• Title/Summary/Keyword: 학습 증강

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Designing and Exploring the Possibility Science Contents based on Augmented Reality for Students with Intellectual Disability (지적장애 학생을 위한 증강현실 과학교육 콘텐츠구현 및 적용 가능성 탐색)

  • Kim, Jung-Soo;Lee, Tae-Su
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.720-733
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    • 2016
  • Using various types of educational media plays an important role in educating students with disabilities. In recent years, augmented reality has emerged as an important technology that can increase the effectiveness of special education programs. This study developed augmented reality contents focusing on the theme 'Weather and Life' in the 'Na' unit of the Basic Special School Curriculum, and explored the possibility of applying the contents to the science education. The contents design instructions and educational programs for this study were developed based on a focus-group interview conducted with five special school teachers and two developers. To explore the possibility of applying the augmented reality contents, a usability evaluation was conducted with 23 special school teachers and 18 students with intellectual disability. The results showed that the augmented reality contents had a high level of usability as the special school teachers received 4.73 and the students with intellectual disability received 4.75 out of 5. As a result of this study, we can draw a conclusion that there is a high possibility of applying augmented reality contents to science education for students with intellectual disability.

Fundamental study on the technology and application for the Next Generation Digital Textbook (차세대 디지털교과서를 위한 기반기술 및 적용에 관한 연구)

  • Sohn, Won-Sung;Han, Jae-Hyeop;Choy, Jin-Yong;Seo, Jong-Hoon;Choy, Yoon-Chul;Han, Tack-Don;Lim, Soon-Bum
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.165-174
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    • 2010
  • The digital textbook project which embarked by the Ministry of Education, Science and Technology has focused on experiments and practices from the school designated by the government. However the previous research about digital textbook provides static interaction models and teaching-learning models analogous to web-based learning based desktop PC even the framework of the digital textbook is based of Tablet PC. This paper provides learning and teaching models for next generation digital textbook which based digital inking techinques for sketcth interface and AR(augmented reality) interactions between teacher and learner. The proposed method of this paper is applied to educational contents and we found positive effect which is supported by statistical experiments. The results of this study in the future and the future development of digital textbooks in effect will be an effective development plan.

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Study on the Development of Stepwise Tooth Carving Practice Content Using Augmented Reality Technology and a Three-Dimensional Tutorial Method (증강현실 기술과 삼차원 튜토리얼 방식을 활용한 단계별 치아 형태 조각 실습 컨텐츠 개발과 관련된 융합 연구)

  • Im, Eun-Jeong;Lee, Jae-Gi
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.81-88
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    • 2020
  • This purpose of this study is to develop content that enables repetitive carving practice of the maxillary right central incisor (MRCI) based on augmented reality (AR). For a step-by-step practice of achieving the tooth shape, after creation of the storyboard from the square box shape in step 1 to the completed MRCI block in step 16, three-dimensional (3D) modeling data reflecting the characteristics of the mesial, distal, lingual, and labial surface of the MRCI were generated. An application was built in which 3D modeling data were output on the screen of the learner's mobile device, and image markers suitable for 3D modeling in steps 1 to 16 of the MRCI model were respectively generated. Using this information, the learner could carve a high-quality MRCI by repeatedly performing the tooth shape carving exercises. With AR, we intend to contribute to improved tooth morphology carving skills by linking the theory and practical techniques for a beginners in dentistry.

Implementation and Analysis of 3D Fish Encyclopedia for Children Education in Mobile Environment (모바일 환경 유아교육용 3D 어류백과 시스템의 구현 및 흥미도 분석)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.2
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    • pp.355-361
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    • 2013
  • Various study for technology of agmented reality by using mobile has been progressed in aspect of advantages for mobility and popularity, recently as technology of agmented reality is developing day by day. Mobile agmented reality is technology imaginary informations are grafted into reality by using mobile. That can induce new learning experience showing high interest and interesting for infant education. This thesis is a fishes encyclopedia for infant that was made by displaying pictures as 3D fish model. 3D fish model is possible to turn on the six axis and enlarge and reduce by demand of users. Furthermore, it was made for inducing interesting about book for infant by inserting various sound effect. The resort of using system for infant shows interest and interesting over four times in case infant will learn with fishes encylopedia not previous books.

Deep Learning based Vehicle AR Manual for Improving User Experience (사용자 경험 향상을 위한 딥러닝 기반 차량용 AR 매뉴얼)

  • Lee, Jeong-Min;Kim, Jun-Hak;Seok, Jung-Won;Park, Jinho
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.125-134
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    • 2022
  • This paper implements an AR manual for a vehicle that can be used even in the vehicle interior space where it is difficult to apply the augmentation method of AR content, which is mainly used, and applies a deep learning model to improve the augmentation matching between real space and virtual objects. Through deep learning, the logo of the steering wheel is recognized regardless of the position, angle, and inclination, and 3D interior space coordinates are generated based on this, and the virtual button is precisely augmented on the actual vehicle parts. Based on the same learning model, the function to recognize the main warning light symbols of the vehicle is also implemented to increase the functionality and usability as an AR manual for vehicles.

Effects of Video Modeling using Interactive White board and Augmented Reality iPad Applications on the Word Identification of Struggling Readers (상호작용 화이트보드 및 증강현실 애플리케이션을 사용한 비디오 모델링 읽기 교수가 읽기부진 학생의 음운변동이 적용되는 단어인지에 미치는 효과)

  • 옥민욱;김애화;김의정
    • The Journal of Special Children Education
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    • v.21 no.1
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    • pp.21-53
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    • 2019
  • Purpose: The purpose of this study was to investigate the effects of video modeling intervention using interactive whiteboard and augmented reality iPad applications on word identification of students who struggle with reading. Method: For this study, three second grade elementary school students who struggle with reading participated. To examine the effects of the intervention, a multi-probe design across participants was used. The maintenance, generalization and self-efficacy effects of the intervention were measured as well. Results: According to the results of this study, word recognition scores of all participants were significantly improved after the intervention and they also maintained and generalized the effects of the intervention. Also, all participants had positive perspectives about the intervention in overall. Conclusion: The results demonstrated that video modeling through the iPad applications are effective intervention for struggling readers to improve word identification skills. Based on the results, the implications and recommendations for future research were provided.

Proposal for Deep Learning based Character Recognition System by Virtual Data Generation (가상 데이터 생성을 통한 딥러닝 기반 문자인식 시스템 제안)

  • Lee, Seungju;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.275-278
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    • 2020
  • In this paper, we proposed a deep learning based character recognition system through virtual data generation. In order to secure the learning data that takes the largest weight in supervised learning, virtual data was created. Also, after creating virtual data, data generalization was performed to cope with various data by using augmentation parameter. Finally, the learning data composition generated data by assigning various values to augmentation parameter and font parameter. Test data for measuring the character recognition performance was constructed by cropping the text area from the actual image data. The test data was augmented considering the image distortion that may occur in real environment. Deep learning algorithm uses YOLO v3 which performs detection in real time. Inference result outputs the final detection result through post-processing.

A Comparative Study on Data Augmentation Using Generative Models for Robust Solar Irradiance Prediction

  • Jinyeong Oh;Jimin Lee;Daesungjin Kim;Bo-Young Kim;Jihoon Moon
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.11
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    • pp.29-42
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    • 2023
  • In this paper, we propose a method to enhance the prediction accuracy of solar irradiance for three major South Korean cities: Seoul, Busan, and Incheon. Our method entails the development of five generative models-vanilla GAN, CTGAN, Copula GAN, WGANGP, and TVAE-to generate independent variables that mimic the patterns of existing training data. To mitigate the bias in model training, we derive values for the dependent variables using random forests and deep neural networks, enriching the training datasets. These datasets are integrated with existing data to form comprehensive solar irradiance prediction models. The experimentation revealed that the augmented datasets led to significantly improved model performance compared to those trained solely on the original data. Specifically, CTGAN showed outstanding results due to its sophisticated mechanism for handling the intricacies of multivariate data relationships, ensuring that the generated data are diverse and closely aligned with the real-world variability of solar irradiance. The proposed method is expected to address the issue of data scarcity by augmenting the training data with high-quality synthetic data, thereby contributing to the operation of solar power systems for sustainable development.

Experimental Learning of Human Body Internal Organs by using Augmented Reality (증강현실을 이용한 인체 장기 구조의 체험 학습)

  • So, Hyun-Su;Kim, Ji-Hyun;Cha, Dong-Min;Yang, Seung-Woo;Park, Jun-Seok;Kang, Seung-Shik;Oh, Se-Wook
    • Annual Conference of KIPS
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    • 2016.10a
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    • pp.764-765
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    • 2016
  • 다양한 체험 중 인체의 신비에 관심이 있는 아이들을 위한 교육 목적의 중강현실을 마이크로소프트 키넥트 장비를 활용해서 구현하였다. 기존에 책의 이미지와 마네킹을 통해 인체 장기의 구조를 학습하는 방법에서 한 단계 발전시켜 아이들의 상체에 증강현실로 인체 장기 구조 이미지를 보여줌으로써 색다른 체험을 제공하는 흥미로운 학습 방법을 제시하고 있다. 추가적인 기능으로, 아이들의 성장 발달에 도움을 주는 게임 및 추억을 간직할 수 있는 촬영 기능도 제공하고 있다. 이 기법은 건강 교육 체험에 활용하여 흡연자의 폐와 과음한 사람의 간 등을 당사자의 상체에 중강현실로 보여주어 건강하지 못한 인체 장기 구조를 체험해 기존 방식보다 더욱 현실감이 있는 체험적인 건강 교육으로 활용될 것으로 기대한다.

A Development of Educational Contents Based Augmented Reality (증강현실기반 차세대 교육용 콘텐츠 설계방안)

  • Han, Jae-Hyeop;Cheon, Yoon-Hee;Sohn, Won-Sung;Choy, Jin-Yong;Choy, Yoon-Chul;Lim, Soon-Bum;Han, Tack-Don
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.269-274
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    • 2009
  • 차세대 기술과 접목된 교육용콘텐츠의 다양한 연구가 진행되고 있다. 현재 디지털교과서가 연구학교를 중심으로 실험 및 적용 단계에 있으나 학습내용이 고정적이고 제한된 콘텐츠만을 제공하기 때문에 학생들의 흥미와 몰입감 및 학습효과에서 부족한 부분이 많다. 이를 해결하기 위해서는 증감형 콘텐츠를 설계하여 학생들의 흥미와 몰입감 및 상호작용을 높여야 한다고 본다. 이에 본 논문에서는 증강현실 기술을 기반으로 하여 태블릿 기반의 디지털교과서 콘텐츠로 학습을 할 때 관찰하기 어려운 가상의 정보 제공 및 부가적인 정보를 활용하며 상황 인지를 통해 사용자의 상황에 적합한 가이드라인이나 부가 정보를 제공받을 수 있는 차세대 교육용 콘텐츠를 설계해 보고자 한다. 본 연구의 결과는 향후 디지털교과서 적용 시 효과적인 개발방안이 될 것이다.

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