• Title/Summary/Keyword: 기대된 체험

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The Chinese Characters Learning Contents Based on Gesture Recognition Using HMM Algorithm (HMM을 이용한 제스처 인식 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Kim, Dong-Min;Lee, Chil-Woo
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1067-1074
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    • 2012
  • In this paper, we proposed a contents of Chinese characters learning based on gesture recognition using HMM(hidden markov model) algorithm. Input image of the system is obtained in 3-dimensional information from the TOF camera, and the method of gesture recognition is consisted of part of forecasting user's posture in two infrared images and part of recognizing gestures from continuous poses. In the communication between human and computer, this system provided convenience that user can manipulate it easily by not using any further equipment but action. Because this system raise immersion and interest by using two large display and various multimedia factor, it can maximize information transmission. The edutainment Chinese character contents proposed in this paper provide educational effect that use can master Chinese character naturally with interest, and it can be expected a synergy effect via content experience because it is based on gesture recognition.

Designing and Evaluating Convergence Education by Applying Crayon Physics to Strength and Motion (크레용 피직스를 힘과 운동에 적용한 융합교육 설계 및 평가)

  • Kim, Mi-yeon;Jeon, Mi-yeon;Kim, Eui-jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.417-420
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    • 2013
  • Teaching and learning through games which arouses interest in learning not only lessens a burden of a learner but also labors for Academic Achievement. and for the sake of enhancing convergence of thinking and problem solving abilities as well as raising interest and understanding in science and technology, Steam teaching which is mainly made of research and experimental activities is emphasized on. This paper which makes use of crayon physics has developed Steam program it was mainly applied to science for the first year of junior high school [strength and motion] which for learners of each team is made of four steps eight time in total. At each step learners can understand principle of strength and motion, especially at the step of finding principle of science through games can personally solve the game in cooperation with the leaners of a team and find principle of strength and motion which is to be applied to solving the game. By personally designing and making new games learners can enhance the ability of convergence of thinking. It is expected that the program developed in this paper can enhance imaginativeness of thinking and interest in science which lead to affirmative changes.

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Development of a New Design Course to Apply Problem Based Learning in Mechanical Engineering: Product Dissection and Design Reasoning (기계공학에서의 PBL적용 교과과정 개발: 제품해체 설계추론)

  • Hwang Sung-Ho;Kwon Oh-Chae;Kim Yong-Se
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.20-30
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    • 2005
  • Recently, a new education paradigm 'Self-directed Learning' has attracted considerable attention. Problem-Based Learning (PBL) has been recognized as methodology to help students expand scientific thinking and knowledge. improve applicability, develope critical knowledge, and creatively solve problems. There have been significant efforts to develope PBL-based courses in mechanical engineering. A new PBL-based, multi-disciplinary course 'Product Dissection and Design Reasoning' has been developed in this paper. The course examines the way in which products and machines work and is intended to show freshman or sophomore level students how fundamental physical principles relate to engineering practice through hands-on dissection experience : thus, the course emphasizes the importance of knowledge of the fundamental physics for design reasoning. The primary role of this course is to develop creative design manpower. This paper describes the philosophy and content of this course and presents results from one year of development.

Emotional Characteristics of Materiality Expressed on Peter Zumthor's Projects (피터 줌터의 건축에 나타나는 물성의 감성적 표현 특성 분석)

  • Lyu, Ho-Chang;Kim, Suk-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.157-165
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    • 2017
  • Even though the importance of emotional aspects in design has been discussed and researched actively, researches mainly focusing on the emotional aspects expressed through architectural materials have been rare. Thus, Previous researches were investigated to draw typical categories to express emotional characteristics through architectural materiality. Case study shows Zumthor's practical methodologies in these state: tectonic expression with creative tectonic methods and local residents' voluntary-participation in construction; enhancement of intimate emotional ties with the local heritage through the usage of local materials and traditional construction techniques; coexistence of past and present materials, and showing the change of materiality via weathering; activation of synesthesia by touching multiple senses; sustainability by using environment friendly materials and construction methods. The results can be hopefully helpful to future researches related to emotional aspects on spatial design.

Development of Fence Design Using Augmented Reality : Case of the Construction Site, Geology Palace, Jilin University in China (증강현실을 이용한 펜스 디자인개발 : 중국길림대학교 지질궁 토목건설 현장 사례)

  • Liu, Chang;Ahn, Byeong-Jin;Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.82-91
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    • 2013
  • Fence design in a construction site as a public design has an important role in the civil engineering field. It influences people's emotions by showing the harmony between human and nature, nature and construction, and construction and culture. Currently, fence design researches in China are simply personal artworks and the related researches are insufficient. Moreover they do not understand the interaction between the fence design and the building at all. The goal of this research is to identify the principle of design from the analysis of the famous cases related to the traditional fence design and to develop a fence design in Geological Palace Museum, Jilin University in China using the technique of augmented reality from the result. The result of this research reveals that people directly experience the process of the architecture. More artistic and cultural fence designs are expected to be extended in our daily lives.

Developing Model of Food Cultural Contents for Smartphone Application (스마트폰 애플리케이션용 음식문화 콘텐츠 개발 모델과 전망)

  • Choi, Jung-Hee;Lee, Young-Mi
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.453-460
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    • 2012
  • Food tourism has grown exponentially every year and food is now considered a vital component of the tourism experience. In recent years, smartphone applications have emerged as a new tool helping travelers create experiences, which allow a number of users to access easily informations about foods while traveling abroad. This study propose a new developing model of food cultural contents for smartphone application for international travelers, 'menu guide for international travelers'. It was created by a group of experts in food culture, who had been lived or are living in 10 different countries, and the collective intelligence enabled to create extensive and reliable food cultural contents. Therefore, it is considered that this developing model of food cultural contents will be a good example for the development of mobile contents for smartphone applications.

A Comparative Analysis on the Effectiveness of Reformatting in Children's Brick Stack through Play Theory (놀이론을 통한 어린이 브릭 쌓기의 매체전환 효과성 비교분석)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.419-424
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    • 2020
  • The purpose of this study is to find out whether changed interactions due to reformatting has a significant effect on the play attribute of children's play from an instrumental point of view. Based on the study of Roser Caillois theory of play (Agon, Mimicry, Area, Ilinx) and previous studies, a questionnaire was written and experimental design was carried out through brick stack which are most preferred in the whole development of children. Brick stack were selected from physical and electronic spaces and the survey was conducted with children's experiences by dividing into experimental group and comparative group. Correlation and T-test results, the brick stack by reformating showed significant difference in the play attributes (Agon, Mimicry, Area, Ilinx) of Rose Caillois and we found that the effectiveness of play is doubled in the electronic space. Play properties evenly distributed in electronic space brick stacking suggest that pleasure and fun can double.

The Development and Application of Wetland Ecology Map Program for the Study through Experience at Upo Swamp (우포늪 체험 학습을 위한 습지 생태 지도 프로그램 개발 및 적용)

  • Yang, Eun-Ju;Kim, Kee-Dae
    • Hwankyungkyoyuk
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    • v.23 no.2
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    • pp.97-112
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    • 2010
  • The study aims to comprehend the effect of the wetland ecology education on the elementary school students' changes of recognition about wetland through the wetland ecology map program. In this study, the literary research, the experimental research and the survey methods were operated. Through the literary research, the environmental factors were extracted, and the writing item of ecology map was reconstructed based on the literary research, so the experimental research was operated with the wetland ecology map program. Through four areas of test items such as the information and knowledge, values and attitudes, development and conservation, behavior and participation, and the analysis of children's study results, the effect of the wetland ecology map program on changes of recognition about wetland was verified quantitatively and qualitatively. Wetland ecology map program would be able to be an educational approach which can achieve the 'personalization of environment' setting up predictable environmental improvement goals and satisfying the needs of spatial information of the appropriate regions from the holistic perspective that students themselves plan and participate beyond a one-time experience program. Production of ecological map through continuous monitoring is expected to improve the possibility of subjective environmental actions by operating self-directed learning. Based on the conclusion of this study, we would suggest the following. For wetland ecology map program to be supplemented and utilized, the basic education of wetland should be organized in regular school curriculum, ecology map program including various teaching learning methods be prepared actively, and in future studies, studies of ecosystem-wide wetland ecology map program including animals like birds and fish are necessary.

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Developing the Game Based Programming Language Teaching Materials for the Gifted of Information (정보영재를 위한 게임 기반 프로그래밍 언어 교재의 개발)

  • Kang, Shin-Cheon;Kim, Kyng-Hyun;Kim, Eui-Jeong
    • Journal of Gifted/Talented Education
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    • v.16 no.1
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    • pp.61-79
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    • 2006
  • The purpose of this study is to develop the programming language teaching materials for the gifted of information with using the game. There are many curricula for teaching the information and technology to the gifted of information. There are not differences between these programs and the general IT curricula. The gifted of information has some complains about his curriculum(58/60, 96.67%). So this study developed the alternative programming language teaching materials for the gifted of information. This study concluded the effects of alternative materials for teaching programming language depend on learners' academic achievement about programming language with game activity. This study also looks forward to being able to indicate new direction to develop the teaching materials for the gifted of information.

A Study on Coastal Settlement Activation Plan using Regional Assets Focusing on Waterfront Area Assets around Yeongdodaegyo Bridge - (지역자산을 활용한 연안정주지 활성화방안에 관한 연구 -영도대교 주변 수변지역 자산을 중심으로-)

  • Park, Soung-Eun;Kwon, Do-Heon;Lee, Seok-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.6
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    • pp.4284-4290
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    • 2015
  • Recently, due to a decline in traditional industrial function and recession of the real estate business, urban coastal settlement areas have been promoted in a regeneration way using historical cultural values rather than overall development approach. This study investigated the regional assets of water-front area around Yeongdodaegyo Bridge in Yeongdo-gu, Busan and classified them into physical social economic assets and then, presented the integrated regeneration approach that can increase the place value of this area. First, physical regeneration proposed a regional revitalization plan by considering place and cultural characteristics and second, social regeneration by considering the regional brand through storytelling and third, economic regeneration by considering historical cultural characteristics. Regional assets-based culture experience can be provided by building cultural tourism infrastructure through this and local economy and local community activation can be expected by providing urban vitality base of coastal settlement areas.