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A Study on the Factors Affecting the Intention to Use the Defense Education and Training System Based on Virtual Reality

  • Journal of Knowledge Information Technology and Systems
  • Abbr : JKITS
  • 2020, 15(6), pp.1117-1133
  • DOI : 10.34163/jkits.2020.15.6.019
  • Publisher : Korea Knowledge Information Technology Society
  • Research Area : Interdisciplinary Studies > Interdisciplinary Research
  • Received : November 3, 2020
  • Accepted : December 11, 2020
  • Published : December 31, 2020

Se-Ho Lee 1 Seung-Jo Han 2 Kyung-Hye Park 3

1육군 분석평가단
2국방과학연구소(대전)
3충남대학교

Accredited

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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