Abstract | ||
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Since the breakout of Covid-19, the number of online classes skyrocketed as conducting in-person classes in school has been discouraged. This led to the sudden shift into the adaption of online classes, blurring the line between traditional in-person classes and modern technology. In the Republic of Korea, the nation where it is known for its speed of Internet and high rate of digital natives amongst its citizen, there have been numerous attempts to incorporate virtual reality (VR) into the existing curriculum but has not been getting satisfactory results back. Through interviews and research, this paper tries to assess the current position of VR in the marketplace and suggest possible solutions that can support the expansion of the system into the school. The main purpose of this essay is to analyze whether Google Arts and Culture, one of the most accessible VR assimilated educational platforms, can be blended into the Korean education programs. |
Year | DOI | Venue |
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2021 | 10.1007/978-3-030-98404-5_26 | Intelligent Human Computer Interaction |
Keywords | DocType | Volume |
Virtual reality, 3D modeling, Mouse movement detective program | Conference | 13184 |
ISSN | Citations | PageRank |
0302-9743 | 0 | 0.34 |
References | Authors | |
0 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Yeun Soo Choi | 1 | 0 | 0.34 |
Mingeon Kim | 2 | 0 | 0.34 |
Ahhyun Ryu | 3 | 0 | 0.34 |
Seowon Park | 4 | 0 | 0.34 |
Sunwoo Kim | 5 | 0 | 0.34 |