• Title/Summary/Keyword: 컴퓨터 활용 교육

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Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Development of Block-based Code Generation and Recommendation Model Using Natural Language Processing Model (자연어 처리 모델을 활용한 블록 코드 생성 및 추천 모델 개발)

  • Jeon, In-seong;Song, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.197-207
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    • 2022
  • In this paper, we develop a machine learning based block code generation and recommendation model for the purpose of reducing cognitive load of learners during coding education that learns the learner's block that has been made in the block programming environment using natural processing model and fine-tuning and then generates and recommends the selectable blocks for the next step. To develop the model, the training dataset was produced by pre-processing 50 block codes that were on the popular block programming language web site 'Entry'. Also, after dividing the pre-processed blocks into training dataset, verification dataset and test dataset, we developed a model that generates block codes based on LSTM, Seq2Seq, and GPT-2 model. In the results of the performance evaluation of the developed model, GPT-2 showed a higher performance than the LSTM and Seq2Seq model in the BLEU and ROUGE scores which measure sentence similarity. The data results generated through the GPT-2 model, show that the performance was relatively similar in the BLEU and ROUGE scores except for the case where the number of blocks was 1 or 17.

Development and Validation of an Scale to Measure Flow in Massive Multiplayer Online Role Playing Game (교육용 MMORPG에서의 학습자 몰입 측정척도 개발 및 타당화)

  • Chung, Mi-Kyung;Lee, Myung-Geun;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.59-68
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    • 2009
  • This paper aims to explore the factors of learner's flow and to develop and validate a scale to measure the flow in Massive Multiplayer Online Role Playing Game(MMORPG) for education. First of all, potential factors were drawn through literature review. The potential stage comprises 6 factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment) and 16 subfactors. With total 48 items developed. a survey was carried out among 293 elementary learners who had been participating in a commercial MMORPG for English skills to measure their flow in the MMORPG by utilizing the potential scale. Using the responses collected from 288 respondents, exploratory factor analysis, reliability analysis, and confirmatory factor analysis were performed. The expository factor analysis showed that items within each sub-factors could be bound into one factor. That is, the variables evaluating learner's flow were divided into six factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment). And these factors were interpreted consisting of 16 sub-ones. Reliability estimates indicated that the evaluation tool had good internal consistency. The confirmatory factor analysis did confirm the model suggested by the expository factor analysis. Over fit measures(CFI, NFI, NNFI) showed the good suitability of the model. Findings of this study confirmed the validity and reliability of the scale to measure learner's flow in MMORPG.

A Study on the Employment Success Factors of Young University Graduates (청년 대학 졸업자 취업 성공 요인에 관한 연구)

  • Jun-Su Kim;Woo-Hong Cho;Young-Eun Jang;Kil-Hee Byon;Dea-Hun Choi;Mee-Kyung Kim;Kyoung-Mi Yun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.195-197
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    • 2023
  • 본 연구의 목적은 청년 대학 졸업자 취업 성공 요인 분석과 수도권과 비수도권의 결정 요인 비교를 통해 대학의 취업 지원을 전략과 방향을 제시하는 것이다. 이를 위해 2019년 대졸자 취업경로이동조사 자료를 활용하여 개인특성, 학교특성, 진로선택 및 취업프로그램 참여, 취업 준비 활동 경험을 독립변수로 하고 취업 성공 여부를 종속변수로 하여 취업 성공 요인을 분석하였다. 그 결과, 서울·수도권 대졸자는 개인특성 중 연령, 부모자산, 어학연수 경험이 취업 성공(+) 요인이었고, 대학특성은 2~3년제 대졸자가 4년제, 교육대 대졸자 보다 취업성공 가능성이 높았다. 진로선택 및 취업프로그램 참여 중 직장체험, 면접·이력서 작성이 취업 성공(+)요인으로 직업심리검사는 취업 성공(-) 요인으로 나타났다. 취업준비활동 경험 중 SSAT 자격증, 공모전 수상, 대외활동, 이력서·면접훈련은 취업 성공(+) 요인으로 졸업 전 구직활동, NCS 준비, 외모관리는 취업 성공(-)요인으로 나타났다. 반면, 비수도권 대졸자는 개인특성 중 연령, 부모자산이 취업 성공(+)요인이었고, 2~3년제 대졸자가 4년제, 교육대 대졸자 보다 취업성공 가능성이 높았다. 진로선택 및 취업프로그램 참여 중 직장체험, 면접·이력서 작성이 취업 성공(+)요인으로, 직업심리검사, 기업채용설명회는 취업 성공(-)요인으로 나타났다. 취업준비활동 경험 중 봉사활동, 공모전 수상, 대외활동, 모의면접은 취업 성공(+)요인이었고, 졸업 전 구직활동, 자격증, 외모관리는 취업 성공(-)요인이었다. 이를 바탕으로 4년제 대학의 비교과 활동 강화, 취업환경과 유사한 실무능력 배양 교육, 면접·이력서 작성 등 실제적 취업지도 프로그램 시행을 제시하였고, 봉사활동, 대외서포터즈, 공모전 등 취업처에 실무능력을 보여줄 수 있는 실무활동 참여를 지원하는 방안 등을 제시하였다.

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Case study of Google Classroom in Mongolian University (몽골 대학에서 구글크레스룸 적용 사례 적용)

  • Natsagdorj, Bayarmaa;Lee, Kuensoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.1
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    • pp.184-188
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    • 2019
  • The purpose of this paper is to investigate the effectiveness of Google Classroom (GC) and to examine the satisfaction of professors using GC as an online environment at a Mongolian University. Fourteen professors designed the lecture model and provided lessons using GC at D University for four weeks. GC provides new learning opportunities that are more efficient than face-to-face learning, because it can overcome the limitations of time and space. The results of the survey conducted with the professors who participated in the class to explore the effectiveness of GC show that the system provides: cooperation: 100% (strongly agree=7, Agree=7), personal learning opportunity: 100% (strongly agree=10, Agree=4), ease in learning: 100% (strongly agree=11, Agree=3), suitability: 100% (strongly agree=8, Agree=6), feedback opportunities: 100% (strongly agree=7, Agree=7), connection: 100% (strongly agree=7, Agree=7), accessibility: 100% (strongly agree=7, Agree=7), learning effectiveness: 100% (strongly agree=9, Agree=5), paperless experience: 100% (strongly agree=8, Agree=6). The professors who attended the class reacted positively to the use of GC, proving that the application of GC at this Mongolian University was appropriate and efficient. The use of GC is expected to help educational institutions strengthen and improve online learning, especially by breaking from traditional learning, and opening new paths for professors and students in Mongolia.

Development of a CD Program Applied Logotherapy for Psycho.Spiritual Care of Late Adolescents with Terminal Cancer (청소년 후기 말기 암 환자의 정서적.영적 돌봄을 위한 의미요법 CD 프로그램 개발)

  • Kang, Kyung-Ah;Kim, Shin-Jeong;Song, Mi-Kyung
    • Journal of Hospice and Palliative Care
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    • v.12 no.2
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    • pp.61-71
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    • 2009
  • Purpose: The purpose of this study was to develop a CD program of applied logotherapy for psycho spiritual care of late adolescents with terminal cancer. Methods: Keller & Song's ARCS theory and a model for developing learning materials was applied to develop this program composed four distinct phases: planning, designing, developing, and evaluation stages. Results: This program was entitled 'Finding meaning in my life' and consisted of 5 sessions and its educational contents were made up as follows: "First Secret" is 'learning three natures of the human mind', "Second Secret" is 'learning creative values first method to find meaning of life', "Third Secret" is 'learning experiential value as second method to find meaning of life', "Fourth Secret" is 'learning attitudinal value as third method to find meaning of life', and "Fifth Secret" is 'Becoming the master of my life'. The sub-menu was made up of 'Beginning', 'Opening mind', 'Learning'. 'Laughing Song', 'Experiencing'. Conclusion: This CD program applied logotherapy with flash animation technique as an emotional and spiritual nursing intervention program for easier and more scientific application in pediatric oncology and hospice care area.

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The Teaching Competency and Educational Needs of Electricity·Electronic·Communication Technical Teachers (전기·전자·통신 계열 공업교사의 교수능력과 교육요구)

  • Lee, Myunghun;Na, Seungil
    • 대한공업교육학회지
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    • v.31 no.2
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    • pp.177-202
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    • 2006
  • The purpose of this study was to determine the present teaching competency level and the educational needs of electricity electronic communication technical teachers. The population was electricity electronic communication technical teachers, 750 teachers were sampled for this study. A survey questionnaire consisted of teaching competencies scale including 3 domains based on Performance-Based Teacher Education Modules. The professional competencies scale consisted of 5-point Likert-type 30 items for them to rate the importance and also to indicate the teaching competency level. A questionnaire was mailed to the sample and 443 returned questionnaires were analyzed after data cleaning. The educational needs of teachers were calculated by using the Borich's needs assessment formula. The findings of this study were as follows. 1) electricity electronic communication technical teachers perceived all the thirty competencies as highly important ones. 2) They perceived that their current teaching competency level was just beyond the ordinary level but was lower than the good level. 3) The highest needs were 'determining learning level & interests of students', 'applying problem solving techniques', 'reconstructing lesson contents', 'establishing lesson objectives'. 4) They have a different level of educational needs on the competencies according to their gender, terminal education level, year of teaching experience, practical work experience, school type(national public school/private school), and school location.

Analysis of the Users' Viewing Characteristics of YouTube Video Contents Related to Science Education (과학교육 관련 유튜브 동영상 콘텐츠 이용자들의 시청 특징 분석)

  • Jeong, Eunju;Son, Jeongwoo
    • Journal of Science Education
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    • v.45 no.1
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    • pp.118-128
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    • 2021
  • In this study, as the viewing characteristics of users of YouTube video content related to science education, 'Inflow and Access' is analyzed to find out the interaction between learners and the system, and 'Reaction and Subscription' to find out the interaction between learners and contents. To this end, the YouTube channel "Elementary Science TV," was selected as the subject of research. The channel is mainly focused on the contents of elementary science textbooks, STEAM, and gifted education. The channel's data of YouTube studio was analyzed. The following results were obtained through data analysis: first, as a result of 'Inflow and Access' analysis, YouTube video content related to science education was most often introduced through external links, and the access device was mainly a computer. Second, as a result of the analysis of 'Reaction and Subscription,' 'like' and commenting performed as a reaction to the video were less than 1% of the number of views. Most users watch without a subscription, and watch for longer when using self-directed. Although this study was analyzed through a limited channel called 'Elementary Science TV,' we were able to discover a little about the users' viewing characteristics of YouTube video contents related to science education. In the future, it is expected that it can be used as a basic material for creating videos related to science education for remote classes, establishing a science education video platform.

Real-Time 3D Volume Deformation and Visualization by Integrating NeRF, PBD, and Parallel Resampling (NeRF, PBD 및 병렬 리샘플링을 결합한 실시간 3D 볼륨 변형체 시각화)

  • Sangmin Kwon;Sojin Jeon;Juni Park;Dasol Kim;Heewon Kye
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.189-198
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    • 2024
  • Research combining deep learning-based models and physical simulations is making important advances in the medical field. This extracts the necessary information from medical image data and enables fast and accurate prediction of deformation of the skeleton and soft tissue based on physical laws. This study proposes a system that integrates Neural Radiance Fields (NeRF), Position-Based Dynamics (PBD), and Parallel Resampling to generate 3D volume data, and deform and visualize them in real-time. NeRF uses 2D images and camera coordinates to produce high-resolution 3D volume data, while PBD enables real-time deformation and interaction through physics-based simulation. Parallel Resampling improves rendering efficiency by dividing the volume into tetrahedral meshes and utilizing GPU parallel processing. This system renders the deformed volume data using ray casting, leveraging GPU parallel processing for fast real-time visualization. Experimental results show that this system can generate and deform 3D data without expensive equipment, demonstrating potential applications in engineering, education, and medicine.

Augmented Reality Based Tangible Interface For Digital Lighting of CAID System (CAID 시스템의 디지털 라이팅을 위한 증강 현실 기반의 실체적 인터페이스에 관한 연구)

  • Hwang, Jung-Ah;Nam, Tek-Jin
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.119-128
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    • 2007
  • With the development of digital technologies, CAID became an essential part in the industrial design process. Creating photo-realistic images from a virtual scene with 3D models is one of the specialized task for CAID users. This task requires a complex interface of setting the positions and the parameters of camera and lights for optimal rendering results. However, the user interface of existing CAID tools are not simple for designers because the task is mostly accomplished in a parameter setting dialogue window. This research address this interface issues, in particular the issues related to lighting, by developing and evaluating TLS(Tangible Lighting Studio) that uses Augmented Reality and Tangible User Interface. The interface of positioning objects and setting parameters become tangible and distributed in the workspace to support more intuitive rendering task. TLS consists of markers, and physical controller, and a see-through HMD(Head Mounted Display). The user can directly control the lighting parameters in the AR workspace. In the evaluation experiment, TLS provide higher effectiveness, efficiency and user satisfaction compared to existing GUI(Graphic User Interface) method. It is expected that the application of TLS can be expanded to photography education and architecture simulation.

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