• Title/Summary/Keyword: 교육미디어 활용

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Exploring the Foreign Students' Learning Experiences in Natural Science Basic Course at College of Engineering in Korea (국내 이공계 대학 유학생들의 전공기초 학습 경험 탐색)

  • Kim, Soo-Cheol
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.2
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    • pp.259-269
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    • 2019
  • The main purpose of this study is to explore the foreign students' learning experiences in natural science basic course at college of engineering in Korea. The subjects were 7 but 4 students took part in the semi-structured interview. All of the interviews were recorded, and the recorded material was transferred and kept. The transcripts were analyzed in a qualitative method. The researchers answered the questionnaire to 7 foreign students who voluntarily participated in the study, and 4 in-depth interviews were also conducted. The interview took 30 minutes to 1 hour, and semi - structured interviewing technique was used. The contents of the interviews were all recorded with the consent of the participants, and the recorded materials were transferred and managed with the interview notes. The transferred data were analyzed based on the coding and categorization process according to the step of the continuous comparison method. The results of this study is the following. There are four themes; problems due to lack of Korean language ability when taking basic courses; problems of terms and concept understanding in major courses; supplementary learning methods of basic courses; necessity of natural science basic education program and requirement of support of the university.

Trend Analysis in Maker Movement Using Text Mining (텍스트 마이닝을 이용한 메이커 운동의 트렌드 분석)

  • Park, Chanhyuk;Kim, Ja-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.468-488
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    • 2018
  • The maker movement is a phenomenon of society and culture where people who make necessary things come together and share knowledge and experience through creativity. However, as the maker movement has grown rapidly over the past decade, there is still a lack of consensus for how far they will be viewed as a maker movement. We need to look at how the maker movement has changed so far in order to find the direction of development of the maker movement. This study analyzes the media articles using text-based big data analysis methodology to understand how the issue of the maker movement has changed in general media. In particular, we apply Keyword Network Analysis and DTM(Dynamic Topic Model) to analyze changes of interest according to time. The Keyword Network Analysis derives major keywords at the word level in order to analyze the evolution of the maker movement, and DTM helps to identify changes in interest in different areas of the maker movement at three levels: word, topic, and document. As a result, we identified major topics such as start-ups, makerspaces, and maker education, and the major keywords have changed from 3D printer and enterprise to education.

Assessment of Climate Change Communication via Facebook Social Network in Vietnam Today (베트남의 Facebook 소셜 네트워크를 통한 기후변화 대응 평가)

  • Tran, Thi Mai Phuong;Nguyen, Khac;Lee, Dal-Heui;Park, Tae-Yoon;Han, Shin
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.1
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    • pp.18-26
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    • 2019
  • Vietnam is one of the countries most affected by climate change. Therefore, communication activities on climate change in Vietnam are focused with various media such as television, newspapers, radio, internet etc. In particular, Facebook social network is a potential media but less interested and developed. In this topic, Audience Insight tool of the Facebook social network and the online sociological survey method were conducted to assess the current status and effectiveness of climate change communication activities via Facebook in Vietnam today. Vietnam ranks seventh in the world with 58 million users. However, the number of climate change communication fanpages has only about 15 fanpages with the largest number of followings is 94,721 persons. Among of the 10 most contented Facebook users in Vietnam today, there is no fanpage related to climate change. The results of research and evaluation two fanpages of climate change communication that are the most and most frequent followers in Vietnam showed that climate change communication via Facebook in Vietnam is not as effective as expected. At the same time, online survey results also pointed out the causes of the above problems. This is the scientific basis for management agencies to find the solutions to promote the strength of Facebook social network in climate change communication in the future.

A Study on the Research Trends on Literacy in Library and Information Science (문헌정보학 분야의 리터러시 연구 동향 분석)

  • Jang, Su Hyun;Nam, Young Joon
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.263-292
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    • 2022
  • The purpose of this study is to identify the topics of research related to the concepts of literacy in the field of Library and Information Science which is related to user education in libraries. Data were collected from the WoS and KCI databases, and complementary keyword analysis and topic modeling analysis techniques were used to identify topics of literature-related research articles in the field of Library and Information Science. Findings presented that there was a difference in keywords and topics between the two databases. Literacy-related topics identified from the KCI database were classified into three groups through topic modeling. Also, it was analyzed that there is a difference between the overall literacy-related research trend, the timing of the surge in research volume, and key frequent keywords in the Library and Information Science field confirmed in the study. In particular, in the study of literacy in all fields, a number of words such as 'literacy', 'education', 'media', and 'digital' were derived. However, in literature research in the field of Library and Information Science, keywords such as 'information utilization ability' and 'school library' appeared. Based on this, it was concluded that research on the ability to develop an evaluative eye for information is needed in line with today's information environment, where information is rapidly increasing in Korea in the future.

Development of an Automatic Tempo-Regulating Smartphone Application Using MIDI Playback Functions For Musical Instrument Practice (스마트폰 MIDI 재생 기능을 활용한 속도 증가 악기 연습 애플리케이션 개발)

  • Shim, In-Sup
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.143-150
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    • 2019
  • Playing musical instruments has long been a hobby enjoyed by many, whether amateur or professional. However, a lot of long and arduous practice is required if one wants to acquire the skills of musical artist and truly enjoy the pleasure of playing. This repetitive and tedious practice is often a hindrance to the process of learning a musical instrument, and numerous educators have put a lot of research and effort into making the process easier and more fun for students. In addition, various media practice tools are being developed to keep the students engaged and having fun. The core elements of this content primarily include controlling the speed of backing tracks in accordance with the skill level of students and providing a backing ensemble that enables them to enjoy the fun of playing. This paper studies and compares various MIDI playback techniques capable of controlling speed and pitch in smartphone applications. Modern applications of these techniques are seen in music educational contents, as well as entertainment contents. It also discusses the development and launching of Upbeat, a drum-loop metronome that automatically increases speed by applying different techniques to its respective smartphone operating systems, Android OS and iOS.

Recognition of General arts classes based on movie - Focused on the movie "Untouchables: 1% friendship" (영화 기반 교양교과 수업 활동 탐색 - 영화 「언터처블: 1%의 우정」 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.63-72
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    • 2017
  • This study made of centrally actual application in general arts classes based on movie in university. Especially, I analyzed the activities of the class with 'Untouchable: 1% friendship' among 6 films. The objects of this study are 44 students of D university in Busan Metropolitan City who take 'creative fusion from movie' general arts class which opened first semester in 2016. In this study, students were able to watch movies through the creative class, which was out of the traditional classroom method, and after 15 hours of learning the quiz online, they conducted 15 weeks as a teaching method to perform tasks, presentations, experiments, and experiences in regular class time. The results of this study are as follows. 'It is a general arts class that makes movements live,' 'It is a general arts class that shows movies from various perspectives,' and 'It is a general arts class that makes me know.' This suggests that the educational medium, which is easily accessible in everyday life, and the general arts class, which is active in the space outside the framework, are perceived as stimulating curiosity and adding fun to college students.

A Study of the Animation Production System on the Basis of the Media Window Strategy: Focusing on Examining the Direct to Video Superhero Animation (미디어 윈도우 전용 애니메이션 제작 활성화를 위한 연구: Direct to Video 슈퍼히어로 애니메이션 제작 시스템에 대한 고찰을 중심으로)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.49
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    • pp.53-85
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    • 2017
  • This study deals with the production system of the superhero animation that are based on DC comic books and are produced by Warner Brothers company, and tries to find out ways in order to vitalize the new window of the animation market. 28 superhero animations released from 2007 until 2017 are analyzed. Several critical points are drawn out and can be applied to the Korean animation industry. There are two categories, one is about the management of the production system, and the other is about the subcontract system. In managing the production system, there are three points: First, there are several people who play the role of either a producer or a director many times. Second, producers used to work as a group. Third, some people work not only as a producer but also as a director. In carrying out outsourcing contracts, there are six points: First, only Korean and Japanese companies participate as subcontract companies. Second, about two companies used to take part in the subcontract production in a year. Third, in case of number of people involved in production, there are more Japanese than Korean. Fourth, Japanese companies deal with some parts of the pre-production as well as the main production in . Fifth, a Japanese company has a sub-subcontract with a Korean company in one episode of . Sixth, Korean companies mostly focus on the production part of key animation. Important points that the Korean production system has to consider are also suggested under the two categories. In the production system management, there are two points. It is needed to make use of the group producer system, and it is critical to develop the story line of universe type such as DC Universe. In case of the outsourcing production system, it is essential to keep up educating 2D type of animation and, at the same time, to participate actively in the global outsourcing production. By considering these crucial points, it is expected to keep producing animation that can be used for the media window such as IPTV.

Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.119-128
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    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

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Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

Development of the Artwork using Music Visualization based on Sentiment Analysis of Lyrics (가사 텍스트의 감성분석에 기반 한 음악 시각화 콘텐츠 개발)

  • Kim, Hye-Ran
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.89-99
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    • 2020
  • In this study, we tried to produce moving-image works through sentiment analysis of music. First, Google natural language API was used for the sentiment analysis of lyrics, then the result was applied to the image visualization rules. In prior engineering researches, text-based sentiment analysis has been conducted to understand users' emotions and attitudes by analyzing users' comments and reviews in social media. In this study, the data was used as a material for the creation of artworks so that it could be used for aesthetic expressions. From the machine's point of view, emotions are substituted with numbers, so there is a limit to normalization and standardization. Therefore, we tried to overcome these limitations by linking the results of sentiment analysis of lyrics data with the rules of formative elements in visual arts. This study aims to transform existing traditional art works such as literature, music, painting, and dance to a new form of arts based on the viewpoint of the machine, while reflecting the current era in which artificial intelligence even attempts to create artworks that are advanced mental products of human beings. In addition, it is expected that it will be expanded to an educational platform that facilitates creative activities, psychological analysis, and communication for people with developmental disabilities who have difficulty expressing emotions.