Reflective Journal
3rd semester (July)
JiHoon Kwak 20150101
SadiMdes
Until last
month, I have been conducted research about golf rules by doing in-depth
interviews, video records, and questionnaires. Moreover, then, analyzed all of
the research by using open coding as well as axial coding. Also, I made the
first prototype which is a VR video, application, and a toy figure about the
education of golf etiquette for the junior. Also, I did first user test with
two golf instructors. In July, I tried to make the prototype in detail. Also, I
focused on user tests as well as revised the prototype. Besides, I founded the
importance of VR systems in education by analyzing literature review.
Making prototype
I designed a
character which represents the application as well as the main menu. Also, I
conducted taking videos in the golf course to make VR videos. Moreover, I tried
to revise prototype many times.
First of all, I
designed the character to apply in the education of golf etiquette application.
I tried to make simple, cute, and friendly. Also, the appearance of monster is
the current hot trend among children. This is why the golf character has one
big eye. So then, the character name is Golf-E, which means Golf Etiquette.
I drew the
wireframe of application. According to the experience of playing golf on the
golf course, I divided the main menu into three stages which are teeing ground,
fairway, and green. Thus, the three processes of experiences which are teeing
ground, fairway, and green are the main menu.
In the second
place, after making the character and the wireframe of application, I took VR
videos to a driving range to test how it works by using a Samsung 360-degree
camera. However, the video files were not available to connect with I-phones
because the 360-degree camera could just connect with Samsung smartphones. I
asked my friends who works for a design company how can the VR videos show by
using I-phones. He gave me to the solution that was uploading the VR video
files on YouTube. This media can convert the VR video files that came from a
360-degree camera into the VR video automatically. So, I succeed uploading the
VR video on YouTube, and I could see the VR videos on my smartphone. Next step
was editing VR videos. However, it was too hard editing VR videos because there
were not many programs to make VR contents. I found two programs which are
Unity and Premiere CC. The Unity program is making game programs such as a VR
shooting game and a car game. Even I tried to cope with this program, it is
hard to learn as well as control tools. The last challenge was using Premiere
CC. This program is for editing video clips and design the videos, yet the new
version of Premiere can handle with VR contents. This is why I learned this
program in order to make VR contents by watching YouTube. It was much easier to
edit VR videos than Unity.
Thirdly, I had a
plan to play golf with my father to take a video for making prototype by using
a 360-degree camera. Before took a video, I made a scenario. The scenario
consists of the importance of golf rules as well as mistakes of many amateur
golfers while playing golf. For example, you cannot touch the golf ball during
the game. Even the pace of play was a little bit slow because there were two
novices with me, I succeed taking videos while playing golf.
Lastly, after
took videos, I edited the video according to three stages which are teeing
ground, fairway, and green. Also, I designed application. Also, I did the first
user test with two designers with the prototype (the result came out in the
User test part). According to the first interview, I revised the application
design more familiar with children. Plus, I designed the emotion of character
and revised background of the application. There are two reasons why I designed
the emotion of the character and revised the background. First of all, teaching
emotion is critical for junior to enhance their communication skills and
relationship. They have to know how to control the emotion. This is why I
designed various kinds of emotion about the character. Lastly, I wanted to show
children to the gap between reality and non-reality to show an advantage of the
VR system. For example, the Pokémon Go provides people with immersive and
interested by showing both reality and non-reality at the same time. If the
character that we imagine shows in front of us, it could be more fun and
interest. Thus, I combined the character with real pictures. After revised the
application, I conducted the second user test with one graphic designer (the
result came out in the User test part). When I came back from the user test, I
revised the prototype to design more clearly than before. At the same time, I
have been conducted to make the character in detail by using Rhino 3D program,
KeyShot program. I had to make various kinds of hand gestures as well as the
shape of eyes to express emotion such as angry, fun, and happiness. These
characters applied to the VR videos. Finally, I made toy figure by using a 3D
printer.
In short, I
designed the character that name is Golf-E. Also, I drew the wireframe of the
education of golf etiquette. Besides, the three stages which are teeing ground,
fairway, and green are the main menu. Plus, I took a video to a driving range
to test a 360-degree camera. Plus, I took a video on the golf course after
undertook to test the 360-degree camera. Moreover, I edited the VR videos by
using Premiere CC as well as app design many times.
User test
I conducted user
test in two times by asking three designers.
I had first user
test on 7th July 2016 with two designers. I showed them to an app design as
well as VR videos that I design. One expert told me that the subject is not
only very fresh but also the prototype is unique and attractive. However, he
asked me to revise the contents design such as the shape of the icon, color,
and flow of menu. Besides, he pointed out the flaw that the background in the
application looks like the adult not for junior. Another expert thought that
also interest in my subject because nowadays the VR system is one of the
popular trends. Besides, he told me that the VR could make children more
immersive and concentrate on the education environment. However, he also the
same opinion of drawbacks with the first expert in terms of the design of app
as well as flow.
I had second
user test on 17th July 2016 with one graphic designer. His opinion was
positive. He said that there are two advantages of the prototype. Firstly, the
appearance of the character was not only cute but also familiar with children.
Lastly, the prototype was an excellent design for junior as well as appropriate
with the main target user. Also, he gave me two recommend improvements. First
of all, he wanted to put the factor of interactive in VR system. For instance,
children can interact with the character during learning golf etiquette. I
tried to put the interactive things in VR contents. However, it was hard to put
the factor of interactive things in the VR contents because of time. I already
set the time for about 5minutes to learn golf rules. Lastly, he recommended me
to change about writing style in the application.
In summary, the
three designers gave me to three advantages of the prototype which are the
attractive character, appropriacy of the target user, and the fresh of
contents. However, they told me to improvements of the prototype which are the
design of application and interaction between the prototype and user.
The benefit of using VR systems in
education
It is not only hard
to teach children to tremendous of information about education but also, there
is the limitation to teach them to theory by using print books and videos. For
example, if a teacher tries to explain what the solar system is to students by
using tennis balls or a science video, students may be hard to understand
because those kinds of materials are not real.
There are six
benefits of using VR systems in the classroom. First of all, by introducing VR
systems in the classroom, students could be better understand because the
system provides them with real. In the second place, social interactivity could
be improved when students work together through networked mobile devices such
as VR goggles and smartphones as well as face-to-face interactions (Birchfield
& Megowan-Romanowicz, 2009). Thirdly, supporting customized to various
kinds of investigations could be provided to promote individuality (Klopfer,
2008). Virtual reality that brings together learners, virtual objects or
information and characters in a real environment have the potential to increase
immediacy. Fourth, immersive-media like VR could provide learners with a sense
of immersion, which is "the subjective impression that one is
participating in a comprehensive, realistic experience" (Dede, 2009, p.
66). Fifth, another significant advantage of using VR systems is safety since
unskilled learners can explore potentially dangerous situations without any
risk of harm to themselves or damage to expensive equipment. The experience
gained by students during the learning process can be a basis for further group
discussion in a classroom. Finally, VR systems in education provide students
with self-direction and naturalistic learning and increased motivation.
There are three
categories of VR education which come from axial coding by analyzing
references.
1) Infinite of
learning places.
It is important
for children to learn by doing. However, nowadays, it is tough to teach them to
a large amount of information about education in the classroom. However,
students can learn an enormous amount of information anywhere by using VR
systems.
2) Reality.
The VR system
has the potential to enhance students’ understanding of abstract and invisible
concepts or phenomena.
3) Overcome the
traditional teaching sessions.
VR system
provides students with the real environment as well as interaction. Thus, they
cannot only concentrate on the lecture but also, teachers teach students easier
than the traditional teaching sessions.
In conclusion, I
revised the prototype by conducting user test during this month. Even though
there were many problems to make the prototype, I could overcome by doing
iteration user test. Moreover, I found three importance categories of VR
education which are infinite of learning places, reality, and overcome the
traditional teaching sessions. These three types are linked with reality, being
there, and presence. Thus, I could found three concepts by analyzing literature
review. The three concepts are being there, reality, and presence. I believe
that my golf education tool will change the golfers’ behavior more kind and
polite by providing them with real.
Reference
-
Birchfield, D., &
Megowan-Romanowicz, C. (2009). Earth science learning in SMALLab: a design
experiment for mixed reality. International Journal of Computer-supported
Collaborative Learning, 4(4), 403–421.
http://dx.doi.org/10.1007/s11412-009-9074-8.
-
Klopfer, E., & Squire, K. (2008). Environmental
detectives: the development of an augmented reality platform for environmental simulations.
Educational Technology Research and Development, 56(2), 203–228.
http://dx.doi.org/10.1007/s11423-007-9037-6.
-
Dede, C. (2009). Immersive interfaces for engagement and
learning. Science, 323(5910), 66–69. http://dx.doi.org/10.1126/science.1167311.














