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Metaverse Realistic Media Digital Content Development Education Environment Improvement Research 원문보기

韓國컴퓨터情報學會論文誌 = Journal of the Korea Society of Computer and Information, v.28 no.3, 2023년, pp.67 - 73  

Kyoung-A, Lee (Convergence and Open Sharing System Immersive Media, PaiChai University)

초록
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COVID-19의 영향으로 약 2년 1개월에 걸친 사회적 거리두기의 조치로 ICT 요소기술을 활용한 비대면 서비스들이 교육 분야뿐만 아니라 전분야로 확대되고 있다. 특히 메타버스(Metaverse) 플랫폼을 활용한 교육 프로그램들이 여러 분야로 확산되면서 교육자와 학습자가 에듀테크(Edutech)를 활용한 학습 경험이 많아지고 있지만 교육에 대한 몰입도나 집중력 저하 등 비대면 학습을 통한 문제점을 제기하고 있다. 본 논문에서는 비대면 학습을 통해 제기되고 있는 문제점을 극복하고 메타버스 기반 실감미디어 디지털 콘텐츠를 개발하여 교육 환경을 개선하고자 몰입형 메타버스 기반으로 VR(Virtual Reality)을 활용하여 군에서 필요로 하는 교육/훈련 콘텐츠와 교육환경을 구축하였다. 본 논문에서는 실제로 군 교육/ 훈련에 투입되는 학습자에게 HMD(Head Mounted Display)를 활용하여 가상환경에서 몰입도와 집중도를 높일 수 있도록 교육콘텐츠에 대한 시스템을 제시했으며, 교육훈련에 필요한 장비들을 실사화하여 몰입도를 더욱 향상시켰다.

Abstract AI-Helper 아이콘AI-Helper

Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to...

주제어

표/그림 (8)

AI 본문요약
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성능/효과

  • As shown in Fig. 7, an immersive environment was provided to students and education was conducted using HMD. In Fig.
  • In Fig. 8, training was conducted by building a VR simulator environment where you can experience the ultimate sense of immersion through active VR.
  • This should increase contents that can be utilized to actual education/training centers as they have the functions demanded in the field while lowering individual production costs. As the content increases, the quality of education can be further improved through the diversification of content, and as the content becomes richer, the level of education can be further increased by applying it to various fields. This should lead to research on not only content development but also ways to improve the educational environment in the metaverse environment that lacks resources.
  • Moreover, in this study, for rapid system development, a content generation system for easy development was created to graphicalize the behaviors implemented by each training step to make it easier to generate the next step and to make it easier to modify and delete.
  • This paper presented a system that deserves to increase the concentration of learners and immersion in educational contents by building an educational space for learners on an immersive Metaverse basis using VR. Through this, in order to improve the content development education environment in the future, the direction of interactive education through VR was presented.

후속연구

  • In particular, it was developed based on the contents of education/training utilized in the actual military, making it more dependable. However, with this paper, further development is demanded on the need for haptic-based realistic tools as a technical element to reduce the gap with reality. This should increase contents that can be utilized to actual education/training centers as they have the functions demanded in the field while lowering individual production costs.
  • In addition, as untact education spreads, experience in various untact education is increasing. It is expected for the system developed in this paper to solve the problems of the concentration and immersion of learners raised in untact education and increase the effectiveness of education in a virtual environment. Moreover, it is available to serve as a platform for implementing various experimental studies.
  • As the content increases, the quality of education can be further improved through the diversification of content, and as the content becomes richer, the level of education can be further increased by applying it to various fields. This should lead to research on not only content development but also ways to improve the educational environment in the metaverse environment that lacks resources.
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참고문헌 (9)

  1. Hyang Hee Seo, and JuHee Park, "A Study on The Perception of Pre-service Teachers on The Use of Edu Tech in School: Centering on Focus Group Interview," Journal of Learner-Centered Curriculum and Instruction, Vol. 21, No. 23, pp. 253-273, Nov. 2021. DOI: 10.22251/jlcci.2021.21.23.253? 

  2. Yoon II-young, "Convergence of education and ICT technology, EduTech," Convergence Research Policy Center, Vol. 91, pp. 2-10, Oct. 2017.? 

  3. Kim Sung-hee, Kim Chun-hwa, and Lee Sang-eun, "A Study on the Spiritual & Mental Force Enhancement Using HMD - Focusing on the virtual reality education contents -," Journal of Spiritual & Mental Force Enhancement, No. 71, pp. 71-106, Oct. 2022.? 

  4. National IT Industry Promotion Agency, "2019 Survey of Korean e-Learning Industry", pp. 1-297, 2020.? 

  5. Jeon, H.B, Chung, H., Kang, B.O., and Lee, Y.K., "Survey of Recent Research in Education based on Artificial Intelligence," Electronics and Telecommunications Trends, Vol. 36, No. 1, pp. 71-80, Feb. 2021, DOI : 10.22648/ETRI.2021.J.360108.? 

  6. Choi Dongyeon, "A Study on the Exploration of English Learning Design Elements Applying Immersive Virtual Reality," Journal of The Korea Convergence Society, Vol. 13. No. 5, pp. 209-217, May 2022. DOI : 10.15207/JKCS.2022.13.05.209? 

  7. S. L. Han and T. J. Kim, "News Big Data Analysis of 'Metaverse' Using Topic Modeling Analysis," The Journal of Digital Contents Society, Vol. 22, No. 7, pp. 1091-1099, July 2021. DOI : 10.9728/dcs.2021.22.7.1091? 

  8. Jeong-Hyeon Roh, and Jun-Dong Cho, "Analysis of the causes of VR sickness for users wearing glasses when wearing HMD," Proceedings of HCIK 2019, Vol. 2019, No. 2, pp. 81-86, Feb. 2019.? 

  9. Seol min Park, "Appearance of 'AR contact lens' that realizes the metaverse right in front of you," https://digitalchosun.dizzo.com/site/data/html_dir/2023/02/05/2023020580018.html 

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