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      가상현실 기반 국방 교육훈련체계 사용의도에 영향을 미치는 요인에 관한 연구 = A Study on the Factors Affecting the Intention to Use the Defense Education and Training System Based on Virtual Reality

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      https://www.riss.kr/link?id=A107228832

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      다국어 초록 (Multilingual Abstract)

      In the 4th Industrial Revolution and Defense Reform 2.0, changes in military education and training are essential. The military sector, which is based on advanced science, is changing rapidly, and military education and training systems must evolve as well. The current Virtual Reality (VR) technology is already applied in many education and training fields, and its effects have been confirmed through various studies. VR technology is widely used in military fields of advanced countries such as the United States of America (USA), and has been applied as a platform for efficient mission execution through virtual combat training and combat support. The purpose of this study is to analyze the factors influencing the use of virtual reality in the defense education and training system so that it can be used for future research and development. It also contributes to the introduction of VR in military education and training by deriving priorities for the projects proposed by the Department of Defense and researching the use of these priorities in terms of defense budget and efficiency. In the first study, we adopted presence, interaction, learning flow, VR motion sickness, and diversity among the characteristics of virtual reality to identify factors that influence the introduction and continuous utilization of virtual reality in military education and training. As a theoretical background, the operational definition was made to fit this study using the UTAUT model. The respondents were 300 participants involved in the use of military VR and training, where 256 of them were selected. As a research methodology, Smart PLS 3.0, a PLS-SEM suitable for exploratory research, was used.
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      In the 4th Industrial Revolution and Defense Reform 2.0, changes in military education and training are essential. The military sector, which is based on advanced science, is changing rapidly, and military education and training systems must evolve as...

      In the 4th Industrial Revolution and Defense Reform 2.0, changes in military education and training are essential. The military sector, which is based on advanced science, is changing rapidly, and military education and training systems must evolve as well. The current Virtual Reality (VR) technology is already applied in many education and training fields, and its effects have been confirmed through various studies. VR technology is widely used in military fields of advanced countries such as the United States of America (USA), and has been applied as a platform for efficient mission execution through virtual combat training and combat support. The purpose of this study is to analyze the factors influencing the use of virtual reality in the defense education and training system so that it can be used for future research and development. It also contributes to the introduction of VR in military education and training by deriving priorities for the projects proposed by the Department of Defense and researching the use of these priorities in terms of defense budget and efficiency. In the first study, we adopted presence, interaction, learning flow, VR motion sickness, and diversity among the characteristics of virtual reality to identify factors that influence the introduction and continuous utilization of virtual reality in military education and training. As a theoretical background, the operational definition was made to fit this study using the UTAUT model. The respondents were 300 participants involved in the use of military VR and training, where 256 of them were selected. As a research methodology, Smart PLS 3.0, a PLS-SEM suitable for exploratory research, was used.

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      참고문헌 (Reference)

      1 서희전, "증강현실기반 학습 환경에서 학습자의 현존감, 학습 몰입감, 사용성에 대한 태도, 학업성취도의 관계 연구" 한국교육정보미디어학회 14 (14): 137-166, 2008

      2 오종철, "인터넷 서비스 수용의 영향요인: UTAUT모형에 대한 재평가" 한국경영학회 39 (39): 55-79, 2010

      3 이상현, "인터넷 기술의 본연적 특성이 기술수용에 미치는 영향에 관한 연구 - 범용기술 특성을 기준으로" 한국생산관리학회 22 (22): 431-450, 2011

      4 정영수, "스마트폰 사용자의 행위의도와 사용행위에 영향을 미치는 요인: UTAUT모형의 확장을 중심으로" 한국지식정보기술학회 8 (8): 47-56, 2013

      5 박성준, "몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구" (사)한국컴퓨터그래픽스학회 24 (24): 11-20, 2018

      6 손현정, "대학생의 웨어러블 디바이스 사용의도에 영향을 미치는 요인 UTAUT2 모델의 응용" 한국언론정보학회 68 (68): 7-33, 2014

      7 전새하, "공공부문 클라우드 컴퓨팅 서비스 사용의도에 영향을 미치는 요인에 관한 연구" 엘지씨엔에스 10 (10): 97-112, 2011

      8 한동욱, "개인의 혁신성과 사회적 영향 관점에서 특수교사들의 스마트미디어 수용에 관한 연구" 한국디지털정책학회 10 (10): 75-83, 2012

      9 J. I. Park, "Video technology of reality and interaction: 3D/UHD, VR, and AR" 28 (28): 2010

      10 서의석, "VR기술기반 융합형 콘텐츠의 상호작용성 연구 : 이미지 확장 변화를 중심으로" 한국영화학회 (79) : 183-216, 2019

      1 서희전, "증강현실기반 학습 환경에서 학습자의 현존감, 학습 몰입감, 사용성에 대한 태도, 학업성취도의 관계 연구" 한국교육정보미디어학회 14 (14): 137-166, 2008

      2 오종철, "인터넷 서비스 수용의 영향요인: UTAUT모형에 대한 재평가" 한국경영학회 39 (39): 55-79, 2010

      3 이상현, "인터넷 기술의 본연적 특성이 기술수용에 미치는 영향에 관한 연구 - 범용기술 특성을 기준으로" 한국생산관리학회 22 (22): 431-450, 2011

      4 정영수, "스마트폰 사용자의 행위의도와 사용행위에 영향을 미치는 요인: UTAUT모형의 확장을 중심으로" 한국지식정보기술학회 8 (8): 47-56, 2013

      5 박성준, "몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구" (사)한국컴퓨터그래픽스학회 24 (24): 11-20, 2018

      6 손현정, "대학생의 웨어러블 디바이스 사용의도에 영향을 미치는 요인 UTAUT2 모델의 응용" 한국언론정보학회 68 (68): 7-33, 2014

      7 전새하, "공공부문 클라우드 컴퓨팅 서비스 사용의도에 영향을 미치는 요인에 관한 연구" 엘지씨엔에스 10 (10): 97-112, 2011

      8 한동욱, "개인의 혁신성과 사회적 영향 관점에서 특수교사들의 스마트미디어 수용에 관한 연구" 한국디지털정책학회 10 (10): 75-83, 2012

      9 J. I. Park, "Video technology of reality and interaction: 3D/UHD, VR, and AR" 28 (28): 2010

      10 서의석, "VR기술기반 융합형 콘텐츠의 상호작용성 연구 : 이미지 확장 변화를 중심으로" 한국영화학회 (79) : 183-216, 2019

      11 장형준, "VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로-" 한국콘텐츠학회 18 (18): 420-431, 2018

      12 V. Venkatech, "Users acceptance of information technology : Toward a unified view" 27 (27): 2003

      13 S. Y. Im, "User factors for presence and motion sickness" Konkuk University 2019

      14 I. Ajzen, "The theory of planned behavior" 50 (50): 1991

      15 T. Schubert, "The experience of presence:factor analytic insights, presence" 10 (10): 2001

      16 J. Pearce, "The ebb and flow of online learning" 21 (21): 745-771, 2005

      17 J. M. Pearce, "The ebb and flow of online learning" 21 (21): 2005

      18 S. H. Lee, "Study on the factors affecting the priority selection for introducing the system and the intention to use the Virtual Reality-based defense education training system" Chungnam National University 2020

      19 K. K. Shin, "SmartPLS 3.0 structural equation modeling" Cheongram 2018

      20 W. T. Beom, "Realistic education content policy trend and case analysis using VR AR" National IT Industry Promotion Agency 2019

      21 S. Aukstakalnis, "Practical augmented reality:a guide to the technologies, applications and human factors for AR and VR" Pearson Education, Inc 2017

      22 Jr. Hair, J., "Partial least squares structural equation modeling(PLS-SEM)An emerging tool in business research" 26 (26): 2014

      23 S. W. Im, "Military mental education program based on virtual reality" 50 : 2017

      24 W. Bob, "Measuring presence in virtual environments: A presence questionnaire" 7 (7): 1998

      25 M. Cristian, "It’s about time: Revisiting UTAUT2 to examine consumers’ intentions to use NFC mobile payments in hotels" (53) : 2016

      26 B. G. Gye, "Investigation on the relationships among media characteristics, presence, flow, and learning effects in augmented reality based learning" Ewha Women University 2007

      27 M. Csikszentimihalyi, "Flow: the psychology of optimal experience" Harper and Row 1990

      28 G. C. Moore, "Development of an instrument to measure the perceptions of adopting an information technology innovation" 2 (2): 1991

      29 J. Steuer, "Defining virtual reality: dimensions determining tele presence" 42 (42): 1992

      30 V. Venkatesh, "Consumer acceptance and use of information technology : extending the unified theory of acceptance and use of technology" 36 : 2012

      31 I. Im, "An international comparison of technology adoption testing the UTAUT model" 48 : 2011

      32 I. M, Yoo, "An empirical study in innovation diffusion process of intelligent home network characteristics influencing user's resistance and adoption" Kyung Hee University 2011

      33 SMI Security Management Research Institute, "A study on the actual state of defense simulator operation and development plan" SMI Security Management Research Institute 2017

      34 J. S. Kim, "A study on factors affecting the intention to accept blockchain technology" Soongsil University 2016

      35 J. LaViola, "A discussion of cyber sickness in virtual environments" 32 (32): 2000

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      연월일 이력구분 이력상세 등재구분
      2028 평가예정 재인증평가 신청대상 (재인증)
      2022-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2019-04-09 학회명변경 영문명 : 미등록 -> Korea Knowledge Information Technology Society KCI등재
      2019-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2016-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2014-03-17 학술지명변경 외국어명 : Journal of The Korea Knowledge Information Technology Society -> Journal of Knowledge Information Technology and Systems KCI등재
      2012-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2011-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2009-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.39 0.39 0.29
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.25 0.22 0.312 0.07
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