• Title/Summary/Keyword: 컴퓨터 활용 교육

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A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.

3D Virtual Reality Game with Deep Learning-based Hand Gesture Recognition (딥러닝 기반 손 제스처 인식을 통한 3D 가상현실 게임)

  • Lee, Byeong-Hee;Oh, Dong-Han;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.5
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    • pp.41-48
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    • 2018
  • The most natural way to increase immersion and provide free interaction in a virtual environment is to provide a gesture interface using the user's hand. However, most studies about hand gesture recognition require specialized sensors or equipment, or show low recognition rates. This paper proposes a three-dimensional DenseNet Convolutional Neural Network that enables recognition of hand gestures with no sensors or equipment other than an RGB camera for hand gesture input and introduces a virtual reality game based on it. Experimental results on 4 static hand gestures and 6 dynamic hand gestures showed that they could be used as real-time user interfaces for virtual reality games with an average recognition rate of 94.2% at 50ms. Results of this research can be used as a hand gesture interface not only for games but also for education, medicine, and shopping.

HTML5-based Streaming System Designed for Real-time Store Video (HTML5기반 실시간 저장 영상에 대한 스트리밍 시스템 설계)

  • Ban, Tae-Hak;Bae, Eun-Ah;Kim, Jong-Moon;Jeong, In-Yong;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.736-738
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    • 2014
  • As part of real-time streaming service, which is one of the latest QoS technology has become the issue. But the current majority of streaming services are specific S/W I a separate setup program supports real-time streaming service a reality, will be stored until the end of the video, save for a video about editing and is not available. In this paper, a video about multi-threaded and distributed processing system applied to the Storm technique based on separate software or installation of programs without the H T M L 5-based Web content is produced by each device using a Web browser, real-time streaming system you want, no. This is a streaming service that provides users with real-time editing and the footage is stored as about and respond in real time between the server and the client and content sharing that need training and will be utilized in the field of multimedia streaming.

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Wireless Webcam Implementation and Application Utilizing Wireless USB Technology (무선 USB 기술을 활용한 무선웹캠 구현 및 적용방법)

  • Chae, Jung-Sik;Ban, Tae-Hak;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.569-575
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    • 2014
  • These days as smart TVs or android set top boxes have come into wide use, VoIP(Voice over Internet Protocol) services such as the Skype which can beused on computer system, can be also accessed by smart TVs or set top boxes. and the various kinds of distance learning programs have been developed on smart TVs or set top boxes. but when users have utilized a webcam with smart TVs or set top boxes, users have to go in front of smart TVs or set top boxes In this research paper, the new technology can be solved the problem of webcam use according to chaned environment. This tech is related with the wireless webcam one which can be applicable to open spaces such as living room with some distance between user and smart TV. There are few problems in long distance the test results show high reliability in living room with some distance.

A study on the Perception of Edible Insects and Edible Insect Foods of College Students Majoring in Culinary Arts

  • Young-Sim, Choi
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.83-89
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    • 2023
  • This study presents basic data that can be easily used in the field of cooking about edible insects which are future food and alternative food by investigating the perception of edible insects among culinary majors, who are potential consumers who can improve the utilization of edible insects. As a result, 79.0% of all subjects responded that they have heard of edible insects, and the methods of obtaining information on edible insects were 'friends, colleagues, family members, etc.' 76.8% had the experience of purchasing edible insects, and 71.9% of them purchased 'online' as the purchase method. The reason for purchasing edible insects was 'curiosity', and the purchase of edible insects in the form of 'food or food added' was the highest. In the future, 70.1% are willing to use edible insects, and in particular, the intention to participate in the 'development of new products using edible insects' was the highest. Therefore, in order to improve the utilization and consumption promotion of edible insects, which are emerging as future food resources, it is necessary to develop a multifaceted plan to improve the awareness of edible insects for university students majoring in cooking and to develop educational programs for developing various menus.

A Study on the impact of rural older adults residence type and social activity participation on health-promoting behaviors : a gender perspective

  • Hyoun-Woo Choi;Joo-Lee Son;Yoon-Ji Choi;Jung-Shin Choi
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.131-142
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    • 2024
  • In this paper, we propose antecedent factors that influence health promotion behaviors among rural older adults by gender. The study analyzed data from the 'Need Assessment Survey for the Development of Customized Care Programs for Rural Older Adults' conducted by the Rural Development Administration. The analysis utilized data from 502 individuals aged 65 and older residing in rural areas. The analysis method used SPSS 25.0 program to conduct descriptive statistics, chi-square analysis, correlation analysis, and hierarchical regression analysis. The analysis results showed differences between men and women in practicing health promotion behaviors. For men, lower age, lower education level, living with a spouse, and participating in social activities were associated with higher levels of health promotion behaviors. For women, older age, better self-rated health status, and participating in social activities were associated with higher levels of health promotion behaviors. This study provides baseline data to promote health promotion behaviors among rural older adults according to gender and suggests policy and practical implications based on the findings.

Development and Evaluation of the PBL Teaching/Learning Process Plan of 'Housing Culture and Practical Space Use' for Home Economics in Middle School (중학교 가정과 문제 중심 '주생활 문화와 주거 공간 활용' 교수·학습 과정안 개발과 평가)

  • Cho, Jiwon;Cho, Jaesoon
    • Journal of Korean Home Economics Education Association
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    • v.32 no.2
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    • pp.59-76
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    • 2020
  • The purpose of this study was to develop and evaluate the teaching/learning process plan of 'housing culture and practical space use' for home economics in middle school according to the problem based learning(PBL) model. The plan consisting of 4-lessons has been developed and implemented following the steps of ADDIE model. Various activity materials (4 scenarios, 6 individual activity sheets, 10 reading texts, and 5 working resources) and visual materials (4 sets of ppt and 4 moving pictures) as well as questionnaire were developed for the 4-session lessons. The plans were implemented to a single class of 21 junior students at H middle school in rural area, Kyeongnam, from 1st to 12th of April, 2019. Students highly enjoyed and were satisfied with the whole 4-lessons in aspects such as understanding of the contents, adequacy of materials and activities, and usefulness in one's own daily life. Additionally, they have more actively participated in the lessons than usual and even interested in learning more of such lessons. Students also reported that they highly accomplished the goal of each lesson as well as overall objectives. They showed interest in the major part of PBL lesson such as scenario and group activities. And they engaged themselves in drawing the share housing space plan with '5D planner' web program which they described as the best part of the lessons. The teaching/learning process plan developed in this study may be used as a theme of maker education, which is emerging these days. It can be concluded that the PBL teaching/learning process plans for 'housing values and practical space use' would contribute to improving students' attitude on living with others and ability to manage one's individual life.

A Study on the Diagnosis Method of Knowledge Information in Computational Thinking using LightBot (라이트봇을 활용한 컴퓨팅 사고력에서 지식 정보의 진단 방안에 관한 연구)

  • Lee, Youngseok
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.33-38
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    • 2020
  • Modern society needs to think in new directions and solve problems by grafting problems from diverse fields with computers. Abstraction and automation of various problems using computing technology with your own ideas is called computational thinking. In this paper, we analyze how to diagnose and improve knowledge information based on computational thinking through the process of presenting a variety of problems in programming education situations and finding several problem-solving methods to solve them. To pretest the learners, they were diagnosed using a measurement sheet and a LightBot. By determining the correlation between the evaluation results and LightBot results, the learners' current knowledge statuses were checked, and the correlation between the evaluation results and the LightBot results, based on what was taught according to the problem-solving learning technique, was analyzed according to the proposed technique. The analysis of the group average score of the learners showed that the learning effect was significant. If the method of deriving and improving knowledge based on computational thinking ability for solving the problem proposed in this paper is applied to software education, it will induce student interest, thereby increasing the learning effect.

Influences on Pre-teacher's R-learning Professionalism by Participation in R-learning University Club Management Program (R-러닝 학생 동아리 프로그램 참여가 예비유아교사들의 R-러닝 전문성에 미치는 영향)

  • Han, Sun-Ah;Kang, Min-Jung;You, Hee-Jung
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.1058-1068
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    • 2013
  • The purpose of this study was to examine how participation in R-Learning university club management program affects to R-Learning professionalism of pre-teachers in field of early childhood education related to knowledge, function, and attitude. Upon investigation for knowledge part, those answers: 'I know the role of teachers when education based on robot, 'I know how much education based on robot affects to development of early childhood', and 'I know the necessary of education based on robot' appear highly. 'I can give lessons by connecting robot and computer' for function part, and 'I think using robot for class positively' for attitude part show highly. Also, professionalism of the pre-teachers improved after participating in R-running club, especially, function and attitude part. Thus, R-Learning university club management program is effective by the research.

Application Plan of Flip Learning Using Practical Instruction in Algorithm Theory (알고리즘 이론과목에서 실기수업을 적용한 플립러닝 활용방안)

  • Jang, Seong-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.662-665
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    • 2017
  • Recently, the rapid development and development of the industrial environment has changed the talent that companies need. As the educational paradigm changes, the university education should complement the problems of the lecture education method (the existing knowledge transfer method) in order to cultivate the talents needed for the corporation. In order to improve self - directed and creative problem - solving ability, new teaching and learning methods are needed. In this study, we apply flip learning in the algorithm class which is an essential curriculum of computer engineering. This group is divided into groups that are combined with theoretical and practical lessons, and groups that have applied theoretical lessons by applying flip learning, and groups that employ traditional lecture techniques. To improve learner's learning motivation and academic achievement, we propose a flip learning teaching method suitable for the algorithm subject and apply it directly to the class. Based on the results, we compare and analyze the academic achievement and learning satisfaction of learners.

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