• Title/Summary/Keyword: virtual class

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A Study on Elementary Students' Virtual Reality Content Production Education (초등학생의 가상현실 콘텐츠 제작 교육에 관한 연구)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.33-40
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    • 2018
  • This study highlights the experiences and lessons learned, through the introduction and production of virtual reality in elementary school classes. We analysed the effects of virtual reality-contents production education using the data from the K.A.P survey, as well as the results from the class using virtual reality. We used Cospaces as a tool for coding the virtual reality content. It was not difficult for students to learn its functions because it could be coded with blockly based programmes. We analysed the results in the practice area. Based on these results, we suggest how to apply this to the elementary school field.

Effects of Collaborative Learning in a Virtual Environment on Students' Academic Achievement and Satisfaction (가상 학습 공간에서의 협력 학습이 학업 성취도 및 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This experimental study was to examine the impact of collaborative learning in a virtual environment on students' learning outcomes and satisfaction. The collaborative virtual learning environment was created for a Korean history class for high school students. A total of 119 participants were recruited and were randomly assigned to either "collaborative group" or an "individual group." Students' academic achievements and satisfaction were collected as measurement tools to examine the effect of collaborative learning in the virtual learning environment and collected data were tested by independent sample t. The results showed that participation in collaborative groups had a significant positive effect on academic achievement and satisfaction than individual groups.

Three-dimensional analysis of tooth movement in Class II malocclusion treatment using arch wire with continuous tip-back bends and intermaxillary elastics

  • Lee, Ji-Yea;Choi, Sung-Kwon;Kwon, Tae-Hoon;Kang, Kyung-Hwa;Kim, Sang-Cheol
    • The korean journal of orthodontics
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    • v.49 no.6
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    • pp.349-359
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    • 2019
  • Objective: The aim of this study was to analyze three-dimensional (3D) changes in maxillary dentition in Class II malocclusion treatment using arch wire with continuous tip-back bends or compensating curve, together with intermaxillary elastics by superimposing 3D virtual models. Methods: The subjects were 20 patients (2 men and 18 women; mean age 20 years 7 months ${\pm}$ 3 years 9 months) with Class II malocclusion treated using $0.016{\times}0.022-inch$ multiloop edgewise arch wire with continuous tip-back bends or titanium molybdenum alloy ideal arch wire with compensating curve, together with intermaxillary elastics. Linear and angular measurements were performed to investigate maxillary teeth displacement by superimposing pre- and post-treatment 3D virtual models using Rapidform 2006 and analyzing the results using paired t-tests. Results: There were posterior displacement of maxillary teeth (p < 0.01) with distal crown tipping of canine, second premolar and first molar (p < 0.05), expansion of maxillary arch (p < 0.05) with buccoversion of second premolar and first molar (p < 0.01), and distal-in rotation of first molar (p < 0.01). Reduced angular difference between anterior and posterior occlusal planes (p < 0.001), with extrusion of anterior teeth (p < 0.05) and intrusion of second premolar and first molar (p < 0.001) was observed. Conclusions: Class II treatment using an arch wire with continuous tip-back bends or a compensating curve, together with intermaxillary elastics, could retract and expand maxillary dentition, and reduce occlusal curvature. These results will help clinicians in understanding the mechanism of this Class II treatment.

Attendance Appraisal for Learner Participation Degree Based Virtual Lecture (학습자 참여도 정보기반 가상강좌 출석평가 모델)

  • Kim, Hyun-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.119-129
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    • 2009
  • In The increasing use of computers and high-speed Internet network has greatly influenced education, causing a veering away from the typical and traditional way of delivering instruction. Specifically, the various kinds of Web-based multimedia technology, the interactive activities on the Internet, and satellite broadcasting technology are accelerating the emergence of a virtual-lectures-based educational model, which transcends time and space. Such virtual lectures make it possible for the entire teaching-learning process to be done in a virtual learning environment, thus giving rise to problem regarding learning guidance, feedback, and appraisal. In this paper, we propose a system for attendance appraisal for learner participation degree based virtual lecture, an appraisal element in virtual learning environments. This appraisal model can set the elements of virtual learning environments in such a way as to reflect in the attendance appraisal of the opened virtual learning environment information regarding the learner's participation in class. In addition, this model motivates the learners to actively participate in the virtual learning environment and to support instructors by accomplishing the activities that are needed for attendance appraisal.

The effects of distance learning experiences through an avatar in a virtual world on users' distance teaching efficacy beliefs (가상현실공간에서 아바타를 통한 원격학습이 아바타 사용자의 교수효능감에 미치는 영향)

  • Park, Jung-Hwan;Cheong, Donguk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1644-1651
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    • 2013
  • The purpose of this study was to investigate the influence of distance education experience using users' avatars in virtual reality space on their teaching efficacy belief. There were 9 participants who were enrolled in a course in doctoral program of education department in J University for the study. The first class of six sessions was face to face class on how to use Second Life and the 14 classes of 3 sessions were done in a classroom of Second Life. According to the analysis of reflection notes, interviews, researcher's observations of 5 participants, their experiences of presentation and taking classes in distance education using their own avatars in Second Life had positive influence on participants' teaching efficacy belief in their future working for distance education using avatars of Second Life. The implication of this study is to show some conditions for successful distance education as well as to see the potential of distance education in 3D virtual reality space using avatars. This study will contribute to promote the future study in distance education field.

An Effective Training Pattern Processing Method for ATM Connection Admission Control Using the Neural Network (신경회로망을 이용한 ATM 연결 수락 제어를 위한 효율적인 학습패턴 처리 기법)

  • Kwon, Oh-Jun;Jeon, Hyoung-Goo;Kwon, Soon-Kak;Kim, Tai-Suk;Lee, Jeong-Bae
    • The KIPS Transactions:PartB
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    • v.9B no.2
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    • pp.173-180
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    • 2002
  • The virtual cell loss rate was introduced for the training pattern of the neural network in the VOB(Virtual Output Buffer) model. The VOB model shows that the neural network can find the connection admission boundary without the real cell loss rate. But the VOB model tends to overestimate the cell loss rate, so the utilization of network is low. In this paper, we uses the reference curve of the cell loss rate, which contains the information about the cell loss rate at the connection admission boundary. We process the patterns of the virtual cell loss rate using the reference curve, We performed the simulation with two major ATM traffic classes. One is On-Off traffic class that has the traffic characteristic of LAN data and other is Auto-Regressive traffic class that has the traffic characteristic of a video image communication.

Performance study of the priority scheme in an ATM switch with input and output queues (입출력 큐를 갖는 ATM 스위치에서의 우선순위에 관한 성능 분석)

  • 이장원;최진식
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.2
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    • pp.1-9
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    • 1998
  • ATM was adopted as the switching and multiplexing technique for BISDN which aims at transmitting traffics with various characteristics in a unified network. To construct these ATM networks, the most important aspect is the design of the switching system with high performance and different service capabilities. In this paepr, we analyze the performance of an input and output queueing switch with preemptive priority which is considered to be most suitable for ATM networks. For the analysis of an input queue, we model each input queue as two separate virtual input queues for each priority class and we approximage them asindependent Geom/Geom/1 queues. And we model a virtual HOL queue which consists of HOL cells of all virtual input queues which have the same output address to obtain the mean service time at each virtual input queue. For the analysis of an output quque, we obtain approximately the arrival process into the output queue from the state of the virtual HOL queue. We use a Markov chain method to analyze these two models and obtain the maximum throughput of the switch and the mean queueing delay of cells. and analysis results are compared with simulation to verify that out model yields accurate results.

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A Study on the Optimization of C++ Program Using the Class Hierarchies Slicing (클래스 계층구조 슬라이싱을 이용한 C++프로그램 최적화에 관한 연구)

  • Kim, Un-Yong;Jeong, Gye-Dong;Choe, Yeong-Geun
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.6
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    • pp.1542-1555
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    • 1999
  • This paper proposes an algorithm for class hierarchies which can optimize member data and member function. This algorithm considers single/multiple inheritance, static/dynamic binding, overloading/overriding, pure virtual/virtual function, and constructor on the hierarchy of C++ class. We need to eliminate unused function that possesses many component element, because the program uses a limited of function in class hierarchies. Previous works on slicing mainly focused on selecting output data and including the related program statement. It was consists of structured programming language and also centralized on error detection, maintenance, and flexible testing. In this paper, we extend to the object-oriented language, makes a linked-table for objects to raise the efficiency of information management, and proposes necessary algorithm for optimizing system Through this process, we can obtain the simplification of program code and the progress of system performance by eliminating unused member data and member function.

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The Cockpit Development for the Reconfigurable Flight Simulator (가변형 비행시뮬레이터 조종실 개발)

  • Yang, Ji-Youn
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.39 no.7
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    • pp.660-665
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    • 2011
  • Reconfigurable Flight Simulator for an airborne tactical mission based on virtual reality technology is developed as a software configurable cockpit with computer display as virtual instruments. It can simulate F-15K, KF-16, T/A-50 class fighter and depending on simulated cockpit, control stick and throttle are replaceable. For effective immersion, Video See-Through type HMD is applied.

Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.