• Title/Summary/Keyword: 능동 시각

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A Study on the Information Subject Curriculum Considering ICT Using Education - Based on the Analysis of the England's ICT Curriculum (ICT 활용 교육 활성화에 따른 정보교과 교육과정 고찰 - 영국의 ICT 교육과정 분석을 기초로)

  • Hong, Ji-Young;Han, Byoung-Rae;Kim, Hong-Rae;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.145-154
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    • 2001
  • As it is shown that the Ministry of Education has asked teacher to use ICT (Information and Communication Technology) at least 10% of class time in core subjects of the 7th national curriculum, the ICT using education is being facilitated. In this point of view, current information subject curriculum can be criticized due to the lack of series and redundancy, less connectivity with ICT utilization in other subjects, limitation of training students to adapt rapidly changing world environment. Therefore, we analyze the England's ICT curriculum and derive the concrete objects for competence of students according to their ability, systematic connection with other subjects, class teaching methods based on activities. We insist on that information subject curriculum should focus on the development of learners' concrete competencies rather than learning of tools' functions.

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The Study on an Using Effect of Head Mounted Display to the Body in Virtual Environments (가상환경에서의 HMD사용이 인체에 미치는 영향에 관한 연구)

  • 이창민;정진희
    • Journal of Korea Multimedia Society
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    • v.3 no.4
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    • pp.389-398
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    • 2000
  • The focus of this study is to investigate how personal display system - Head Mounted Display(HMD) and VDU-affect to the body in virtual environments. This prediction was tested by a comparing of playing 3D games while wearing a HMD and monitoring a VDU for an hour. As quantitative measuring and analyzing tools, SSQ, RSSQ, pre and post posture stability test and vision test are used. The results showed that SSQ and RSSQ total score (TS) are related with the results of pre and post posture stability test and SSQ and RSSQ TS of HMD is higher than TS of VDU by one point five times. Especially, TS of MRG3C, having large field of view, has a possibility by two times of simulator sickness (SS). And in order to investigate the degree of SS regarding to the simulator control condition, two conditions, subjective-passive and subjective-active environments were compared. However, there was no significant difference between two environments. The repetition of the same environment has no effect to reduce the SS. Disorientation and oculomotor scores of the SSQ and RSSQ are higher than that of another symptoms. In addition, RSSQ score of strain/confusion is higher than that of nausea. Therefore, we assume that personal fear could possibly increase the simulator sickness in virtual environments.

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Representation of Physical Phenomena and Spatial Relations in the Virtual Reality (가상현실에서 물리적 현상들과 공간관계들의 표현)

  • Park, Jong-Hee;Kim, Tae-Kyun
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.21-31
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    • 2012
  • The virtual reality consists of a virtual space constructed similar to the reality and agents residing in it. Our virtual space refers to an orderly space that is governed by such physical properties as mass, gravity, friction, and associated rules on top of the usual visual rendering. To construct this virtual world we are to develop virtual agents behaving like humans and the environment surrounding them. In order to improve the existing reactive agents designed to act to their designers' dictation in predetermined space or memory into autonomous agents, we need diverse kinds of knowledge among others related to the spaces for the agents to act in. Our design and implementation focuses on the spatial knowledge among those diverse aspects of knowledge required. The developed knowledge representation scheme is used on a basis for realistic and efficient physical cyber-environment, and as the knowledge structure to simulate the virtual agents' knowledges on spaces.

A Study on VR News - In Recognition of the VR News (VR 뉴스에 관한 연구 - VR 뉴스 인식을 중심으로)

  • Park, Jun Hyung;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.50-59
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    • 2016
  • VR refers to Virtual Reality technology that allows experiences of virtual contents as if they are real through visual, auditory and other senses. VR is even affecting the news. This greatly shakes the frame of the news. In other words, the conventional way of the new was to watch it with the passive action of seeing pictures, articles and images while VR News offers an active paradigm of experience and participation. This study analyzed the VR news of each press and investigated how VR news is developing. Furthermore, an experimental study was conducted to examine how users actually perceived the VR news. News made using both the existing method and the VR news method were comparatively shown to users who were following the news, and the interview was carried out through questionnaires. The results obtained through the statistics and analysis are as follows. Users made an assessment that they felt the sense of realism in recognition of the VR news while it was still lacking in terms of the unique information delivery that the news performs. However, the intention of using the VR news again was shown to be high, which demonstrated the expectation of users who have experienced the VR news.

Design and Implementation of Web-based Presentation Learning Support System to Improve Interactions between Peers (동료학습자간 상호작용 증진을 위한 웹 기반 발표학습지원 시스템 설계 및 구현)

  • Lee, Jae-Woon;Park, Jung-Ho;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.51-59
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    • 2007
  • According to developments in info-communication, the recent educational paradigm asks not for a passive transmitter but an active constructor who can solve a variety of complicated problems in real situations. Such a change asks for an educational setting which includes sharing ideas and information rather than simply possessing them. Learning through presentation has many problems including few presentation opportunities as well as the reuse of presentation data. This study suggests such strategies as promoting interactions through presentations and the practical use of these strategies in class. For this, the role of the presentation data provider and learner, and strategies to implement the step by step learning support system have been suggested. Using presentations, as described in this study, allow for communication with students outside the original class time and location. The degree of learning students experience through presentations is expected to be high.

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Implementation of Intelligent Moving Target Tracking and Surveillance System Using Pan/Tilt-embedded Stereo Camera System (팬/틸트 탑제형 스테레오 카메라를 이용한 지능형 이동표적 추적 및 감시 시스템의 구현)

  • 고정환;이준호;김은수
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.4C
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    • pp.514-523
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    • 2004
  • In this paper, a new intelligent moving target tracking and surveillance system basing on the pan/tilt-embedded stereo camera system is suggested and implemented. In the proposed system, once the face area of a target is detected from the input stereo image by using a YCbCr color model and then, using this data as well as the geometric information of the tracking system, the distance and 3D information of the target are effectively extracted in real-time. Basing on these extracted data the pan/tilted-embedded stereo camera system is adaptively controlled and as a result, the proposed system can track the target adaptively under the various circumstance of the target. From some experiments using 80 frames of the test input stereo image, it is analyzed that standard deviation of the position displacement of the target in the horizontal and vertical directions after tracking is kept to be very low value of 1.82, 1.11, and error ratio between the measured and computed 3D coordinate values of the target is also kept to be very low value of 0.5% on average. From these good experimental results a possibility of implementing a new real-time intelligent stereo target tracking and surveillance system using the proposed scheme is finally suggested.

Multi-player Contents for Upper Limb Rehabilitation based on VR (VR 기반의 상지 재활 훈련용 멀티플레이 콘텐츠)

  • Shin, Sung-Wook;Lee, Hyeok-Min;Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.115-120
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    • 2019
  • Hemiplegic patients who suffered from a stroke struggle with a deterioration in upper limb functions, which can both be psychologically and physically discomforting; this can also limit patients' daily tasks involving any upper limb motions. In this study, we developed an assistive device for hemiplegic patients to improve their upper limb functions. It was manufactured to train patients by using their grip strength and the range of motion of the arm. Furthermore, we produced game contents in virtual reality to induce users' immersion and interaction. It was configured as a multi-player game to help ease the mental burden of receiving the training alone, hence allowing the patient and the caregiver to join the rehabilitation training simultaneously. The assistive device and game contents developed in this study enables patients and caregivers to easily check the degree of improvements in upper limb function by viewing quantitative analysis and visualized results.

Sea Ice Type Classification with Optical Remote Sensing Data (광학영상에서의 해빙종류 분류 연구)

  • Chi, Junhwa;Kim, Hyun-cheol
    • Korean Journal of Remote Sensing
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    • v.34 no.6_2
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    • pp.1239-1249
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    • 2018
  • Optical remote sensing sensors provide visually more familiar images than radar images. However, it is difficult to discriminate sea ice types in optical images using spectral information based machine learning algorithms. This study addresses two topics. First, we propose a semantic segmentation which is a part of the state-of-the-art deep learning algorithms to identify ice types by learning hierarchical and spatial features of sea ice. Second, we propose a new approach by combining of semi-supervised and active learning to obtain accurate and meaningful labels from unlabeled or unseen images to improve the performance of supervised classification for multiple images. Therefore, we successfully added new labels from unlabeled data to automatically update the semantic segmentation model. This should be noted that an operational system to generate ice type products from optical remote sensing data may be possible in the near future.

A Study on the Reality of Interactive Documentary : Focusing on (인터렉티브 다큐멘터리의 리얼리티에 관한 연구 : <마리보시위>를 중심으로)

  • Shi, Yu;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.332-343
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    • 2021
  • This study shows that reality in interactive documentaries can be distinguished between narrative reality and visual reality, which can be defined as a feature of reality-based interactive documentaries. This study reveals the visual reality in that all audiences who visually watched "The Maribor Uprisings" were immersed in the movie presented by the producer, and thus sympathized with the problems of non-violent protests and social conflicts through two-way communication between the audience and the actors. This study also confirms that epic reality in that it can selectively participate in the narrative of movies through questions about democracy in action. Besides, this study finds that the reality expressed in the interactive documentary deepens the audience's 'immersion', showing that the direction of the narrative can be determined by reflecting the opinions of the audience on an event or narrative of the movie. In this process, the audience was found to have the characteristics of being able to recognize and rediscover events in the movie as if they were close to them.

Development of a Model of Maker Education Utilizing Design Thinking : Based on the Complementary Features (디자인 사고 기반 메이커 교육 모형 개발: 상호보완적 특성을 바탕으로)

  • Yoon, Hyea Jin;Kang, Inae
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.707-722
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    • 2021
  • The need for Maker Education has received attention as an educational environment for cultivating the active and creative ability that can solve new problems in this era, and it is applied in various educational fields. Many of them use Design Thinking as a stage of maker activities. However, the educational value of each concept has not been magnified, since maker programs are designed by simply borrowing steps without considering the similar but different features of them. Therefore, this study developed a model of Maker Education utilizing Design Thinking based on complementary relationships. To this end, formative research methodology was conducted by the following procedures, developing a draft, conducting a formative evaluation, and completing the final model. As a result, the stages of Maker Education were visualized and detailed activities and instructing strategies in each step by reflecting the features of Maker Education, the autonomy of the learner and producing visible outputs using various tools and materials, and Design Thinking, the specific process of solving problems and enabling social participation.