• Title/Summary/Keyword: 체험형 콘텐츠

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Suggestion of Digital Technology Application for the Acupoints Education in Korean Medicine (한의학에서 경혈학 교육의 디지털 기술 적용에 대한 제안)

  • Kim, Sang Cheol;Kim, Jae Souk
    • Smart Media Journal
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    • v.11 no.8
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    • pp.55-64
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    • 2022
  • In the recent education market, Edutech technology, in which various digital technologies are grafted into the education, is being actively applied due to the 4th industrial revolution and the development of ICT. In particular, realistic experiential learning contents that can provide realistic and immersive learning in a virtual space are in the spotlight and are being expanded to each field. However, in the field of Korean medicine education, the introduction of ICT is delayed due to the nature of Korean medicine, difficulties in apprenticeship education, quantitative education, and the absence of an objective evaluation system. Therefore, in this study, we propose a digital technology application for acupuncture and acupuncture points, where practice is particularly important in Korean medicine. Various methods of acupuncture and acupoints education using AR, MR, IoT and Touch-Display Table will provide an opportunity to change the paradigm of Korean medicine education and further contribute to the globalization of Korean medicine.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

A Study Exploring the Relationship between Leisure Needs and Perception of Psycho-Social Aging among Older Adults (노인의 여가활동욕구와 심리사회적 노화인식)

  • Lim, Hyo Yeon;Lee, Soon Min
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.96-107
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    • 2016
  • This study examined the relationship between leisure needs and perception of psycho-social aging among 1307 older adults aged over 60 years utilizing social services of a social welfare center for senior citizens in Seoul, Korea. A convenience sample of this study was collected for three weeks in December 2012 among older adults via paper survey. Hierarchical multiple regression was utilized to analyze collected data. The present study demonstrated that age, years of education, perception of health status, and perception of economic status were significantly associated with perception of successful aging. However, years of education and perception of economic status were no longer significantly associated with perception of psycho-social aging, when leisure needs was included. Age, perception of health status, and hobbies/entertainment activities and employment/plan of later years activities among types of leisure needs were significantly associated with perception of psycho-social aging. This finding demonstrates that leisure needs influence perception of psycho-social aging. Implications and suggestions to improve perception of psycho-social aging among older adults are discussed.

Career Guidance Program Design for the Graduate Medical School Students (의학전문대학원생을 위한 진로지도 프로그램 개발)

  • Yoo, Hyo-Hyun;Park, Kwi-Hwa
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.873-880
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    • 2014
  • The purpose of this study was to design career guidance program based on the research of career demand in order to help students choose and prepare careers suitable to students' interests and aptitude. The study surveyed 211 students in the $3^{rd}$ and $4^{th}$ years of C medical school. The survey was about start time of career guidance by medical schools, information collecting method for major selection, conformity degree among interest-aptitude-major after graduation, demanded information for career guidance, considerations in selecting majors, the reasons for not being able to select majors, etc. The result showed that students thought that start time of career guidance should be good for juniors, seniors, or all grades in order. The students got the information about career selection mostly from the direct contact with seniors. Students who had already decided the career, showed the high conformity degree among interest-aptitude-major after graduation Students who had already decided the majors, highly considered the aptitude and interest, while students who had not decided the majors, did not know their aptitude or did not have enough information about majors. This study gave the basic direction for the career guidance and provided necessary information for designing customized career guidance programs by reconstructing contents of the programs according to school conditions.

A Study on the Master Plan of Street Creation in Daedeok Science Culture (대덕과학문화의 거리 조성 기본계획에 관한 연구)

  • An, Se-Yun;Jeon, Jin-Bae;Kim, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.262-271
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    • 2018
  • Recently, Daejeon Metropolitan City is planning a futuristic city with Daedeok Special District at the center of its transformation into a city of nature, science and culture along with the fourth industrial revolution. Therefore, this research will divide the 1.5 km distance from the in Doryong-dong, Daejeon, science park intersection to the (Former)Daedeok Science and Culture Center, and propose a space design concept that incorporates IT technologies that fit the characteristics. The center will analyze the space status and derive an experience-oriented space design concept for user-centered planning so that it can serve as a guideline that will provide the fundamental direction for the promotion of the Daedeok Science Culture. Through the field survey, we will look for ways to integrate IT technology with infrastructure that needs improvement and change the distance of Daedeok Science culture as a smart street. The results of the field survey were : (1) made by connecting the persistence of comfort and safety issues, (2) uniformity and efficiency issues, and (3) the experience of identity problems and the orientation of the smart city. To create user-centered distances, we attempted to avoid uniform zoning based solely on infrastructure and zoning focusing on user behavior.

Modern application of Nu-jung, a place of taste for the arts, of Aneuisamdong and the culture of classical scholar (풍류의 장, 안의삼동(安義三洞) 누정(樓亭)과 선비문화의 현대적 활용)

  • Kim, Hyung-suk;Sim, Woo-kyung
    • Korean Journal of Heritage: History & Science
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    • v.48 no.2
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    • pp.48-63
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    • 2015
  • This study began with the purpose of awakening an interest in Korean Nu-jung and seeking application plan based on Nu-jung of Aneuisamdong. Also it intends to suggest activation plan of Nu-jung while using the culture of taste for the arts and classical scholar of ancestors with the physical place named Nu-jung as the medium. As concrete ways to activate Nu-jung, we suggested plans which use the game of go(Baduk), main material of the culture of taste for the arts and classical scholar, and increase availability by planning a program adding picturesqueness of Nu-jung. By bringing the material named the game of go(Baduk) to the place named Nu-jung, we suggested the plan capable of experiencing the culture of taste for the arts and classical scholar and also expecting local promotion and economical effect. And the plan is to design and conduct night program, 1 night 2 days program, tailored program, and so on by combining the material of the culture of taste for the arts and classical scholar with the medium named 'Dal(the moon)' in the static place named Nu-jung. The plans above are applicable to most of Nu-jung scattered all over the country, which means that we have a lot of Nu-jung in Korea and, at the same time, we have abundant contents to be used as cultural properties. Now it's important how to develop and use these contents through the connection with various academic fields in terms of managing cultural properties. By understanding the value of the original form of culture while emerging from simply using cultural properties, we can use cultural properties in a higher level. For this, preserving cultural properties should be supported by continuous interdisciplinary study.

A Study on Application of Archival Information Services Based on Metaverse (메타버스 기반 기록정보서비스 적용 방안 연구)

  • Kim, Hyunjin;Yim, Jinhee
    • The Korean Journal of Archival Studies
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    • no.74
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    • pp.119-153
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    • 2022
  • Metaverse combines the real and virtual worlds to create a world where all experiences and activities in the real world are possible even in the virtual world without time and space constraints. Currently, metaverse technology is expanding and converging into the realms of society, economy, and culture. In particular, the MZ generation, the main user base, is engaged in various cultural activities such as games, contents, culture, exhibitions, and performances in the metaverse world. Archives, one of the cultural institutions, should provide a new type of service by fusion of Archival information services with metaverse technology so that the MZ generation can know the value and meaning of archives. This will arouse the interest of the MZ generation, which will naturally increase the awareness of the archives, increase visits and use, and will serve as an opportunity to expand the user base. Therefore, in this study, the concept, type, and characteristics of each service were examined, and the representative metaverse platform for each service was selected and a platform utilization plan suitable for Archival information services such as exhibition, experience, and publicity was proposed. In addition, by using 'Spatial', a blockchain-based social metaverse platform, to directly produce exhibition contents, we want to check the considerations suggested, the production process, and the advantages of the metaverse exhibition.

Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.

A Study on the development of elementary school SW·AI educational contents linked to the curriculum(camp type) (교육과정과 연계된 초등학교 캠프형 SW·AI교육 콘텐츠 개발에 관한 연구)

  • Pyun, YoungShin;Han, JungSoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.49-54
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    • 2022
  • Rapid changes in modern society after the COVID-19 have highlighted artificial intelligence talent as a major influencing factor in determining national competitiveness. Accordingly, the Ministry of Education planned a large-scale SW·AI camp education project to develop the digital capabilities of 4th to 6th grade elementary school students and middle and high school students who are in a vacuum in artificial intelligence education. Therefore, this study aims to develop a camp-type SW·AI education program for students in grades 4-6 of elementary school so that students in grades 4-6 of elementary school can acquire basic knowledge in artificial intelligence. For this, the meaning of SW·AI education in elementary school is defined and SW·AI contents to be dealt with in elementary school are: understanding of SW AI, 'principle and application of SW AI', and 'social impact of SW AI' was set. In addition, an attempt was made to link the set elements of elementary school SW AI education and learning with related subjects and units of textbooks currently used in elementary schools. As for the program used for education, entry, a software coding learning tool based on block coding, is designed to strengthen software programming basic competency, and all programs are designed to be operated centered on experience and experience-oriented participants in consideration of the developmental characteristics of elementary school students. In order for SW·AI education to be organized and operated as a member of the regular curriculum, it is suggested that research based on the analysis of regular curriculum contents and in-depth analysis of SW·AI education contents is necessary.

Effects of Participation in Non-face-to-face Daily Science Class on Elementary School Students' Perception of Science and Scientific Competency (비대면 생활과학교실 참여가 초등학생들의 과학기술에 대한 인식 및 과학적 역량에 미치는 영향)

  • Choi, Kyoulee;Oh, Yoonjeong;Lee, Sun-Mi;Zhang, Mi-Hwa;Lee, Mihyoung;Cho, Kyung-suk
    • Journal of Science Education
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    • v.46 no.1
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    • pp.40-52
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    • 2022
  • Daily science classes, which have been continued as part of the spread of participatory science culture, has taken the lead in popularizing science as an effective out-of-school experiential and research activity. However, due to the recent COVID-19 situation, daily science classes have also become an environment in which there is no choice but to switch to non-face-to-face or to combine face-to-face and non-face-to-face education. Therefore, in this study, we examine how elementary school students participating in the non-face-to-face daily science class program change their usual fields of interest, perception of science and technology, interest about science, and scientific competency. In addition, the educational effectiveness of the non-face-to-face daily science class improved by comparing the differences in perceptions of students and parents, and future operation plans were sought. As a result of the study, after participating in the non-face-to-face daily science class program, students' interest in science and technology development, future technology, environmental pollution, and social media increased, and their interest in games decreased. Also, students' interest in science and technology activities, interest in science, and scientific competency also increased. This shows that non-face-to-face daily science class education is effective. Therefore, it was suggested that it is necessary to diversify the learning topics and content levels of the daily science class program, to expand the opportunities of non-face-to-face science education for underprivileged learners, and to develop and share science content using the latest media.