Jihyung Kim
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Jihyung Kim has a total of 4 co-authors. Here are the top co-authors by number of shared publications:
- Wook-Sung Kim
Department of Electrical and Electronics Engineering, Pohang University of Science and Technology, Pohang, South Korea
2 shared publications - Jonghyeon Ka
Department of Electrical Engineering, Pohang University of Science and Technology, Pohang-si, South Korea
1 shared publication - Kyeong-Sun Kim
Innovation Center for Education, Pohang University of Science and Technology (POSTECH), Pohang 37673, Republic of Korea
1 shared publication Kyeongsun Kim
Innovation Center for Education, Pohang University of Science and Technology, Pohang, South Korea
1 shared publication
Latest Publications
- Open Access
- 2 February 2023
- Published by MDPI AG in Sustainability
- Vol. 15 (3) , 2725
Teaching Methodology for Understanding Virtual Reality and Application Development in Engineering Major
This study proposed a virtual reality (VR) course that addresses the overall understanding and application of VR technology. After investigating previous studies, we found that two technologies must be applied to design a VR course that fits the latest trends. One is hardware technology dealing with the technical background, while the other is software utilization and development using the merits of VR technology. To accommodate these needs, we designed a VR course consisting of three steps: VR-related theory, TA-led content creation training, and team projects. Through this course, students will improve their ability to develop applications that apply to their research fields after studying the technical background and courses of VR. We conducted a semester-long study with nine students to verify the proposed method and then evaluated them through an in-depth interview and a questionnaire with a five-point Likert scale consisting of nine items. Considering this feedback, we have added several steps to improve the educational effect among students.
- 2 February 2023
- Published by MDPI AG in Sustainability
- Vol. 15 (3) , 2725
Open AccessTeaching Methodology for Understanding Virtual Reality and Application Development in Engineering Major
This study proposed a virtual reality (VR) course that addresses the overall understanding and application of VR technology. After investigating previous studies, we found that two technologies must be applied to design a VR course that fits the latest trends. One is hardware technology dealing with the technical background, while the other is software utilization and development using the merits of VR technology. To accommodate these needs, we designed a VR course consisting of three steps: VR-related theory, TA-led content creation training, and team projects. Through this course, students will improve their ability to develop applications that apply to their research fields after studying the technical background and courses of VR. We conducted a semester-long study with nine students to verify the proposed method and then evaluated them through an in-depth interview and a questionnaire with a five-point Likert scale consisting of nine items. Considering this feedback, we have added several steps to improve the educational effect among students.
- Top Cited Papers
- 1 February 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Learning Technologies
- Vol. 15 (1) , 137-149
Impact of Immersive Virtual Reality Content Using 360-Degree Videos in Undergraduate Education
This article investigated the impact of immersive virtual reality (VR) content, using 360-degree videos, in undergraduate education. To improve the delivery and reality of 360-degree VR content, we filmed the video in the third person so that the viewers could feel like they were in the environment where the lecture was conducted. To verify the educational effects, 33 university students participated in our experiment. We conducted pretest learning, using 360-degree videos, and posttest learning via conventional 2-D videos for statistical analysis. A paired t -test was used to compare the means of the pretest and the posttest. In addition, learning via 360-degree videos was assessed for its effectiveness through questionnaires consisting of five measurement elements—engagement, immersion, motivation, cognitive benefits, and perceived learning effectiveness—and comparing them to the existing 2-D video method, based on e-learning. From the results, we confirmed that the teaching material delivered through 360-degree VR content allows students to be more focused, immersed, and interested than 2-D learning modes. Furthermore, the high scores of cognitive and perceived learning elements imply that VR-based 360-degree educational content can encourage more active participation than traditional lectures and can improve the ability to analyze and organize study lessons.
- 1 February 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Learning Technologies
- Vol. 15 (1) , 137-149
Top Cited PapersImpact of Immersive Virtual Reality Content Using 360-Degree Videos in Undergraduate Education
This article investigated the impact of immersive virtual reality (VR) content, using 360-degree videos, in undergraduate education. To improve the delivery and reality of 360-degree VR content, we filmed the video in the third person so that the viewers could feel like they were in the environment where the lecture was conducted. To verify the educational effects, 33 university students participated in our experiment. We conducted pretest learning, using 360-degree videos, and posttest learning via conventional 2-D videos for statistical analysis. A paired t -test was used to compare the means of the pretest and the posttest. In addition, learning via 360-degree videos was assessed for its effectiveness through questionnaires consisting of five measurement elements—engagement, immersion, motivation, cognitive benefits, and perceived learning effectiveness—and comparing them to the existing 2-D video method, based on e-learning. From the results, we confirmed that the teaching material delivered through 360-degree VR content allows students to be more focused, immersed, and interested than 2-D learning modes. Furthermore, the high scores of cognitive and perceived learning elements imply that VR-based 360-degree educational content can encourage more active participation than traditional lectures and can improve the ability to analyze and organize study lessons.