• Title/Summary/Keyword: 가상현실 교육과정

Search Result 132, Processing Time 0.025 seconds

Ethical Issues in the Forth Industrial Revolution and the Enhancement of Bioethics Education in Korean Universities (4차 산업혁명 시대의 윤리적 이슈와 대학의 생명윤리교육 방향 제고)

  • KIM, Sookyung;LEE, Kyunghwa;KIM, Sanghee
    • Korean Journal of Medical Ethics
    • /
    • v.21 no.4
    • /
    • pp.330-343
    • /
    • 2018
  • This article explores some of the ethical issues associated with the fourth industrial revolution and suggests new directions for bioethics education in Korean universities. Some countries have recently developed guidelines and regulations based on the legal and ethical considerations of the benefits and social risks of new technologies associated with the fourth industrial revolution. Foreign universities have also created courses (both classroom and online) that deal with these issues and help to ensure that these new technologies are developed in an ethically appropriate fashion. In South Korea too there have been attempts to enhance bioethics education to meet the changing demands of society. However, bioethics education in Korea remains focused on traditional bioethical topics and largely neglects the ethical issues related to emerging technologies. Furthermore, Korean universities offer no online courses in bioethics and the classroom courses that do exist are generally treated as electives. In order to improve bioethics education in Korean universities, we suggest that (a) new course should be developed for interprofessional education; (b) courses in bioethics should be treated as required subjects gradually; (c) online courses should be prepared, and (d) universities should continually revise course contents in response to the development of new technologies.

A Study on Analysis and Improvement of Contents of Domestic Disaster & Safety Education (국내 재난안전교육 컨텐츠 분석 및 개선방안 연구)

  • Chung, Hee-Soo;Song, Chang-Geun
    • Journal of Convergence for Information Technology
    • /
    • v.12 no.1
    • /
    • pp.76-82
    • /
    • 2022
  • Recently, natural and social disasters in Korea are increasing, and new disasters such as COVID 19 and sinkholes, and large-scale disasters that combine natural and social disasters are occurring frequently. In order to reduce damage caused by disasters and effectively respond to disasters, the importance of disaster safety education is emerging because it is necessary to understand the awareness of disaster situations and the functional response process. Ministry of Public Interior and Security is providing disaster safety education for emergency managers through 54 specialized disaster safety education institutions. There is also a lack of experience facilities. This has a problem in that it makes it difficult for disaster safety personnel to effectively respond to disasters due to lack of experience in actual disaster sites. Also, unlike other education fields, the connection between disaster safety education contents and new technologies such as AI is still lacking. In this study, focusing on natural disaster, the current status and problems of domestic disaster safety education institutions and their contents are investigated and analyzed, and based on this, this study suggested improvement plans for domestic disaster safety education contents such as establishment of a unified disaster safety standard curriculum, production and distribution of disaster safety education experience contents using virtual reality technology and infotainment technology, and development of mobile AI tutoring service.

Development of Convergence Education Program Based on 3D Panorama Virtual Fieldwork Courses on Water Spider in Eundaeri (은대리 물거미 서식지의 3D 파노라마 가상야외학습장 융합교육 프로그램 개발)

  • Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.10
    • /
    • pp.607-619
    • /
    • 2019
  • This study used Natural Monument water spiders and their habitats as educational contents, so those students could have a scientific literacy and the beautiful memories of Eundaeri's marshes through developing a virtual fieldwork courses (VFC) and observing the ecology of water spiders. In order to develop the program, the 2015 revised national curriculum and its textbooks were analyzed. In accordance with the STEAM model, we developed teaching-learning materials for 7 classes. Students produced 3D panorama virtual fieldwork courses (PVFC) about water spider by team-based cooperative learning, enabling them to emotionally experience the meaning and value of water spiders. A panel of six education experts verified the validity of the program and found it to be fairly valid at 4.24 (CVI = .88) on the 5-point Likert scale. In order to confirm the suitability of the program, students in the middle school science clubs participated in pilot testing camp. Their average classes satisfaction was 4.24 and students were very satisfied with the usefulness of the program, the fresh learning contents, and the suitability of the convergence education class. This study could contribute to convergence education related to ecology and virtual reality for adolescents.

Communication Mechanism for 3D Virtual online learning System based in mixed Reality (혼합현실 기반 3D 가상 온라인 학습시스템 개발을 위한 통신 매커니즘)

  • Kim, Jong-Oh;Park, Chan;Jeong, Ji-Seong;Kim, Do-Hyeong;Kwon, Sun-Ock;Joo, Seong Yeon;Park, Jin-a;Kwon, Sin-Ae;Yoo, Kwan-Hee
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2012.05a
    • /
    • pp.383-384
    • /
    • 2012
  • 본 연구는 온라인 구성주의 학습 등 다양한 체험학습이 가능하게 하기 위하여 웹캠으로 촬영된 영상 중 사용자의 모습만을 추출, 이를 전송하여 여러 사용자의 영상과 교육과정에 맞는 상황이나 현장을 3D 환경에 혼합하여 제공하는 시스템을 개발하는데 있어 영상, 음성 3D 정보, 학습개체 등을 원활하게 통신할 수 있는 통신 매커니즘을 설계하고 구현한다.

  • PDF

How to use Business Simulation Game for Business Education: Based on the Development Process and Business Education Method (경영 교육을 위한 경영 모의 게임의 활용 방안: 개발 과정 및 교육 방법을 중심으로)

  • Kim, Sang-Soo
    • Information Systems Review
    • /
    • v.7 no.1
    • /
    • pp.41-63
    • /
    • 2005
  • Due to the fast development of information technology, a variety of edutainment software has been used in the field of business education. One of them is Business Simulation Game that the business game domain and the information technology is definitely associated. A lot of business simulation game have been developed and used for many courses of colleges and corporate training in USA and EU. However, education program based on business simulation game has not been activated in Korea. This paper introduce a business simulation game developed by joint effort of business professors and a software firm for last three years and suggest the method of business education using this business simulation game. First of all, the development process, architecture and procedure of business simulation game are summarized. From a perspective of business education, the effect and advantage of business simulation game, sample syllabus, course outlines, users, missions and evaluation method are also addressed.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.10
    • /
    • pp.147-153
    • /
    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.5
    • /
    • pp.562-571
    • /
    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

Design and Implementation of a Hybrid Level-based Instruction Model in Web-based Classes (웹기반 수업에서 혼합형 수준별 수업모형의 설계 및 구현)

  • Kim, Maeng-Hee;Park, Chan-Jung
    • The Journal of Korean Association of Computer Education
    • /
    • v.6 no.1
    • /
    • pp.109-120
    • /
    • 2003
  • Recently, as more web-based applications are widely used, various methods for education are developed in practical areas. As a result, in many organizations, virtual educations such as WBI learning. CAI, and distance learning are offered actively. With the advantages of web-based education, in order to achieve feasible and efficient effects on education. a new web-based instruction model that considers the abilities, the interests, and the aptitudes of students individually is required. In this paper, a new web-based instruction model, called a hybrid model, is proposed and implemented. And then, two model - the stepwise model and the hybrid model- are applied to a computer accounting class of a vocational high school. Students attend the web-based class in a computer center for 100 minutes autonomously. After the classes, a questionnaire is made in order to analyze both the effect on that class and the learning fulfillment of the proposed instruction model.

  • PDF

Development of tangible language content system based on voice recording (음성녹음 기반의 실감형 어학시스템 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
    • /
    • v.17 no.2
    • /
    • pp.234-239
    • /
    • 2013
  • Learning a lesson about poor concentration and problems of the existing content, the system of language which could not be determined, Many teachers' assessment decision was made. As a result, voice recording based on the combination of ubiquitous technology and virtual reality technology, and install the projector in a classroom Through the learning content corresponding grade English student ID card attached RFID reader in each classroom, and students of RFID tags attached. In reality of the virtual three-dimensional image content foreigners and question-and-answer using the voice recording technology at the same time check the pronunciation and intonation level passes or level failure judged. Student education data to a central server system is configured to do so after saving to the DB through a feedback process, which provides information. Analysis of the issues that can have a common language content in the present study and Problem for voice recording technology to solve the problem and did not solve the existing language in the content level based classes.

A Study on the Semantic Network Structure of the Regime in the Image Contents (영상콘텐츠분야의 정권별 의미연결망 연구)

  • Hwang, Go-Eun;Moon, Shin-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.28 no.3
    • /
    • pp.217-240
    • /
    • 2017
  • The purpose of this study was to investigate the semantic network analysis to understand image contents and to examine the degree to which words, word clusters contributed to the formation of semantic map within image contents. For this research, from 1993 until 2016 the field of the image contents were collected for a total of 2,624 cases papers. The word appeared in Title analyzed the social network by using the R program of Big Data. The results were as follows: First, The field of image contents is based on researches related to 'image', 'media' and 'contents'. Second, there is a three-step flow ('education' -> 'media' -> 'contents') of research in the field of image contents. Third, researches related to 'broadcasting', 'digital', 'technology', and 'production' were continuously carried out. Finally, There were new research subjects for each regime.