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      • KCI등재

        문제중심학습 기반 가상현실 시뮬레이션 교육이 간호대학생의 비판적 사고능력, 문제해결능력 및 자기효능감에 미치는 효과: 유사실험 연구

        송영아,김민경 한국여성건강간호학회 2023 여성건강간호학회지 Vol.29 No.3

        Purpose: This study analyzed the effects of virtual reality simulation-based problem-based learning on nursing students’ critical thinking ability, problem-solving ability, and self-efficacy in the nursing care of women undergoing induction of labor.Methods: A nonequivalent control group pretest and posttest design was employed. The study participants included 52 nursing students (24 in the experimental group and 28 in the control group). The experimental group took a problem-based learning (PBL) class in the first week, and then engaged in self-directed learning using virtual reality simulation. In the second week, lectures about emergency nursing care for induction of labor and drug administration were given. The control group participated in PBL in the first week and lectures in the second week. The study was conducted from April 17 to May 19, 2023. Data were analyzed using the chi-square test, Fisher exact test, analysis of variance, and the independent t-test.Results: Before-and-after differences between the two groups were statistically significant in problem solving ability (t=–5.47, p<.001) and self-efficacy (t=–5.87, p<.001). Critical thinking ability did not show a statistically significant difference between the two groups. The score for satisfaction with the virtual reality simulation program was 3.64±5.88 out of 5 in the experimental group.Conclusion: PBL education using a virtual reality simulation was found to be an effective way of teaching. Although convenience sampling was used, PBL education using virtual reality can be used as an educational strategy to enhance nursing students’ problem-solving ability and self-efficacy.

      • KCI등재

        가상현실(VR) 기반 지역사회 모의교수가 지적장애학생의 패스트푸드점 이용 기술에 미치는 효과

        백영서,김진호 한국특수교육학회 2020 특수교육학연구 Vol.55 No.2

        The purpose of the study was to determine the effects of a virtual reality(VR)-based community simulation instruction on students with intellectual disabilities and their ability to use fast-food restaurants. The participants of this study included three high school students with intellectual disabilities attending a special school in A city. This experimental program was conducted in the classroom the gains made were also observed in fast-food restaurants in the community in accordance with the generalization effect. This study used a single subject research design with a multiple probe design across participants. The results of the study were as follows. First, all participants with intellectual disabilities acquired the skill of using fast-food restaurants through the virtual reality-based community simulation instruction. Second, the students maintained these newly learned skills and applied them at to a fast-food restaurant with in the local community that they had never visited before. This study use, the virtual reality-based community simulation only in the classroom, showing classroom instruction using such methods can have a positive effect on acquiring, maintaining, and generalizing objective skills. This study suggests that the virtual reality-based instruction method should be developed and applied for teaching other life skills to students with disabilities to increase their independent living abilities. 본 연구는 가상현실(Virtual Reality: VR)을 기반으로 구성된 지역사회 모의교수를 실시하여 지적장애학생의 패스트푸드점 이용 기술에 어떠한 효과가 있는지를 알아보았다. 이를 위해 충청남도 A시에 소재하고 있는 특수학교에 재학 중인 지적장애 고등학생 3명을 연구대상자로 선정하였으며, 연구 설계는 대상자 간 중다간헐기초선 설계를 적용하였다. 가상현실 기반 지역사회 모의교수를 중재프로그램으로 구성하여 특수학교 교실에서 중재를 실시하였으며, 일반화 측정은 지역사회에 위치한 패스트푸드점에서 실시하였다. 중요한 연구결과는 다음과 같다. 첫째, 가상현실 기반 지역사회 모의교수는 지적장애 고등학생의 패스트푸드점 이용 기술 습득에 효과적인 것으로 나타났다. 둘째, 중재 효과는 유지되었으며, 지역사회 환경에서 일반화된 것으로 나타났다. 이러한 결과는 가상현실 기반으로 구성된 지역사회 모의교수를 실시하여 교실에서 이루어지는 중재만으로도 지적장애학생의 패스트푸드점 이용 기술 습득과 유지 및 일반화에 긍정적인 영향을 미친다는 사실을 제시할 수 있다. 본 연구는 지적장애학생에게 효과적이면서도 효율적으로 사용할 수 있는 가상현실 기반 교육이 더욱 확대되어야 한다는 필요성을 제시하며, 또한 본 연구의 중재프로그램은 이러한 가상현실 기반 교육프로그램을 구성하는데 유용한 기초자료로 사용될 수 있을 것이다.

      • KCI등재

        Interactive Assembly and Simulation of Mechanical Automata in Virtual Reality

        Jai Hoon Park,Yoo Na Kim,Kang Hoon Lee 대한전자공학회 2017 IEIE Transactions on Smart Processing & Computing Vol.6 No.6

        We present an interactive system for designing and simulating mechanical automata in virtual reality. Our system allows novice users to intuitively assemble mechanical components by using natural user interfaces such that a variety of useful mechanisms commonly used in automata can be quickly constructed. Mechanical assemblies in our system are efficiently represented by a simple graph structure, which supports multi-layered, three-dimensional mechanisms. Given a graph representation, a set of rigid bodies and simulation constraints can easily be instantiated according to the information encoded in the vertices and edges of the graph, so that common physics-based simulation engines can produce realistic animations of the mechanical assembly. We demonstrate the usefulness of our approach by designing two different virtual automata, visually determining that the intended behaviors can be faithfully simulated.

      • KCI등재

        VR 기반 용접 시뮬레이션 시스템에 관한 연구

        이상근(Sang-Keun Lee),노시영(Si-Young Rho) 한국기계가공학회 2024 한국기계가공학회지 Vol.23 No.4

        This study explores the enhancement of safety during welding training using a virtual reality (VR) simulation. As the welding industry grows, aligned with a surge in the shipbuilding sector, the demand for skilled welders increases, accompanied by an increased risk of accidents inherent to welding tasks. Traditional training methods expose learners to hazards such as burns, toxic gas exposure, and potential fires and explosions. The VR technology offers a safe and immersive environment in which learners can practice welding techniques without these risks. This paper presents a VR-based welding system designed to satisfy the requirements of national welding certification, focusing on various welding positions and techniques critical for certification and proficiency. The system includes hardware for immersive experiences and software for simulating realistic welding scenarios, providing instant feedback on the performance of learners. The effectiveness of this VR training system in improving welding skills and safety awareness was analyzed, showing promising results. The study concluded that VR-based training could significantly contribute to the safe acquisition of welding skills, preparing learners for certification and real-world applications.

      • KCI등재

        Integrated method of analysis, visualization, and hardware for ship motion simulation

        Seung-Ho Ham,Myung-Il Roh,Luman Zhao 한국CDE학회 2018 Journal of computational design and engineering Vol.5 No.3

        Traditionally, graphs were the only way to show the results of ship motion analyses. They did not usually impose any feeling about how fast the ship could move or how large the positions of the ship changed. Currently, integrated simulations combining physics-based analyses with IT technologies, such as virtual reality (VR), motion platforms, or other hardware, can offer a potential solution. In ship motion analyses, the dynamic ship response can be obtained by considering the environmental loads, such as ocean waves, and VR technology can be used to visualize the analysis results in the virtual world. We can see the ship motion relative to textures of real objects, including the water and sky, as if in the real world. The results calculated from the ship motion analysis can also be transferred to the motion platform to generate real-istic movements. However, it is not easy to integrate three different technologies in one system because they have different purposes and have been developed individually. To solve this problem, an integrated simulation framework based on three different technologies is proposed. The proposed framework can be used to synchronize the simulation time and exchange the data through the middleware using a stan-dardized data structure. Furthermore, we can easily add new components or remove the existing compo-nents in the simulation. To verify the efficiency and applicability of the proposed framework, the motion simulation of a drillship is applied.

      • KCI등재

        Integrated method of analysis, visualization, and hardware for ship motion simulation

        Ham, Seung-Ho,Roh, Myung-Il,Zhao, Luman Society for Computational Design and Engineering 2018 Journal of computational design and engineering Vol.5 No.3

        Traditionally, graphs were the only way to show the results of ship motion analyses. They did not usually impose any feeling about how fast the ship could move or how large the positions of the ship changed. Currently, integrated simulations combining physics-based analyses with IT technologies, such as virtual reality (VR), motion platforms, or other hardware, can offer a potential solution. In ship motion analyses, the dynamic ship response can be obtained by considering the environmental loads, such as ocean waves, and VR technology can be used to visualize the analysis results in the virtual world. We can see the ship motion relative to textures of real objects, including the water and sky, as if in the real world. The results calculated from the ship motion analysis can also be transferred to the motion platform to generate realistic movements. However, it is not easy to integrate three different technologies in one system because they have different purposes and have been developed individually. To solve this problem, an integrated simulation framework based on three different technologies is proposed. The proposed framework can be used to synchronize the simulation time and exchange the data through the middleware using a standardized data structure. Furthermore, we can easily add new components or remove the existing components in the simulation. To verify the efficiency and applicability of the proposed framework, the motion simulation of a drillship is applied.

      • 조선 해양 분야 적용을 위한 해석, 하드웨어 및 가시화 기반의 실시간 시뮬레이션 방법

        함승호(Seung-Ho Ham),노명일(Myung-Il Roh),이성(Xing Li),조로만(Luman Zhao) (사)한국CDE학회 2015 한국 CAD/CAM 학회 학술발표회 논문집 Vol.2015 No.하계

        Recently, interests of ship and offshore simulators are increased for the purpose of design, production, training, engineering, safety assessment, and so on. Basically, three different kinds of technologies are required to develop such simulators in the field of naval architecture and ocean engineering; physics-based analysis, hardware, and virtual reality. In this study, a real-time simulation method based on analysis, hardware, and visualization is proposed. For this, an integrated simulation framework is proposed. To check the applicability of the proposed method, it is applied to motion analysis of a drillship. The result shows that the proposed method can be used for various purposed in the field of naval architecture and ocean engineering.

      • KCI등재

        의사소통 훈련을 위한 소아치과용 가상현실 시뮬레이션에서 숙련수준이 사용자의 평가에 미치는 영향

        김채연 ( Chaeyeon Kim ),김국현 ( Kukhyeon Kim ),류지헌 ( Jeeheon Ryu ) 한국교육정보미디어학회(구 한국교육정보방송학회) 2020 교육정보미디어연구 Vol.26 No.3

        이 연구는 언어적 상호작용 훈련을 위한 가상현실 시뮬레이션을 개발하고 이에 대한 사용자 평가 및 초점집단 면담을 통해 가상현실 시뮬레이션 설계 원리를 제안하기 위한 것이다. 가상소아환자의 개발을 위해 효과적인 가상환자 설계 요소를 고려하였으며, 실제 소아환자의 외양과 언어적, 비언어적 특징을 반영하였다. 가상소아환자는 4단계의 문진절차(인사 → 인적사항 확인 → 개시질문 → 치아관찰)에 따라 사용자에게 실시간 음성기반 상호작용을 제공할 수 있도록 개발되었다. 전체적인 설계 및 개발 과정에서 소아치과 전문의와 지속적인 협의를 거쳤다. 사용자평가는 임상경험 유무에 따른 차이를 확인하기 위해 치의학 전문대학원 3, 4학년 40명(여학생=17명, 남학생=23명)을 대상으로 실시되었다. 이들은 모두 광역시 소재 4년제 국립대학의 치의학전문대학원에 재학 중이었다. 3학년은 28명(70.0%)이었으며, 4학년은 12명(30.0%)이었다. 4학년은 12개월간의 임상실습 거쳤으며, 이 과정에서 소아치과환자를 다룬 경험을 갖고 있었다. 실험참가자의 평균연령은 29.45세(SD=3.15)였다. 이 연구의 측정변수는 사용유용성, 사용만족도, 가상환자실재감이었으며, 분석방법은 다변량분석 후 개체간 효과검증이었다. 또한 사용경험에 대한 심층적 분석을 위해 참여자 중 4명을 편의표집하여 초점집단 면담을 실시하였다. 연구결과 4학년 학생들이 3학년 학생들에 비하여 가상소아환자의 사용유용성과 사용만족도를 높게 인식했다. 그러나 가상환자실재감에서는 임상 경험 유무에 따른 차이가 발생하지 않았는데, 초점집단 면담을 통해 사용자 평가에 영향을 미치는 요인이 가상환자실재감보다는 기능적 유용성과 상호작용의 맥락성이기 때문이라는 것을 확인할 수 있었다. 이 연구는 소아환자와의 언어적 상호작용을 훈련할 수 있는 가상현실 시뮬레이션을 개발했다는 것에 의의가 있으며, 이를 통해 언어적 상호작용을 위한 시뮬레이션 교육의 지평을 넓힐 수 있을 것으로 기대된다. The purpose of this study is to develop virtual reality simulation for verbal interaction training and to propose the principles of virtual reality simulation design and development. In this virtual simulation, a virtual child patient was developed in consideration of the effective design factors of virtual patients and the characteristics of actual child patients such as appearance and verbal and non-verbal characteristics. The virtual child patient was designed to make a verbal conversation with the users. The virtual child patient was named as DANVI, which stands for Dental Avatar for Narrative Verbal Interaction. It was to emphasize the verbal function to communicate with the users. DANVI can demonstrate facial expression and various gestures enabling emotional conversation during the clinical review. It consists of 4 steps as greeting → personal information check → opening question → dental observation. For the user evaluation of the developed virtual reality simulation, forty dental students (female=17 and male=23) participated. They enrolled in a graduate studies of dentistries at a public university. The numbers of participants were twenty-eight (70.0%) and twelve (30.0%) for junior and senior respectively. The seniors had a clinical experience so that they had a clinical practice to treat child patients during the practicum for twelve months. The average age was 29.45 (SD=3.15). The independent variable was usefulness, satisfaction, virtual patient presence questionnaires. The results were analyzed with multi-variate analysis of variance. In addition, a focus group interview with four participants was conducted for an in-depth understanding of the survey results. As a result, senior students with pre-clinical experience were significantly more likely to recognize the usefulness and satisfaction of the virtual avatar than junior students with no pre-clinical experience. However, there were no differences in a virtual avatar presence between the two groups. This means that differences in perception on usefulness or satisfaction were not caused by the presence of the virtual patient, but by functional usability and the context of interaction. This study is expected to broaden the horizons of simulation education for verbal interaction.

      • KCI우수등재

        스포츠교육학 : 미래 체육교육에 있어서 가상현실 기법의 활용 모색

        이기천(KiCheonLee) 한국체육학회 2004 한국체육학회지 Vol.43 No.6

        In today, virtual reality technology is very useful for the education, and can contribute to the development of new teaching and learning methods. Many researchers and educational practitioners agree that virtual reality technology gives strong benefits that can support in many directions of educational areas. Virtual reality is defined as a computer-generated 3-D experience in which a user can navigate around, interact with, and be immersed in another world in real time, or at the speed of life. A variety of instructional materials have augmented physical education instruction, and now virtual reality is another type of instructional material that holds promise for the future of physical education. The purpose of this study is how virtual reality can be used in school physical education settings. In teaching and learning physical education, using educational program developed by virtual reality technology can increase the interests among students, promotes understanding of basic concepts of movement skills, thus help student`s ability of physical activity, and encourage creative learning. The future of virtual reality in physical education is bright.

      • KCI등재

        3D VR 기술을 이용한 서비스 공간의 감성적 디자인

        윤소연 ( So Yeon Yoon ),황조혜 ( Jo Hye Hwang ),박정아 ( Jung A Park ) 한국감성과학회 2010 감성과학 Vol.13 No.1

        최근 가상현실 시뮬레이션 기술은 컴퓨터 테크놀로지의 급속한 발달과 더불어 시각적 표현과 인터랙션의 성능은 정교화 되는 동시에, 고급 장비나 전문 지식에 의존하지 않고도 사실적인 구현이 가능한 단계까지 발전해 왔다. 본 연구는 저가의 비용으로도 가능한 가상현실 시뮬레이션 테크놀로지를 바탕으로, 시각적 현실감이 뛰어난 시뮬레이션으로 서비스 환경을 구현하여 제시함으로써 실제사용자 즉, 엔드유저의 감정적인 반응을 파악하고, 그러한 과정을 기존의 디자인 프로세스에 접목하는 방안을 제안하는데 그 목적이 있다. 본 논문에서는 실제 레스토랑 디자인 프로젝트의 사례를 통해 가상현실 테크놀로지를 사용한 시뮬레이션의 구체적인 개발과정 및 적용과정을 살펴보았다. 이를 통해 사용자 경험에 관한 데이터를 수집하고 분석하는 과정 그리고 시뮬레이션을 통한 결과 적용 시 고려해야 할 사항에 대해서 소개하고 있다. 본 연구는 사용자의 감정적인 반응이 중요시 되어야 하는 디자인 분야에 3차원 가상현실 시뮬레이션이 도입될 경우 유용한 지침을 제공할 수 있으리라 기대한다. Today`s Virtual Reality(VR) technology has become considerably more affordable and sophisticated with rapidly advancing computer technology. Photo-realistic visual representations along with real-time interactivity are now achievable without special programing knowledge and expensive equipment. The purpose of this paper is to establish how simple, credible user testing methods based on VR simulations can be utilized to improve design decision making towards more sensible design solutions for end-users. Results of a case study demonstrate the value of potential user-testing feedback in a simulated 3D virtual service space, i.e., restaurant interior. User feedback from the VR simulation includes preferences in table location, privacy, and values of seating preferred tables. A new design framework incorporating an empirical testing method for service spaces is presented. The overall design process, the development of the VE, and the user testing method and findings are discussed. This study provides useful guidances for future efforts in the areas where such technology may benefit to understand end-user feedbacks in design process.

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