• Title/Summary/Keyword: 소프트웨어융합교육

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Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.

The Study on Filling Factor of Radiation Shielding Lead-free Sheet Via Screen Printing Method (스크린 프린팅 공법을 통한 방사선 무연 차폐 시트에 관한 연구)

  • Kang, Sang-Sik;Jeong, Ah-Rim;Lee, Su-Min;Yang, Seung-Woo;Kim, Kyo-Tae;Heo, Ye-Ji;Park, Ji-Koon
    • Journal of the Korean Society of Radiology
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    • v.12 no.6
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    • pp.713-718
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    • 2018
  • In many previous studies, monte carlo simulation is used to produce lead-free shielding sheet, and the possibility of radiation shielding capability and weight reduction is presented. But it is difficult to simulation for binder and micro-pores because of In fact it does not provide sufficient information necessary for the commercialization process. Therefore, in this paper, the results of radiation shielding capability corresponding to filling factor was presented by using the screen printing method to provide information on gel-paste required for the commercialization process. In this study, the geometric setup for evaluate of radiation shielding ability was designed to comply with IEC 61331-1:2014 and KS A 4025. In addition, radiation irradiation conditions were 100 kVp filtered with 2.0 mmAl total filtration was applied according to KS A 4021 standard. In this study, Pb $1270{\mu}m$, $BaSO_4$ $3035{\mu}m$, $Bi_2O_3$ $1849{\mu}m$ and $WO_3$ $2631{\mu}m$ were analyzed based on ten value layer. Additionally, the filling factor was analyzed as $BaSO_4$ 38.6%, $Bi_2O_3$ 27.1%, $WO_3$ 30.15%. However, in the case of applying low-temperature high-pressure molding in the future, it is expected that the radiation shielding capability can be sufficiently improved by reducing the porosity while increasing the filling factor.

Current Status and Perspective of Smart Vegetable Seedling Production Technology in the Republic of Korea (국내 스마트 채소 육묘 기술 개발 현황 및 전망)

  • Dong Hyeon Kang;So Young Lee;Hey Kyung Kim;Sewoong An
    • Journal of Practical Agriculture & Fisheries Research
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    • v.26 no.1
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    • pp.22-29
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    • 2024
  • In this study, we summarized the definition of smart vegetable seedling production technology, analysis of smart seedling production system, a hardware and software configuration model for smart seedling production system, research and development trends in smart seedling production system, and proposed future research and development plans for smart seedling production technology. Smart vegetable seedling production is a data-based seedling production, management, and distribution system that utilizes 4th Industrial Revolution technology to improve seedling productivity and quality. The production of vegetable seedlings using smart seedling production technology can be efficiently managed by collecting, analyzing, and managing information on seedlings, environment, and tasks at each stage of production by linking with the smart seedling integrated management system. However, there is still a lack of standardization of seedling standards and quality for each vegetable crop to establish smart seeding production technology, as well as development of smart seedling production element technology, which requires national wide R&D support.

An empirical study on the impact of academic competitions on innovation and entrepreneurship among Chinese university students (학술 경연대회가 중국 대학생들의 혁신과 기업가 정신에 미치는 영향에 대한 실증적 연구)

  • Jinling Wang;Ning Wang
    • Journal of the International Relations & Interdisciplinary Education
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    • v.3 no.1
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    • pp.51-75
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    • 2023
  • Relying on disciplinary competitions to enhance college students' innovation and entrepreneurship is one of the specific paths to explore the reform of innovation and entrepreneurship education in colleges and universities. This paper conducts an empirical study on the practice of disciplinary competitions among Chinese university students, the problems of innovation and entrepreneurship education in Chinese universities and the impact of disciplinary competitions on innovation and entrepreneurship among Chinese university students, using university students in Chinese universities as the respondents. The data collected online and offline were analysed using SPSS26 statistical software. The results of the analysis show that Chinese university students show a high level of interest in innovation and entrepreneurship competitions and that there are some differences in the level of interest in innovation and entrepreneurship competitions among university students of different academic levels. More than half of Chinese university students have participated in innovation and entrepreneurship competitions and the initiative of participating in innovation and entrepreneurship competitions varies by grade. The biggest problem facing innovation and entrepreneurship education in schools is the lack of professional innovation and entrepreneurship teachers, followed by the lack of guidance on innovation and entrepreneurship-related policies, and the unreasonable reward system, which makes teachers and students less motivated to innovate and entrepreneurship. Through one-dimensional linear regression analysis, it is found that the degree of attention to innovation and entrepreneurship among college students affects college students' entrepreneurial awareness and entrepreneurial practice; the degree of initiative of college students' innovation and entrepreneurship competition affects college students' entrepreneurial effect; and the degree of initiative of college students' innovation and entrepreneurship competition affects college students' entrepreneurial practice.

Development and Application of a Turtle Ship Model Based on Physical Computing Platform for Students of Industrial Specialized High School (공업계 특성화고 학생을 위한 피지컬 컴퓨팅 플랫폼 기반의 모형 거북선 개발 및 적용)

  • Kim, Won-Woong;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.41 no.2
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    • pp.89-118
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    • 2016
  • In this study, the model of Turtle Ship, which is evaluated as one of the world's first ironclad ship in battle as well as the traditional scientific and technological heritage in Korea, was combined with the Physical Computing Platform(Arduino and App Inventor) that enables students to learn the basic concepts of IT in an easy and fun way. Thus, this study contrived the Physical Computing Platform-based Turtle Ship model which will make the students of Industrial Specialized High School develop the technological literacy and humanities-based knowledge through flexible education out of stereotype and single subject as well as enhance the potential of creative convergence education. The following is a summary of the main results obtained through this study: First, Arduino-based Main-controller design and making is helpful to learn of the hardware and software knowledge about EEC(Electron Electronics Control) and to confirm the basic characteristics and performance of interaction of Arduino and actuators. Second, The fundamental Instructional environments of abilities such as implementing EEC systems, thinking logically, and problem-solving skills were provided by designing of pattern diagram, designing an actuator circuit and making, the creation of sketches as technical programming and developing of mobile app. Thirdly, This is physical computing platform based Turtle ship model that will enable students to bring up their technological literacy and interest in the cultural heritage.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Rehabilitation assistive technology in adaptation to disabled job Effect on the use of research (장애인 직무적응에 대한 재활보조공학 이용 효과 연구)

  • Jeong, S.H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.7 no.1
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    • pp.59-66
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    • 2013
  • This study rehabilitation assistive technology system for people with disabilities employed by a company in the field of occupations and job satisfaction have adapted to, and for the rehabilitation assistive technology support(rehabilitation assistive technology hardware and the software) and service quality based on the quality of convenient for employees to work life by analyzing the factors that can act on adaptation employees on behavioral intentions was to determine the overall impact. Seoul, Gyeonggi, Incheon companies based in vocational education and training received in the employment of the disabled subject questionnaires were distributed, and finally 594 valid questionnaires were minor. In order to test the hypothesis SEM(structural equation model) were used, the results of this study can be summarized as follows. First, rehabilitation assistive technology hardware quality of the quality of rehabilitation assistive technology software affected. Second, rehabilitation assistive technology software quality on the quality of the service quality affected. Third, rehabilitation assistive technology hardware quality on the quality of the service quality affected. Fourth, quality of service, the quality of the adaptation of action for employees affected also. Fifth, rehabilitation assistive technology software for adaptive quality of the employees also had an impact on behavior. Sixth, rehabilitation assistive technology hardware to adapt the quality of the employees affected. And parameters (quality of service quality) influenced to as indirect effects. The results of this study support the rehabilitation assistive technology and rehabilitation assistive technology hardware and software) based, quality of service and quality of fused form acceptable to, the degree of action for employees to adapt more implications that may affect have provided.

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A Study on the Spill-over Economic Effect Analysis of Cultural and Creative Industries in Henan Province, China (중국 허난(河南)성 문화창의산업의 경제적 파급효과 분석)

  • Zhang, Binyuan;Jia, Tingting;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.363-373
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    • 2021
  • The purpose of this research is to analyze the Spill-over economic effect of the cultural and creative industries(CCI) in Henan Province, China. The research object is the CCI of Henan Province, which is mainly based on five sectors out of 42 industries in the industrial association table of the Statistical Bureau of Henan Province, China in 2017 (culture, sports; recreation and research sector; experimental development and integrated technical services sector; information transmission, computer services and software sector; education sector, etc), and is analyzed through secondary integration and redefinition of the CCI of Henan Province. Through the analysis of Henan Province Industry Association Table, this paper provides some enlightenment to the future direction of the cultural and creative industries. The main analysis results are as follows. The total production inducement of the CCI in Henan province is 48,848 billion yuan, and in particular, the production inducement coefficient of the industry in Henan province is 2.72809, 2.23909 (total of columns and rows), Index of the power of dispersion is 0.26325, and the index of the sensitivity of dispersion is 0.87535. Income induction coefficient is 0.55211, production tax induction coefficient is 0.09291. Because CCI of Henan Province has full development potential, the government needs to provide active support and policy support, in addition to the need for legal provisions and supervision of market management. In order to improve the innovative development of the CCI, it is necessary to develop a new model of "CCI+X".

Design and Implementation of Crime Prevention System Targeting Women by Using Public BigData (공공 빅데이터를 이용한 여성 대상 범죄 예방 시스템의 설계 및 구현)

  • Ko, Sung-Wook;Oh, Su-Bin;Baek, Se-In;Park, Hyeok-Ju;Park, Mee-Hwa;Lee, Kang-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.561-564
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    • 2016
  • If using crime map which represents criminal section that violent crimes targeting women frequently happened, the police could prevent additional crimes by positioning themselves intensively in expected crime zones and each individual could avoid being damaged by referring information of criminal zones. In this paper, by analyzing crimes targeting women and offender information which is provided in public-opened datum portal, we suppose a system which prevents crimes that calculates locational danger and, by considering location and age group of users, provides user-customized information of danger. By crawling the criminals datum which is provided in public-opened datum portal, It collects them. About the areas which happened sexual crimes, calculating danger of crime based on statistical crime information including criminal information, residence of offenders, areas which happened sexual crimes, sentences and the number of crime, this system is able to visualize the areas which sexual crimes happened based on information of danger grade representing on user's location. The score of danger calculated in location unit can provide criminal information according to location and ages of users by interacting GIS.

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