• Title/Summary/Keyword: 교육미디어 활용

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Development of Projector Calibration Mapping Technology for Physically Interactive Sport Game (체감형 스포츠 게임을 위한 프로젝터 캘리브레이션 매핑 기술 개발)

  • Gil, Young-Ik;Seo, Hye-Ran;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.39-52
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    • 2019
  • Recently many studies has been conducted for interactive game to contents immersion through visual stimuli. Among them, Multi-Plane Image tech is suitable for projecting video in wide views, but it is difficult to perform calibration and mapping tasks for viewing separately. In this paper, we developed a calibration mapping applies to the field archery game space in the form of CAVE. As a result, we maintained the resolution confirmed the space through the video without distortion and expect to be applicable to the fields requiring presence, such as training contents.

A Study on Non-face-to-face Educational Methods which can be used in Practical Subject of Game Production (게임제작 실습 교과목에서 활용할 수 있는 비대면 교육방법 연구)

  • Park, Sunha
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.125-133
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    • 2021
  • Due to Covid-19, the un-contact culture has affected society as a whole, and the methods of education conducted offline has been greatly affected. In the private education of preparing for university entrance, the public official examinations and certification acquisition, the method of online education has been shown to have positive effects. While private class and school class which have offered in off-line to cope with rapid changes caused various problems such as decline in quality for education. Due to the characteristic of design class, practical training is important. As interactive feedback between students and educators is more important than one-way of delivering knowledge while class is conducted in online, educators have a challenge when they prepare for class. This study handles the methods of online education for the purpose of practical education methods in university nowadays, Especially, the non-face-to-face education methods for game animation production. Based on this study, I propose an effective educational method with non-face-to-face class that allows students to be satisfied and increases their knowledge, beyond face-to-face class.

Educational humanoid robot using 3D printer and Arduino (3D프린터와 아두이노를 활용한 교육용 휴머노이드 로봇)

  • SukHun Kim;NamHo Kim
    • Smart Media Journal
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    • v.11 no.11
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    • pp.9-16
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    • 2022
  • Among the types of robots, it is not easy to make a robot that walks on two legs. For this, it is necessary to be able to create software that can control precise servomotor settings and various operations. This process is very difficult for beginners and not easy to make because there is no suitable Arduino shield shape for the robot. Therefore, in this study, a method for manufacturing Arduino and plug-in type shield was proposed. In addition, the process of developing a PC control program that can simplify motion control, manufacturing a robot, and setting servo motor values to easily control motion was introduced. It is expected that this will be of great help to novice developers who are interested in making robots.

Potential Risk Factors Analysis for Children Traffic Accident Based on Rescue Operations and Emergency Medical Services Data (구조구급활동 데이터 기반 어린이 교통사고 잠재적 위험요소 분석)

  • Kim, Yoo Jung;Hwang, Woo-Suk;Pyo, Kyung-Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.227-228
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    • 2020
  • 어린이 교통관련 안전사고 잠재적 위험요인 및 개선요인을 도출하기 위해 119구조구급자료 중 6세부터 11세까지의 어린이 사고 자료를 분석하였다. 4개 광역지자체의 2014년부터 5년간 자료에 대한 사고내용을 전수 조사하여 분석하였다. 주요 사고 장소 및 시간대 분석 결과 어린이 교통사고는 하교시간 오후 시간대에 도로에서의 집중적 관리가 필요한 것으로 나타났다. 어린이 교통사고 잠재적 위험요인을 분석한 결과 자동차와 자전거를 이외 탈 것에 관한 사고비율이 최근 높아지고 있음을 확인하였다. 연간 교통사고 전체 건수에 대한 추이는 큰 변화는 없었으나 개인 탈것의 사고 증가는 뚜렷하였다. 그 중 킥보드에 대한 사고가 가장 많았고, 퍼스널 모빌리티가 가장 뚜렷한 증가 분야였다. 현재 어린이에게 적용되고 있는 퍼스널 모빌리티 등에 대한 안전가이드라인이나 규정 등은 미비하나 향후 퍼스널 모빌리티의 보급은 크게 늘어날 것으로 전망된다. 향후 어린이 교통사고를 줄이기 위해서는 어린이가 개인 전동 이동수단 활용 시 안전에 대한 규정마련과 교육이 시급하다.

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Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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An Analysis on the Effects of Basic Computational Skills Using G-Learning Contents (기초셈하기 G-러닝 콘텐츠의 효과성 분석)

  • Park, Mangoo;Kim, Eunhye;Whang, Sungwhan;Lee, Donghee
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.225-243
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    • 2013
  • This study was to analyze the effects of basic computational abilities using G-learning contents, which was developed for mathematically slow learners. The participant students were 146 mathematically slow learners in grade 3-6 in Seoul. The researchers analyzed the difference between pre and post test scores to check their effectiveness. Also, teachers and parents as well as students responded survey items to check dispositions and satisfactions towards the program. The research results showed that the application of the G-learning contents on basic computation areas was effective to develop students' basic computational skills. In addition, students also showed that they were satisfied studying basic computations with the G-learning contents. They had increased beliefs about and decreased difficulties in mathematics. Parents and teachers also had satisfactions in using the G-learning programs in spite of some negative effects such as errors in the contents, use of computers, and concentration on the game itself. For the improvement of G-learning contents, we need to keep studying on G-learning contents with wide range of areas and long term studies.

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The impact of education quality and instructor characteristics of online skincare education on intention to continue education: Focusing on the mediating effect of education satisfaction (피부미용 온라인교육의 교육품질과 강사특성이 교육지속의도에 미치는 영향 : 교육만족도의 매개효과를 중심으로)

  • Ga-Eul Kim;Mi-U Nam
    • Journal of the Korean Applied Science and Technology
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    • v.41 no.3
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    • pp.795-812
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    • 2024
  • The purpose of this study is to analyze the impact of online education characteristics on education satisfaction and intention to continue education, and to analyze the mediating effect of education satisfaction in the relationship between online education characteristics and education continuation intention. This study targeted adult women who experienced online skincare education and conducted a survey from March 1 to April 30. First, convenience, reliability, learner understanding, promptness of feedback, expertise, and attractiveness had a significant positive (+) effect on educational satisfaction. Second, educational satisfaction was found to have a significant positive (+) influence on the intention to continue education. Third, convenience, promptness of feedback, expertise, and attractiveness had a significant positive (+) effect on the intention to continue education, but learners' understanding appeared to have a negative (-) effect.Lastly, the mediating effect of education satisfaction was found to be significant in the relationship between education quality, instructor quality, and intention to continue education.

A study on the development of interface design evaluation method for web-based multimedia instructional system. - Focused on the user′s psychological language extraction.- (웹 기반 멀티미디어 교육사이트의 인터페이스 디자인 평가방법체계 구축에 관한 연구 -사용자의 심리적 불만족 언어 도출을 중심으로.)

  • 박순주;이종호
    • Archives of design research
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    • v.13 no.3
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    • pp.81-90
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    • 2000
  • There are a great number of difficulties without Interface Guideline, even though the utility of the web in the educational field has been increased. In spite of having a guideline there still remains problems, when the researcher develops a practical web design, because of uniformity and universality. The purpose of this research will give a good model and a guideline, developing a way of web-site assessment through psychological language. First, the researcher has to induce psychological language and recognize the relevance of the principle of device system. Second, they should build an assessment model based on an established system of classification. As a result, they recognized that an assessment model based on the system of psychological language can help in working out authentic design problems. The designer faces many difficulties when using Interface Guideline for the sake of the existing software developer because of specific terminology. On the contrary, these days, the guideline of psychological language system provides the designer with easy comprehension of language and also able to perceive problems in advance. In addition, the researcher can realize that it can be used, as a good source and data.

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A Study on the Introduction of Information Commons to the University Libraries (대학도서관의 Information Commons(정보공유공간) 도입에 관한 연구)

  • Chung, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.38 no.1
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    • pp.67-87
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    • 2007
  • This study aims to suggest the ways to apply Information Commons to local university libraries, which face various changes in users and information environment, for using the libraries' space more effectively and for providing users with more satisfying services. Information Commons, which is a concept having been gradually spreading mainly in the U.S. from the early 1990's, is a service place where users can work out anything related to their studies or various lecture-related jobs because they are provided with various information and electronic resources in that one spot. Researches show that physical and human resources should be prepared before executing Information Commons to minimize the problems and to maximize the effectiveness from applying it. Physical resources are such as PC rooms, multimedia rooms, education rooms, one person or group study rooms, and cafe or lounge. Human resources are the librarians who can do reference services including giving the lectures on using library information resources and who can solve the operating problems related to IT.

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Discussing Metaverse Ethics with a Movie on Metaverse, 'Ready Player One' (메타버스를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.665-675
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    • 2022
  • After the COVID-19 pandemic, there has been growing interests in metaverse technology and social use of virtual reality platforms in non-face-to-face environments, but social issues and ethical concerns raised by metaverse have not been sufficiently discussed. In this paper, we discuss the social functions of the metaverse by examining the movie 'Ready Player One', and investigate the ethical problems that may arise in various implementation of metaverse. We identify the potential ethical problems that could occur in the context of metaverse including identity fragmentation, metaverse violence and crime, and mismanagement of personal information. We also propose some promising approaches to tackle these ethical problems ranging over descriptive ethics, normative ethics, and analytical (meta) ethics.