• Title/Summary/Keyword: 교육미디어 활용

Search Result 873, Processing Time 0.026 seconds

A Study on Creative Teaching Methods using Blockchain Media (블록체인 미디어를 활용한 창의적 교수법 연구)

  • Baek, Jinwook
    • Journal of Creative Information Culture
    • /
    • v.5 no.2
    • /
    • pp.173-182
    • /
    • 2019
  • Recently, creative teaching methods have received a lot of attention in the university community. Creative teaching methods can maximize the effectiveness of the creative education through the voluntary participation of students. One of the most important skills in creative teaching methods is communication because many students are passive in their real classes. An economic reward system helps to improve students' communication skills because it motivates students to study harder. Therefore, a blockchain media based on an economic reward system can be useful teaching tools. This paper proposes a creative teaching method using blockchain media to improve communication skills. The proposed method consists of eight steps, and it was applied to classes for the last three years. The results show that the proposed method helps students improve their communication skills.

Research on Utilization of AI in the Media Industry: Focusing on Social Consensus of Pros and Cons in the Journalism Sector (미디어 산업 AI 활용성에 관한 고찰 : 저널리즘 분야 적용의 주요 쟁점을 중심으로)

  • Jeonghyeon Han;Hajin Yoo;Minjun Kang;Hanjin Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.713-722
    • /
    • 2024
  • This study highlights the impact of Artificial Intelligence (AI) technology on journalism, discussing its utility and addressing major ethical concerns. Broadcasting companies and media institutions, such as the Bloomberg, Guardian, WSJ, WP, NYT, globally are utilizing AI for innovation in news production, data analysis, and content generation. Accordingly, the ecosystem of AI journalism will be analyzed in terms of scale, economic feasibility, diversity, and value enhancement of major media AI service types. Through the previous literature review, this study identifies key ethical and social issues in AI journalism as well. It aims to bridge societal and technological concerns by exploring mutual development directions for AI technology and the media industry. Additionally, it advocates for the necessity of integrated guidelines and advanced AI literacy through social consensus in addressing these issues.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.77-87
    • /
    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Development of the Intelligent Multi-Casting System (지능형 멀티 캐스팅 방송 시스템의 개발)

  • Lim Chan-Ho
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.10 no.4
    • /
    • pp.90-96
    • /
    • 2005
  • This paper develops a multi-casting system could be used in a school and hospital and government and municipal public offices. The developed multi-casting system uses various educational multimedia titles effectively and is capable of remote control by using a network(LAN). The developed system includes speaker control module that make individual or group broadcasting, AV contents control module for using a diverse educational multimedia title effectively and light control module. The system uses RS-485C communication module and the effective control system interface based on GUI.

  • PDF

Development of a Distributed Network Browser (DNB) for Network-Based Learning (네트웍 기반 학습을 위한 분산 네트웍 브라우저의 개발)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • Annual Conference of KIPS
    • /
    • 2001.04a
    • /
    • pp.127-130
    • /
    • 2001
  • 교육시스템에 있어서, 네트웍의 활용은 선택적인 것이 아니라 필수적인 것으로 인식되고 있다. 네트웍의 교육적 활용에 있어서 중요한 것으로서, 편리한 사용자 인터페이스, 멀티미디어 데이터의 전송으로 인한 네트웍 트래픽의 감소 대책, 학습 평가를 위한 학습 과정의 정보 기록, 쉬운 시스템 업그레이드 등을 들 수 있다. 본 논문에서는 인터넷 익스플로러와 같은 범용 웹브라우저를 이용하는 학습 환경에서 탈피하여, ActiveX 컨트롤을 이용한 자유로운 사용자 인터페이스의 제공과 전송 파일의 체계적 관리를 목적으로 하는 분산 네트웍 브라우저 (DNB : a Distributed Network Browser)를 개발하였다. DNB를 통하여, 네트웍 트래픽의 감소와 학습자 정보의 체계적인 관리 등의 효과를 얻을 수 있다.

  • PDF

Design and Implementation of Multimedia CAI Program for Learning about Electricity in the Mechanics Curriculum (기술과 전기 학습을 위한 멀티미디어 CAI 프로그램 설계 및 구현)

  • Lee, Hyae-Joung;Shin, Hyun-Cheul;Joung, Suck-Tae
    • Convergence Security Journal
    • /
    • v.7 no.2
    • /
    • pp.9-16
    • /
    • 2007
  • In today's society, the paradigm is converted to information where both this and knowledge become the source of value added. In order to answer societies' needs school education is subject to a large change, that is 'from supplier-centered learners to demand-centered learners'. This study is the design and implementation of multimedia CAI program for learning about electricity in the meddle school the mechanics curriculum with a focus in generating electricity. Based on multimedia, software, educational utilization of the multimedia, CAI, learning theory and form, both technology and multimedia elements related to curriculum are analyzed. This title is composed of object, contents, evaluation and related sites every chapter for students to study. Also, it is designed for students to take interest and participate in the learning process actively by combining lots of media such as characters, sound, images and animation. Specially it is composed in a way of repetition according to the student's level.

  • PDF

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.4
    • /
    • pp.283-288
    • /
    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.11
    • /
    • pp.270-277
    • /
    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

Types and Themes of Mobile Application Contents in Primary Science Learning Derived From Teachers' Perspectives (교사의 관점에서 제안된 초등 과학 영역의 모바일 앱 콘텐츠 유형 및 주제)

  • So, Hyo-Jeong;Yoon, Hye-Gyoung;Choi, Hyungshin
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.3
    • /
    • pp.488-497
    • /
    • 2016
  • Given the potential of mobile applications to create new learning opportunities beyond the prevalent use of digital textbooks and Internet lectures, this study aims to derive types and themes of mobile application content that can be effectively integrated with the school curricula. Twenty primary school teachers participated in this study that examines teachers' perceptions about the advantages and disadvantages of printed and digital textbooks' modality, the advantages and disadvantages of mobile learning, and the themes relevant to develop mobile applications. Findings indicate that it is necessary to develop activity-centered applications for vertical use rather than theme-centered applications for horizontal use. In addition, while most ideas derived from teachers center on multimedia access, there was lack of ideas that leverage the affordances of mobile devices for collaborative interaction and location-awareness. Lastly, to promote the diffusion of mobile learning in school environments, this study suggests the need to overcome teachers' epistemology that perceives mobilization against inquiry activities.

A Study on the effective computer usage in design education (디자인 교육에 있어서 컴퓨터의 효율적 활용방안 연구)

  • 김진용
    • Archives of design research
    • /
    • v.13 no.1
    • /
    • pp.219-225
    • /
    • 2000
  • Most of designers use applied software of computer programs instead of traditional tools such as brushes, poster colors, etc. for drawing and designing. For example applied software programs for design are applied the workings printing, presentation, movie, animation, character design as well as industrial design. Especially, quality of applied software programs in the field of visual communication design influence on the design results in future. Therefore, many college attempt to invest budget to inhrence the quality of software program in design education. However, effectiveness of investment is lowered due to the professional lack of software knowledge. This study tries to explore how the investment for software program in visual communication design becomes more effective, and to suggest how the order of software program, design curriculum through the affective computer usage in design education will be more useful than now. By comparing and contrasting the different cases in the computer environments of the colleges, this study was processing, the result of this study will contribute to the design education of visual communication.

  • PDF