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Ji Hye, Kim
- Development of Elementary Science Fossil Learning Contents based on Virtualization
Abstract Views :158 |
PDF Views:0
Authors
Affiliations
1 Department Virtual and Augmented Reality, Namseoul University,Korea
2 Department IACF, Namseoul University, Korea
1 Department Virtual and Augmented Reality, Namseoul University,Korea
2 Department IACF, Namseoul University, Korea
Source
Indian Journal of Science and Technology, Vol 9, No 46 (2016), Pagination:Abstract
Objectives: Although individual learning using personal devices such as smart phones and tablet PCs is available with recent development of IT and media technology, analog educational methods are still widely used in actual education fields. In addition, the demand on edutainment, which allows learning through plays and entertainments, is increasing in order to overcome limitations of existing educational methods. Methods/Statistical Analysis: In this study, contents for edutainment consist of a touch screen, a touch table and IoT educational tools, as well as existing personal devices. The purpose of contents is to learn a fossil chapter in the elementary school science through a type of game, together with an educator. The objects of content such as fossils and mammoths were created using animation characters and UIs that were familiar to children and modelled with actual images to encourage the reality and involvement. A survey and a deep interview with education experts after an exhibition class for elementary school children were conducted to test the contents created. Evaluation criteria consists of 4 areas; educational content, design, interface and technology. Findings: According to the survey, there were positive answers with high satisfaction across the contents. In addition, it is assessed that understanding of students was high as the class was more realistic and provided more direct experience than existing analog classes conducted conventional books and images. Application/Improvement: The contents with various real educational tools simultaneously although the level of satisfaction about educational effects of the contents is high. We expect active studies about future orientation of edutainment contents and experiential educational contents, based on findings of this study.Keywords
After School Learning, Edutainment Content, Experiential Educational Contents, Science Education.- A Study on Utilization Plan for Affordance Theory-based Virtual Reality Contents
Abstract Views :149 |
PDF Views:0
Authors
Affiliations
1 Department of Virtual and Augmented Reality, Namseoul University, KR
2 Department of Visual Information Design, Namseoul University, KR
3 Department of IACF, Namseoul University, KR
1 Department of Virtual and Augmented Reality, Namseoul University, KR
2 Department of Visual Information Design, Namseoul University, KR
3 Department of IACF, Namseoul University, KR
Source
Indian Journal of Science and Technology, Vol 9, No 24 (2016), Pagination:Abstract
Background/Objectives: Virtual reality content is changing into a form of pursuing experience and convenience as it gradually emphasizes user interaction, and user-centric designs and interfaces like UI/UX are performing important roles in creating a new communication and interaction. Thus, when designing content for a virtual environment, a design environment that allows users to focus within the virtual space, toward the cognitive factor, must be created by means of user comprehension and experience. Methods/Statistical Analysis: Current virtual reality content requires adaptive learning in terms of new device control, with various devices and interaction functions. Hence, studies, in accordance with the cognitive process from virtual reality, are necessary in order to achieve an effective experience based on virtual reality content, because user needs in regards to comprehension and convenience toward new environments are being generated. The present study analyzes virtual reality contents based on cognitive affordance theory through information and behavior detected by visual perception in order to achieve efficiency for convenient environments, utility, and user participation expansion, which is achieved by restricting contents to those only of the CAVE system type. Findings: The sub-elements of cognitive affordance theory are divided into perception, function, and behavior, and the data analyzing the correlation in accordance with each type of virtual reality content establishes a theory for an efficient virtual reality content usage plan, presenting a utilization model. Research on contents based on cognitive affordance has been positively affected by content understanding and focus, affected from the perception factor out of each cognitive affordance element. Application/Improvements: Such results show that more convenient environments for users will be built and content satisfaction will be increased, and may be presented as an efficient utilization plan for virtual reality content development.Keywords
Action, Contents, Cognitive Affordance, Function, Perception, Virtual Reality.- Development of Virtual Reality-Based Edutainment Contents for Children’s English Education
Abstract Views :162 |
PDF Views:0
Authors
Affiliations
1 Department of Virtual and Augmented Reality, The Graduate School of Namseoul University, Korea
2 Department IACF, Namseoul University, Korea
3 Department of Motion Arts Design, Namseoul University, Korea
1 Department of Virtual and Augmented Reality, The Graduate School of Namseoul University, Korea
2 Department IACF, Namseoul University, Korea
3 Department of Motion Arts Design, Namseoul University, Korea