• Title/Summary/Keyword: immersive learning

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Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

A narrative review on immersive virtual reality in enhancing high school students' mathematics competence: From TPACK perspective

  • Idowu David Awoyemi;Feliza Marie S. Mercado;Jewoong Moon
    • The Mathematical Education
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    • v.63 no.2
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    • pp.295-318
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    • 2024
  • This narrative review explores the transformative potential of immersive virtual reality (IVR) in enhancing high school students' mathematics competence, viewed through the lens of the technological, pedagogical, and content knowledge (TPACK) framework. This review comprehensively illustrates how IVR technologies have not only fostered a deeper understanding and engagement with mathematical concepts but have also enhanced the practical application of these skills. Through the careful examination of seminal papers, this study carefully explores the integration of IVR in high school mathematics education. It highlights significant contributions of IVR in improving students' computational proficiency, problem-solving skills, and spatial visualization abilities. These enhancements are crucial for developing a robust mathematical understanding and aptitude, positioning students for success in an increasingly technology-driven educational landscape. This review emphasizes the pivotal role of teachers in facilitating IVR-based learning experiences. It points to the necessity for comprehensive teacher training and professional development to fully harness the educational potential of IVR technologies. Equipping educators with the right tools and knowledge is essential for maximizing the effectiveness of this innovative teaching approach. The findings also indicate that while IVR holds promising prospects for enriching mathematics education, more research is needed to elaborate on instructional integration approaches that effectively overcome existing barriers. This includes technological limitations, access issues, and the need for curriculum adjustments to accommodate new teaching methods. In conclusion, this review calls for continued exploration into the effective use of IVR in educational settings, aiming to inform future practices and contribute to the evolving landscape of educational technology. The potential of IVR to transform educational experiences offers a compelling avenue for research and application in the field of mathematics education.

Implementation of Immersive Interactive Content Using Face Recognition Technology - (Exhibition of ReneMagritte) Focused on 'ARPhotoZone' (얼굴 인식 기술을 활용한 실감형 인터랙티브 콘텐츠의 구현 - (르네마그리트 특별전) AR포토존을 중심으로)

  • Lee, Eun-Jin;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.13-20
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    • 2020
  • Biometric technology with the advance of deep learning enabled the new types of content. Especially, face recognition can provide immersion in terms of convenience and non-compulsiveness, but most commercial content has limitations that are limited to application areas. In this paper, we attempted to overcome these limitations, implement content that can utilize face recognition technology based on realtime video feed. We used Unity engine for high quality graphics, but performance degradation and frame drop occurred. To solve them, we augmented Dlib toolkit and adjusted the resolution image.

A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.75-86
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    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.

A Simulation Method For Virtual Situations Through Seamless Integration Of Independent Events Via Autonomous And Independent Agents

  • Park, Jong Hee;Choi, Jun Seong
    • International Journal of Contents
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    • v.14 no.3
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    • pp.7-16
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    • 2018
  • The extent and depth of the event plan determines the scope of pedagogical experience in situations and consequently the quality of immersive learning based on our simulated world. In contrast to planning in conventional narrative-based systems mainly pursuing dramatic interests, planning in virtual world-based pedagogical systems strive to provide realistic experiences in immersed situations. Instead of story plot comprising predetermined situations, our inter-event planning method aims at simulating diverse situations that each involve multiple events coupled via their associated agents' conditions and meaningful associations between events occurring in a background world. The specific techniques to realize our planning method include, two-phase planning based on inter-event search and intra-event decomposition (down to the animated action level); autonomous and independent agents to behave proactively with their own belief and planning capability; full-blown background world to be used as the comprehensive stage for all events to occur in; coupling events via realistic association types including deontic associations as well as conventional causality; separation of agents from event roles; temporal scheduling; and parallel and concurrent event progression mechanism. Combining all these techniques, diverse exogenous events can be derived and seamlessly (i.e., semantically meaningfully) integrated with the original event to form a wide scope of situations providing chances of abundant pedagogical experiences. For effective implementation of plan execution, we devise an execution scheme based on multiple priority queues, particularly to realize concurrent progression of many simultaneous events to simulate its corresponding reality. Specific execution mechanisms include modeling an action in terms of its component motions, adjustability of priority for agent across different events, and concurrent and parallel execution method for multiple actions and its expansion for multiple events.

Reinforcement Learning based Inactive Region Padding Method (강화학습 기반 비활성 영역 패딩 기술)

  • Kim, Dongsin;Uddin, Kutub;Oh, Byung Tae
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.599-607
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    • 2021
  • Inactive region means a region filled with invalid pixel values to represent a specific image. Generally, inactive regions are occurred when the non-rectangular formatted images are converted to the rectangular shaped image, especially when 3D images are represented in 2D format. Because these inactive regions highly degrade the compression efficiency, filtering approaches are often applied to the boundaries between active and inactive regions. However, the image characteristics are not carefully considered during filtering. In the proposed method, inactive regions are padded through reinforcement learning that can consider the compression process and the image characteristics. Experimental results show that the proposed method performs an average of 3.4% better than the conventional padding method.

3D Object Generation and Renderer System based on VAE ResNet-GAN

  • Min-Su Yu;Tae-Won Jung;GyoungHyun Kim;Soonchul Kwon;Kye-Dong Jung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.142-146
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    • 2023
  • We present a method for generating 3D structures and rendering objects by combining VAE (Variational Autoencoder) and GAN (Generative Adversarial Network). This approach focuses on generating and rendering 3D models with improved quality using residual learning as the learning method for the encoder. We deep stack the encoder layers to accurately reflect the features of the image and apply residual blocks to solve the problems of deep layers to improve the encoder performance. This solves the problems of gradient vanishing and exploding, which are problems when constructing a deep neural network, and creates a 3D model of improved quality. To accurately extract image features, we construct deep layers of the encoder model and apply the residual function to learning to model with more detailed information. The generated model has more detailed voxels for more accurate representation, is rendered by adding materials and lighting, and is finally converted into a mesh model. 3D models have excellent visual quality and accuracy, making them useful in various fields such as virtual reality, game development, and metaverse.

An Immersive Augmented-Reality-Based e-Learning System Based on Dynamic Threshold Marker Method

  • Lim, Sukhyun;Lee, Junsuk
    • ETRI Journal
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    • v.35 no.6
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    • pp.1048-1057
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    • 2013
  • In recent years, augmented reality (AR) technologies have been the subject of great interest among many communities. In education applications, old-fashioned materials (or textbooks) are still used, despite remarkable AR developments in the industrial area. We present an AR system for education. Our system consists of an authoring tool that can be used to create educational content, a viewer that plays that content, and an engine to manage the tool and viewer. In our system, a marker unit recognizes a marker printed on a plane or a cubic plane by adaptively adjusting the threshold to have an excellent recognition rate in diverse environments and acquires corresponding data of the marker. Based on the system, we test 142 elementary school students for increased educational benefits using our system.

Identifying Critical Factors for Successful Games by Applying Topic Modeling

  • Kwak, Mookyung;Park, Ji Su;Shon, Jin Gon
    • Journal of Information Processing Systems
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    • v.18 no.1
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    • pp.130-145
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    • 2022
  • Games are widely used in many fields, but not all games are successful. Then what makes games successful? The question gave us the motivation of this paper, which is to identify critical factors for successful games with topic modeling technique. It is supposed that game reviews written by experts sit on abundant insights and topics of how games succeed. To excavate these insights and topics, latent Dirichlet allocation, a topic modeling analysis technique, was used. This statistical approach provided words that implicate topics behind them. Fifty topics were inferred based on these words, and these topics were categorized by stimulation-response-desiregoal (SRDG) model, which makes a streamlined flow of how players engage in video games. This approach can provide game designers with critical factors for successful games. Furthermore, from this research result, we are going to develop a model for immersive game experiences to explain why some games are more addictive than others and how successful gamification works.

YOLOv5 in ESL: Object Detection for Engaging Learning (ESL의 YOLOv5: 참여 학습을 위한 객체 감지)

  • John Edward Padilla;Kang-Hee Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.45-46
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    • 2023
  • In order to improve and promote immersive learning experiences for English as a Second Language (ESL) students, the deployment of a YOLOv5 model for object identification in videos is proposed. The procedure includes collecting annotated datasets, preparing the data, and then fine-tuning a model using the YOLOv5 framework. The study's major objective is to integrate a well-trained model into ESL instruction in order to analyze the effectiveness of AI application in the field.

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