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뇌파 측정 기반 가상환경에서의 몰입형 학습경험 효과성 분석에 관한 연구

Study on the Effectiveness Analysis of Immersive Learning Experience in Virtual Environment Based on Electroencephalography (EEG) Measurement

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주제분류학제간연구

초록

This study proposes a method for validating the effectiveness of immersive education by combining a quantitative survey-based analysis with a qualitative analysis using electroencephalography (EEG) data to develop a reliable evaluation system for virtual based immersive education platforms. Specifically, this study aims to define emotional factors such as immersion and focus that influence educational outcomes by conducting experimental designs and analyzing power spectra. This study evaluated users' emotional states, including balance and arousal on a two-dimensional scale, and emotional immersion during immersive learning using a Virtual Reality (VR) environment. The experimental results showed that arousal levels increased by approximately 1.24 times when switching from a resting state to audiovisual content and 1.54 times when switching to interactive content. On the valence-arousal graph, the resting state was positioned near the tired and calmness region, while audiovisual content was associated with delighted and interactive content with excited. The trends between the valence-arousal graph and EEG measurements were highly consistent, confirming that the interactive content provided the highest levels of user arousal, immersion, and focus, indicating that virtual based immersive learning environments driven by interactive content can offer stronger focus and immersion, potentially leading to higher learning outcomes for students.

Abstract

This study proposes a method for validating the effectiveness of immersive education by combining a quantitative survey-based analysis with a qualitative analysis using electroencephalography (EEG) data to develop a reliable evaluation system for virtual based immersive education platforms. Specifically, this study aims to define emotional factors such as immersion and focus that influence educational outcomes by conducting experimental designs and analyzing power spectra. This study evaluated users' emotional states, including balance and arousal on a two-dimensional scale, and emotional immersion during immersive learning using a Virtual Reality (VR) environment. The experimental results showed that arousal levels increased by approximately 1.24 times when switching from a resting state to audiovisual content and 1.54 times when switching to interactive content. On the valence-arousal graph, the resting state was positioned near the tired and calmness region, while audiovisual content was associated with delighted and interactive content with excited. The trends between the valence-arousal graph and EEG measurements were highly consistent, confirming that the interactive content provided the highest levels of user arousal, immersion, and focus, indicating that virtual based immersive learning environments driven by interactive content can offer stronger focus and immersion, potentially leading to higher learning outcomes for students.

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