• Title/Summary/Keyword: 교육 애니메이션

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Design and Implementation of Interactive e-Learning Contents for OpenCourseWare (오픈코스웨어를 위한 인터렉티브 이러닝 콘텐츠 설계 및 구현)

  • Kang, Hwan-Soo;Jung, Suk-Yong
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.627-633
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    • 2012
  • This paper deals with the design and implementation of interactive e-learning contents for OpenCourseWare. OpenCourseWare, also known as OCW began at MIT in October 2002. OCW is a free and open digital contents of high quality college and university level educational materials. In this paper, we have designed and implemented interactive e-learning contents for a regular course of introduction to java programing language and OCW of D University. We have developed a variety of multimedia elements, such as screen videos of practical exercise and animations in order to improve the effectiveness of learning. These e-learning contents are consist of interactive learning components that users can interact directly with. The e-learning contents developed in this study has been effectively applied to OCW and a regular course opened in the first semester of 2012.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

A Bibliographical Analysis on the Folktale Studies in Korea (우리나라 전래동화연구의 서지적 고찰)

  • Yoo, So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.37 no.2
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    • pp.253-268
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    • 2003
  • A bibliographical analysis on folktale studies in Korea by Soyoung Yoo This study is aimed primarily at taking a view of the scope and depth of folktale studies in Korea and analysing their subjects study and directions. By doing so, the researcher hopes that this can be of help to users of those studies. The researcher collected all the studies in this field since 1945 and analysed them through SAS program. Thus, the researcher found the studies on Korean folktales started in late 1960's and flourished and diversified in the middle of the 1990s. The researcher divided the collected materials into two categories, i.e., the study materials which focused on folktales themselves and studies for the exploration of applications of folktales for other purposes. Former analytical study on folktales study themselves is shown to be composed of events, characters, themes and psychological as well as value analysis. there are some comparative studies with folktales of other countries. Latter studies show that the studies are mostly for language educational purpose. Furthermore, they are for illustration, animation, traditional design, costumes studies and theme parks. There are some other studies.

An Essay on Constructing an Official Concept of Broadcasting Contents (방송콘텐츠 개념의 제도적 정립을 위한 시론)

  • Cho, Byeong-Han
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.477-492
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    • 2021
  • The purpose of this paper is to examine the problems caused by the lack of institutional establishment of broadcasting contents' concept, to present the categories and significance of broadcast contents concepts, and to promote discussions on defining broadcasting contents concepts. As the pattern of enjoying contents becomes fragmented, broadcasting contents such as dramas, entertainment, and documentaries are enjoyed in various ways through N-screens, beyond the distribution structure of the traditional broadcasting industry. But, the concept of broadcasting contents is subordinate to(or even absent from) the distribution structure of the broadcasting industry. This paper seeks to correct this problem by proposing a new definition of broadcasting contents. First of all, as a result of looking at the need to define the concept of broadcasting contents in various ways in principle, legal, and industrial aspects, broadcasting contents needed to be defined as a new concept independent of broadcasting media. Based on this, the existing discussions on the concept and type of broadcasting contents were reviewed to confirm the direction for establishing broadcasting contents concepts, and to define broadcasting contents into higher categories (liberal arts, entertainment), and lower categories ('documentaries, current affairs, education', 'dramas, animation, music, variety, sports').

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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Development of a Mobile Application for Promoting Risk Communication on Food Additives Based on the Information Needs of Parents (학부모의 정보요구도에 기초한 식품첨가물 위해정보전달 스마트폰 애플리케이션의 개발)

  • Kim, Suna;Kim, Ye jee;Kim, Ji-Sun;Kim, Jeong-Weon
    • Journal of Food Hygiene and Safety
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    • v.30 no.2
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    • pp.132-142
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    • 2015
  • The purpose of this study was to investigate the perception and information needs about food additives from the parents of elementary school children, and to develop a smartphone application (App) providing information about food additives, and finally to assess its educational effects. A survey was conducted in April 2013 by using a self-administered questionnaire, and total 358 responses were collected from the parents living in Seoul and Gyeonggi province. While purchasing processed foods, parents considered safety (40.5%) as the most important factor, and first checking item except production and expiration dates was origin labelling (35.4%), and chose foods with less food additives (63.1%). Parents recognized food additives as the most dangerous (42.7%), and 75.1% responded the level of danger as 'very dangerous'. However, 82.4% of parents didn't have experiences to get educations about food additives. Based on their information needs including the safety, legal standards and the foods containing food additives. a smartphone App designated as 'Catch up Food Additives' consisting of the definition, safety, food labelling guideline, management, animation about food additives was developed. When the App was exposed to the parents (n = 27), their negative perceptions on food additives were improved significantly. These results showed that providing information and education about food additives using smartphone App was very fast and effective for the promotion of risk communication on food additives with the parents.

A Study on MCC Development for Color Design (색체디자인을 위한 MCC 개발에 관한 연구)

  • Moon, Eun-Bae
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.219-232
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    • 2005
  • Moderns are living within flood of web contents, animation, reflex data etc. as well as sight, product, environment design. There fore, modern consumer has much options. Designer must provide various result for consumer for this reason. And must invent new sensitivity and propose to consumer. As purpose of this MCC sensitivity palette research takes advantage of the most sensitive color, do. Because applying correct sensitivity more than when design with matter already settled, rid private prejudice, and is thing to convey design intention exactly to user. Excellent culture contents must be able to equip international color design sensitivity. MCC sensitivity palette research studies and carries on the head emotion and sensitivity language that is nationality first, and collect End arranged sensitivity adjective through data analysis and picture data analysis that is the next time research leader Munheonjeok. And distributed collected adjective equally, and arrange distributed adjective by field of each sensitivity and collect system. Do 3 colors, 4 colors color scheme in selected sensitivity adjective and completed Simheom version. Result of beta version research to color specialist and designer last digital palette through question and inquiry compose. Through this process, completed more real and correct digital color sensitivity palette. Completed color scheme is operated in www.mcdri.net on web, and also programs to windows base and developed to software. MCC color scheme palette that research result is made includes sensitivity data database. This database can use directly in industry and continuous development is available. Software can search color scheme in language and idea development through classification search that use 3 attributes of color is available there is cough data of each output device different color error.

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CD-ROM Development for '8051 Microprocessor' Unit Teaching-Learning in Electronics Circuit Practice Subject of Technical High School (공업계 고등학교 전자 회로 실습교과에서 '8051 마이크로프로세서' 단원의 교수-학습을 위한 CD-ROM 개발)

  • Kim Sung-Rae;Choi Jun-Seop;Chung Dong-Yang
    • Journal of Engineering Education Research
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    • v.6 no.1
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    • pp.22-31
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    • 2003
  • The purpose of this study was to develop CD-ROM so that students can understand 8051 Microprocessor unit easily in electronics circuit practice subject of technical high school. The study gives students, who have difficulties in learning, a chance for self-directed and supplementary learning by suggesting interface process with 8051 Practice Kit. To achieve these purposes, literature survey, collecting textbooks and materials, development of CD-ROM were gradually carried out. Each steps were as follows: Firstly, in literature survey, concepts and characteristics of multimedia and application to class were reviewed. Secondly, text contents on 8051 Microprocessor unit were analyzed, main contents were extracted and graphic, sound, animation were made. It was consisted of eight basic learning subjects, and designed to flow systematically. In this study, we presented a kind of teaching-learning material by developing CD-ROM in 8051 microprocessor unit in electronics circuit practice subject as a central matter. This material will be able to help technical high school students in learning

Design of a multimedia interface for the description of human error caused nuclear power plant trips (인적오류로 인한 원자력발전소 고장정지 사건묘사를 위한 멀티미디어 인터페이스 설계)

  • 박근옥
    • Proceedings of the ESK Conference
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    • 1993.10a
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    • pp.65-75
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    • 1993
  • 원자력발전소에서 발생하는 고장정지 사건에 내포된 인적오류의 발생내용을 흥미있고 현장감 있게 묘사시킴과 동시에 종사원들의 인적오류를 저감시키기 위한 새로운 교육훈련방 법으로써 멀티미디어 기술의 사용을 고려하였다. 즉, 컴퓨터 환경하에서 숫자와 텍스트, 음 향 및 음성, 그래픽, 애니메이션, 화상 등의 미디어를 사용하여 인적오류로 인한 고장정지 사건발생의 내용을 전달하는 새로운 교육훈련 방법을 사용하는 것이다. 이를 위하여 고장정 지 사건과 관련한 원자력발전소 구성정보와 종사원의 활동정보를 입출력하기 위한 멀티미디어 인터페이스를 설계하였다. 설계는 멀티미디어 제공환경 구축과 인터페이스 운영논리 설정의 두단계로 구성한 절차에 따라 수행하였다. 멀티미디어 인터페이스는 원자력발전소 구성정보를 설계하여 저장시켜둔 퍼스널 컴퓨터 환경하에서 운영되며, 입력 및 출력의 두가지 인터페이스 를 갖는다. 입력 인터페이스는 인적 오류를 포함한 고장정지 사건의 발생내용을 숫자, 텍스트, 음성 미디어로 받아들여 출력 인터페이스에서 사용될 수 있도록 미디어 결합을 수행하고, 컴퓨터 저장장치에 저장하는 기능을 수행한다. 출력 인터페이스는 저장장치에 기록된 내용을 판독하여 고장정지의 진행경위와 인적오류의 발생내용을 숫자, 문자, 텍스트, 음성, 음향, 그래픽 애니메 이션, 정지화상으로 원자력발전소 종사원들에게 출력시켜 주는 기능을 수행한다. 멀티미디어 출력정보는 사용자가 CRT 화면에 제공되는 버튼 또는 Click Touch 메뉴를 사용함에 따라 이전, 이후의 출력정보로 전이할 수 있도록 하였다.상대적으로 중요한 검사 항목으로 나타났다. 또한 상대적 중요도 결과를 적용한 적성검사 성적이 적용하지 않은 적성검사 성적에 비해 비행성적에 대한 예측 능력이 좋은 것으로 평가되었다.al age)가 있다는 것을 의미하는 것이다. 한편, 생산현장에서는 자동화, 기계화가 진보되어 육체적인 노동이 경감된 결과, 중고령자라도 할 수 있는 작업이 많아지고 있다. 또, VDT (Visual Dislay Terminal) 작업과 같은 정보처리 작업의 수요가 증가하여 그 인재의 부족이 지적되고 있다. 따라서 중고령자의 기능을 조사하여 어떠한 작업에 적합한가를 판단하는 것이 중요한 과제로 되었다. 그러나 노동에는 많은 기능이 관여 하고, 그 내용에 따라서 요구되는 기능이 서로 다르기 때문에 노동적응능력의 기본적인 기능으로 보여지는 것에 좁혀서 작업능력의 연령증가 변화에 대하여다원적 평가를 하는 것이 실제적이라고 할 수 있다. 따라서 본 연구에서는 인간이 가지고 있는 다수의 기능중에서 수지교 치성과 연령증가와의 관계를 조사한다. 만약 연령증가 만으로 수지교치성을 평가 할 수 없는 경우에는 어떠한 요인이 수지기민성의 변화에 영향을 미치는가를 검토한다.t list)에서 자동적으로 사건들의 순서가 결정되도록 확장하였으며, 설비 제어방식에 있어서도 FIFO, LIFO, 우선 순위 방식등을 선택할 수 있도록 확장하였다. SIMPLE는 자료구조 및 프로그램이 공개되어 있으므로 프로그래머가 원하는 기능을 쉽게 추가할 수 있는 장점도 있다. 아울러 SMPLE에서 새로이 추가된 자료구조와 함수 및 설비제어 방식등

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The Development of Web Based Instruction Program on Oceanography Unit and the Analysis of Its Effects in Earth Science Class (지구과학 해양 단원의 웹 기반 학습자료 개발 및 효과 분석)

  • Park, Soo-Kyong;Kang, Min-Ju;Kim, Sang-Dal
    • Journal of The Korean Association For Science Education
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    • v.21 no.2
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    • pp.264-278
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    • 2001
  • The purpose of this study was to develop the web based instruction(WBI) program, to examine its effects on the science achievement, the attitude toward science, and students' perceptions on the WBI learning. The WBI program on the content of oceanography unit in Earth Science for high schools was developed using Namo 4.0, JAVA-script, Flash 4, Video Capture of SnagIt, Animation Shop graphic tools. The treatment group consisted of students who participated in the WBI program developed in this study, and the control group consisted of students who participated in the module instruction using self-learning materials. The results from this study were as follows: First, the scores of science achievement of WBI group were significantly higher than those of module group. There was not interaction effect of treatment and students' learning ability. Second, there were no significant difference in the scores of the attitude towards science learning between WBI group and module group, and there was not interaction effect of treatment and students' learning ability. Third, in the perception questionnaire of WBI learning, many students showed the WBI learning were good in terms of causing interaction between learners and web based learning materials including various images and animations. However there are several students who showed learning difficulties. For example they wonder which part is more important and what order is proper to study in hypertext environment.

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