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실감형 콘텐츠(AR, VR) 유형에 따른 중학생의 두뇌 활성 연구- f-NIRS를 활용하여

The Effect of Realistic Contents(AR, VR) on the Brains of Middle School Students - Using f-NIRS study

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Realistic content is a type of content that stimulates human sensory organs and cognitive abilities to provide a realistic experience and emotion, including VR(Virtual Reality), AR(Augmented Reality), and 360 ° video. Realistic content is considered as one of the innovative educational media because it provides indirect but practical experience to the learner and can promote learning and increase the educational effect. Therefore, the Ministry of Education and KERIS are currently mounted in digital textbooks for widespread use at elementary and middle schools. The purpose of this study is to analyze the brain activation that occurs in middle school students using VR and AR, and to find out whether the realistic content can help the brain stimulation and development of students. Also, by presenting the same tasks in VR and AR, we want to find out which methods and tools are more useful for students' active thinking and learning. we measured NIRSIT (OBELAB, Seoul, Korea), a tool using the principle of f-NIRS, for middle school students in D metropolitan city. For the measurement task, AR and VR were used to observe and classify the finches' various living environments and their appearance. When using immersive content, the activation of BA(Brodmann Area)10, which is commonly involved in purpose-oriented thinking, was observed. In the case of using AR, activation of the region centered on BA11, which is involved in motivation and compensation, was additionally observed. Since VR was used in the form of a 360-degree image without wearing an HMD(Head Mounted Display), it would be difficult to give as much immersion as the surroundings are blocked. AR and VR can be used effectively as a resource for teaching and learning in future societies. Since the effects of brain activity and learning are different according to the type of contents, further research is required in the future.

Abstract

Realistic content is a type of content that stimulates human sensory organs and cognitive abilities to provide a realistic experience and emotion, including VR(Virtual Reality), AR(Augmented Reality), and 360 ° video. Realistic content is considered as one of the innovative educational media because it provides indirect but practical experience to the learner and can promote learning and increase the educational effect. Therefore, the Ministry of Education and KERIS are currently mounted in digital textbooks for widespread use at elementary and middle schools. The purpose of this study is to analyze the brain activation that occurs in middle school students using VR and AR, and to find out whether the realistic content can help the brain stimulation and development of students. Also, by presenting the same tasks in VR and AR, we want to find out which methods and tools are more useful for students' active thinking and learning. we measured NIRSIT (OBELAB, Seoul, Korea), a tool using the principle of f-NIRS, for middle school students in D metropolitan city. For the measurement task, AR and VR were used to observe and classify the finches' various living environments and their appearance. When using immersive content, the activation of BA(Brodmann Area)10, which is commonly involved in purpose-oriented thinking, was observed. In the case of using AR, activation of the region centered on BA11, which is involved in motivation and compensation, was additionally observed. Since VR was used in the form of a 360-degree image without wearing an HMD(Head Mounted Display), it would be difficult to give as much immersion as the surroundings are blocked. AR and VR can be used effectively as a resource for teaching and learning in future societies. Since the effects of brain activity and learning are different according to the type of contents, further research is required in the future.

참고문헌 (17)

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