• Title/Summary/Keyword: 교육미디어 활용

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University Marketing Using Metaverse in Virtual Reality Environment Case Analysis - Focusing on S University (가상현실 환경에서의 메타버스를 활용한 대학의 마케팅 사례 분석 - S대학을 중심으로)

  • Won, Jong Won;Jun, Jong Woo;Lee, Jong Yoon
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.97-109
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    • 2022
  • This study analyzed successful cases of using metaverse in a reality where interest in metaverse is increasing. The use of Metaverse is mainly used in companies to explore its industrial potential or government agencies strive for policy support, but the possibility of application in educational institutions has another meaning. We tried to find the success factors and future implications by analyzing actual cases of using metaverse at university entrance ceremonies. As a result of analyzing the case of S University in Asan, Chungcheongnam-do's metaverse entrance ceremony, it was determined that the university's first metaverse entrance ceremony could be counted as a very meaningful success story. Specifically, on the technical level, it stood out that the existing metaverse technology and the new technology for the event were properly harmonized. At the organizational level, it is meaningful that the internal organization's resources were efficiently utilized based on previous experiences. On the environmental level, the COVID19 environment and the MZ generation. It was analyzed that the social change of going to college contributed to the planning and success of the metaverse entrance ceremony. As a result, it is judged that the successful use of the resources possessed by a clear goal is the success factor of the metaverse entrance ceremony.

A Study on the Development of T-DMB Frame Analysis Simulator and its Utilization in Education (T-DMB 프레임 분석 시뮬레이터 개발 및 교육활용에 관한 연구)

  • Hwang, In-Tae;Kim, Han-Jong
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.31-37
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    • 2015
  • Terrestrial digital multimedia broadcasting (TDMB) is a method of bringing multimedia images, radio, internet, and television to portable devices through terrestrial digital radio transmissions. TDMB related educations being carried out in colleges are focusing on developing firmware which enables users to choose a wanted service. TDMB transmission frame is made up of synchronization channel (SC), fast information channel (FIC), and main service channel (MSC). Services such as video, audio and date are transmitted in the form of subchannel in the MSC. FIC carries information related to each services and subchannels. This paper presents a TDMB frame analysis simulator for analyzing and displaying FIC data on PC. TDMB frame analysis simulator contains functions such as controlling TDMB receiver through USB, establishing the frequency, bringing FIC to PC, displaying ensemble ID and levels, and displaying informations related to services and subchannels. In addition to that, this simulator has a function of being able to store FIC date and subchannel data. This simulator being developed with C++ is expected to be used to view those data visually so that it helps students to understand the TDMB system better and bring about the educational motivation.

Design and Implementation of Educational Content Authoring Tool for Smart Devices (스마트 디바이스를 위한 교육용 콘텐츠 저작 도구 설계 및 구현)

  • Kwon, Sun-Ock;Kim, Jong-Oh;Ju, Seong-Yeon;Jeong, Ji-Seong;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.1-8
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    • 2013
  • Teachers, who are the subject of on-site training, cannot create education content easily reflecting their experience for themselves, and also cannot distribute the content to leaners. Even though the content is distributed, there are limited in available devices as well as representable content features. So, an applicable authoring tool is needed at the user level. In this paper, we propose an authoring tool by which users and teachers can make education content easier based on WYSIWYG interface, and can distribute that. The proposed authoring tool supports various media education content of XML format so that viewers on various smart devices can see the content regardless of operating systems. And not only we conduct survey of users to evaluate convenience and expression of proposed authoring tool, but also we check whether the content can be equally visualized on various smart devices.

A Study on the Designing Guidelines and Prototype Development of an E-learning Platform for Online Education in Public Libraries (공공도서관 온라인 교육 운영을 위한 이러닝 플랫폼 설계지침 및 프로토타입 개발 연구)

  • SangEun Cho
    • Journal of the Korean Society for information Management
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    • v.41 no.3
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    • pp.109-144
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    • 2024
  • International research has actively explored and analyzed the implementation of e-learning platforms by libraries in response to the advancement of online learning models. In contrast, within Korea, while the significance and necessity of online library services and education are acknowledged, there remains a paucity of studies providing detailed methodologies for their implementation. This study aims to propose a practical e-learning platform for public libraries, detailing design guidelines and developing a prototype. Utilizing the Rapid Prototyping methodology, this study reviewed theoretical backgrounds and prior research, selecting Moodle LMS for initial design guidelines. The validity and reliability of the evaluation were assessed by experts and users. Based on the evaluation results, the final design guidelines and prototype of the e-learning platform for libraries were established. The final guidelines consist of four main functions, nine detailed functions, and forty specific instructions.

Educational Effects of Interdisciplinary Creativity Promotion Program Based on Movie-Assisted Flipped Learning of creativity and STEAM literacy indexes in College Students (영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 미치는 효과)

  • Kim, Byung-Man;Youn, Jeong-Jin;Kim, Seoung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.37-47
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    • 2017
  • The purpose of this study is to investigate how flip learning based interdisciplinary fusion creativity promotion program using movie is effective for university students creativity and fusion talent literacy. To do this, we conducted a total of 15 sessions for a total of 89 students from 44 college students and 45 non - attendance college students who attended the "Creative Fusion Creative Encounters with Film" course at Busan Metropolitan City. The collected data were analyzed by independent sample t-test using SPSS 23.0 program. The results of this study are as follows. First, flip learning based interdisciplinary fusion creativity enhancement program using movie was significant in the order of patience / attachment, humor, self - confidence, imagination, openness, independence, and curiosity in the creativity sub - domain of college students. Second, flip learning - based interdisciplinary convergence creativity enhancement programs using movies were found to have a significant effect in the order of convergence, care, communication, and creativity in the sub - areas of university students' literacy achievement. The findings of the study proved the educational effects of the interdisciplinary creativity promotion program that was based on movie-assisted flipped learning, and this study is expected to suggest some of the right directions for education-based interdisciplinary research and to give some suggestions on that.

The Effect of Baby Boom Generation' Leisure Activities on ICT Skills (베이비붐 세대의 여가활동이 ICT 이용 능력에 미치는 영향)

  • Oh, Joo Hyun
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.1-12
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    • 2018
  • The objective of this study is to explore the way to improve baby boom generation's ICT skills in their daily life. This study explores the effect of leisure activities on ICT skills. The analysis used 2016 Korea Media Panel data. Results show that the more leisure activities baby-boomers participate, the higher ICT skills they could get. The result of 2SLS regression also supports the leisure activities' effect on the improvement of ICT skills. More specifically, watching performing art such as movies, musicals, affects the improvement of the integrated ICT skills, and creative hobbies such as cooking, painting, affect the ability to use video contents and e-commerce; shopping affects the improvement of communication and information searching with a digital device. These findings suggest that leisure activities could improve ICT skills for baby boom generation who are familiar with face to face communication.

Diagnosis of the Rice Lodging for the UAV Image using Vision Transformer (Vision Transformer를 이용한 UAV 영상의 벼 도복 영역 진단)

  • Hyunjung Myung;Seojeong Kim;Kangin Choi;Donghoon Kim;Gwanghyeong Lee;Hvung geun Ahn;Sunghwan Jeong;Bvoungiun Kim
    • Smart Media Journal
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    • v.12 no.9
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    • pp.28-37
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    • 2023
  • The main factor affecting the decline in rice yield is damage caused by localized heavy rains or typhoons. The method of analyzing the rice lodging area is difficult to obtain objective results based on visual inspection and judgment based on field surveys visiting the affected area. it requires a lot of time and money. In this paper, we propose the method of estimation and diagnosis for rice lodging areas using a Vision Transformer-based Segformer for RGB images, which are captured by unmanned aerial vehicles. The proposed method estimates the lodging, normal, and background area using the Segformer model, and the lodging rate is diagnosed through the rice field inspection criteria in the seed industry Act. The diagnosis result can be used to find the distribution of the rice lodging areas, to show the trend of lodging, and to use the quality management of certified seed in government. The proposed method of rice lodging area estimation shows 98.33% of mean accuracy and 96.79% of mIoU.

Relationships between Perceived Outcome of SNS Use and Social Capital: Focused on Moderating Effects of Victim and Offender Experiences (소셜미디어 사용의 지각된 성과와 사회자본과의 관계 - 피해경험과 가해경험의 조절효과를 중심으로 -)

  • Kim, Sora
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.448-460
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    • 2020
  • The purpose of this study is to examine the effects of negative experiences on social capital in order to see if the adverse functions of social media could be a barrier to the promotion of social capital through the use of social media. The study verified the moderating effect of perceived performance from social media and negative experiences(victim experience and offender experience) on social capital. The online survey was conducted in November 2019, and a total of 846 responses were used for the final analysis. As a result of the two-step regression analysis using the mean-centering technique first, it was found that the victim experience had no significant effect on the bridge social capital, but the perceived performance and the victim experience had negative moderating effect on the bridge social capital. Second, the victim experience showed a significant positive effect on the binding social capital, but showed a negative moderating effect with the perceived performance indicating positive influence on the binding social capital of the perceived performance could reduce through victim experience. Accordingly it is necessary to educate social media users on the cyber ethics, and regulation is required to mitigate risk factors for trust.

An attempt to the possible link between vocational ability improvement and educational·training projects - Based on lifelong education and regional employment - (직업능력향상과 교육·훈련사업의 연계 가능성 탐색 - 평생교육분야와 지역고용사업을 중심으로-)

  • Yeo, Shang Woon;Chen, Dan;Park, Changun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.6
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    • pp.407-416
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    • 2018
  • The study aims to explore the possible link between lifelong education and local education·training projects to enhance vocational skills. To this end, we first looked at vocational training in lifelong educational institutions. We looked at the areas of lifelong education presented by the Lifelong Education Act and the status of job improvement in them, as well as the actual number of learners across the country. Next, we looked at local education training projects. In this case, We investigated the significance and type of education·training projects, and identified the number of programs and the number of learners. Looking at them, we looked for five possibilities the possible link of between vocational abilities and educational·training projects. The five were to strengthen employment related lifelong learning of the economically inactive population, to strengthen lifelong education related to the underprivileged people, to enhance vocational skills for lifelong education centered on the employed, to utilize lifelong education institutions and universities in the region, and to strengthen the role of local governments to guide local job demands and suppliers.

Effect of class Blog Activity on self-esteem for elementary students (학급 블로그 활동이 초등학교 학생들의 자아 존중감에 미치는 영향)

  • Yoo, Seoung-Han;Sung, Young-Hun;Lee, Jae-Inn
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.177-185
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    • 2005
  • The latest BLOG is highlighted both freely writing about the personal life and the tool which is maintaining friendly relations with many people by trackback. In this study, this BLOG system is designed for improving self-esteem in the class by using these characteristic of BLOG. the internet activity of students and their normal activity in the classroom connects with The Star-Gift-Shop module. This module induces students to an active BLOG, activity with interest. as a result of this activity in the class BLOG system, students improves their computer application ability and confidence of them. Which is effected teacher's efficient classroom management.

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