효율적임을 제시하였다.

Latest Information Technologies in the UK Adults Education System

  • Tverezovska, Nina;Bilyk, Ruslana;Rozman, Iryna;Semerenko, Zhanna;Orlova, Nataliya;Vytrykhovska, Oksana;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • 제22권8호
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    • pp.25-34
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    • 2022
  • Today, further education of adults in the UK is one of the developing areas of continuing education. The Open University with distance learning, in the process of which innovative forms and methods based on computer and telecommunication technologies are used, is particularly successful in the organization of additional education of the adult population. The advantages of distance learning, multimedia - the latest information technologies, which provide the combination of graphic images, video, sound with the help of modern computer tools, are noted. The basic principles and forms underlying the technologies and forms of work with the elderly are defined. The international experience of implementing "Universities of the Third Age" is summarized. The most widespread approach in adult education in Great Britain is informational. The use of computer technologies motivates a new paradigm in educational methods and strategies, which requires new approaches, forms of learning, and innovative ways of delivering educational materials to adult learners. Information technologies have gained great popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, online search for information for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a single scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The information technology of synchronous distance learning "online" has gained considerable popularity in the educational process today. A promising direction is the use of multimedia technologies in educational activities to create a design of a virtual computer environment by decoding audiovisual information.

가상 데이터 생성을 통한 딥러닝 기반 문자인식 시스템 제안 (Proposal for Deep Learning based Character Recognition System by Virtual Data Generation)

  • 이승주;박구만
    • 방송공학회논문지
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    • 제25권2호
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    • pp.275-278
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    • 2020
  • 본 논문에서는 가상 데이터 생성을 통한 딥러닝 기반 문자인식 시스템을 제안한다. 지도학습에서 가장 큰 비중을 차지하는 학습 데이터를 확보하기 위하여 가상 데이터를 생성하였다. 또한 가상 데이터를 생성 후 증강 파라미터를 이용하여, 실제 다양한 데이터에 대응하기 위해서 데이터 일반화를 하였다. 최종적으로 학습 데이터 구성은 증강 파라미터와 폰트 인자에 다양한 값을 대입하여 데이터를 생성하였다. 문자인식 성능을 측정하기 위한 테스트 데이터는 실제 촬영된 이미지 데이터에서 문자영역을 크롭하여 구성하였다. 테스트 데이터는 실제환경에서 발생할 수 있는 이미지 왜곡을 고려하여 데이터 증강하였다. 딥러닝 알고리즘은 실시간 검출에 용이한 YOLO v3를 사용하였으며, 추론결과는 후처리를 통하여 최종 검출결과를 출력한다.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • 대한인간공학회지
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    • 제36권4호
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

원자력발전소 용접부 검사자를 위한 웹 베이스 교육환경 시스템 개발 (Web-based learning environment for Examiner in Korea Nuclear Power Plant)

  • 유현주;최성남
    • 대한용접접합학회:학술대회논문집
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    • 대한용접접합학회 2004년도 춘계 학술발표대회 개요집
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    • pp.296-298
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    • 2004
  • Recently, various fields are building developed and applied system environment using the technology of the web-based virtual reality. This paper describes about the building of Web-based learning environment that supports efficient educational effectiveness throughout the effective 2-D and 3-D visual interface and the operation of main facilities and the navigation of it. The objective of this environmental building is to provide proper knowledge and technology of a nuclear power plant to those students (examine. and trainee), and help them gain effective experiences throughout such activities.

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온라인(on-line) 교육훈련의 효과성에 관한 연구 (A Study of On-line Education on Training Effectiveness)

  • 남기찬;임효창;황국재
    • 한국경영과학회지
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    • 제27권1호
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    • pp.75-94
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    • 2002
  • The development of Information technologies huts contributed on-line training as one of important education methods. On-line training In firms, which is similar to e-learning or virtual education, provides trainees with more education opportunities in diverse ways. It has developed a range of innovative services with an one-stop solution of education within the electronic sector. Also under the on-line training environment, trainees can undertake customized training packages at anytime and any places. Moreover, information technology allows both the trainers and other trainees to be decoupled in any of the elements of time, place, and space. Two research questions are investigated : what are the determinants affecting the on-line training effectiveness and how those variables effect the two aspects of training effectiveness: learning performance and transfer performance. Based on the previous literature conducted on the traditional training environment, the determinants of training effectiveness are derived. light hypotheses are developed based on literature reviews and tested by questionnaires survey data. The collected data have been analyzed by LISREL. It is found that the relationship between individual, organizational and on-line sloe design variables and training effectiveness (learning and transfer) are significant. The contribution and limitations of this research are also discussed tilth future studies.