• Title/Summary/Keyword: 확장현실교육

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Photography's educational study : Against practical-based curriculum in photography education (사진의 교육적 연구 : 실기 중심 교육과정에 반하여)

  • Nam, Tack-Oon
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.359-367
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    • 2016
  • This paper aims to develop the photography education method based, not on the practical technique, the photo recording or the communication, but on the photo theory and the visual culture. This paper can be summarized as follows: First, it analyses the photo theory itself and photography education theory. It examines the studies of the important scholars of photography theory, namely Laszlo Moholy-Nagy, Walter Benjamin, Susan Sontag. It examines also the studies of the scholars who applied photography to education, that is, Victor Burgin, Simon Watney, David Bate. This paper examines how photography is related to education theory in general and where photo education can be situated in art education field.

인터넷의 한국사회의 변화와 건전한 정보이용 환경조성의 과제

  • Jang, Gyeong-Chae;Jeon, Sang-Gyun
    • Management & Information Systems Review
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    • v.17
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    • pp.83-105
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    • 2005
  • 인터넷은 한국사회 전반에 많은 변화를 초래하였다. 인터넷이 빠르게 확산되어 2004년 말에 인터넷 이용자 3,000만 명 시대를 열었고 이동전화, 초고속 인터넷 등 새로운 정보기술이 보편적으로 활용되는 단계에 이르렀다. 그에 따라 개인 홈페이지가 커뮤니케이션의 새로운 수단으로 자리 잡았고, 이에 따른 새로운 네티즌 문화를 탄생시켰다. 사회문화적 측면에서 그동안 정보화가 창출한 가장 큰 변화는 조직사회의 변화, 교육환경의 변화, 문화생활의 변화를 들 수 있다. 인터넷이 조직사회에 미친 영향은 전통적인 연공서열식 피라미드형 조직구조가 새로운 네트워크형 조직으로 발전하였으며, 노동시장도 장소에 구애받지 않고 이동원격근무(mobile Office)로 발전하는 추세이다. 그리고 교육환경은 가상공간을 통한 다양한 교육정보 접근기회를 확대하고 있으며, 사람들의 사고방식, 생활양식, 가치관의 변화도 수반하고 있다. 반면에 인터넷 사회는 한국사회 전반의 변화와 함께 정보화의 역기능 현상도 다양하고 광범위하게 확산되고 있다. 인터넷이라는 온라인상에서 다양한 주제로 서로 만나고 정보를 교환하는 사이버 공동체(Cyber Community)는 온라인 공간에 한정되는 것이 아니라 현실공간으로 확장되어 나타나고 있으며, 인터넷 중독문제는 개인뿐만 아니라 가정과 사회에도 부정적 영향을 끼치고 있을 뿐만 아니라 안티사이트도 진정한 대안문화로 자리 잡지 못하고 인터넷의 익명성을 이용해 무차별적인 비방과 욕설이 난무한 과도기적 현상을 보이고 있다. 이제 인터넷은 한국사회의 모든 것과 깊은 관련을 맺는 매우 중요한 일부분이 된 것이다. 인터넷은 20세기 공학기술이 성취한 위대한 업적 중의 하나이다. 인터넷은 단순히 정보화 사회를 실현하는 것이 아니라 인간의 삶의 가치, 생활의 편익 등을 증대한다는 믿음 때문이다. 한편 현실은 여러 가지 역기능이 함께 나타나고 있다. '네티즌 윤리강령'까지 선포했지만, 진정한 네티즌 윤리는 강령을 선포했다고 저절로 확립되는 것이 아니다. 네티즌 각자의 실천의지가 있어야 한다. 인류가 새로운 이상향이라고 추구하는 가상사회는 윤리적인 사고와 행동으로 질서를 유지하지 못하면 인류의 밝은 미래는 보장할 길이 없다. 21세기 정보화 사회, 인터넷 사회를 맞이한 우리는 이 세상을 참으로 살기 좋은 세상으로 만들어야 할 고귀한 책무를 안고 있다. 아무리 험한 길, 어려운 과제라 할지라도 그 목표를 잃어서는 안 되며, 그 해답을 얻는 노력을 결코 게을리 해서는 안 된다.

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A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.383-390
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    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.

A Study on Training Tools for Scenario of Disaster Response Capacity (재난유형별 재난대응역량 위한 훈련 툴에 관한 연구)

  • Lee, Jin-Ho;Choung, Hyouk-Jin;Oh, Seok-Jin;Baek, Jeong-Yeol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1618-1621
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    • 2015
  • 본 훈련 시스템은 재난유형별 국가재난대응시나리오 기반의 대응체계를 바탕으로 재난의 종류나 규모, 복잡성 등과 무관하게 유관기관의 재난관리 관계자를 위한 교육 평가를 통해 표준화된 교육 훈련 평가체계를 확립한다. 이를 위해 국내와 해외의 사례에서 조사된 내용의 특 장점 및 표출형태를 고려하여 재난대응역량 강화를 위한 재난 발생 시나리오 기반의 텍스트 위주의 훈련용 웹 시스템을 개발한다. 무엇보다도 현실적으로 지역의 위험과 위협을 대표하는 검증된 유형별 시나리오를 기반으로 예방(Mitigation) 대비(Preparedness) 대응(Response) 복구(Recovery) 단계의 복잡 다양한 재난상황에 대한 재난대응역량 및 상황대처 능력을 향상시키기 위한 훈련지원 교육으로 활용하기 위한 사용자 확장성이 유용한 훈련용 웹 시스템을 개발한다. 이를 통해 사전에 유관기관과의 협력강화를 위한 원활한 재난대응 협력체계 강화방안을 수립하고 재난현장 협력업무와 관련된 필요역량을 도출하는 등의 활동과, 이에 대한 실효성 있는 평가로 재난현장의 기관간 상호협력 능력을 제고할 수 있다. 또한 대응기관의 역량수준을 점검하고, 대응역량에 대해 부족한 부분을 보완하여 효율적 재난대비태세 구축하여, 재난피해를 최소화하는 효과를 기대할 수 있다.

Augmented Reality Based Information Systems: An Exploratory Study of Understanding Children's Perception (AR 기반 정보 시스템에 대한 아동 인식 연구)

  • Siyoung Choi;Kung Jin Lee
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.85-105
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    • 2024
  • Augmented Reality (AR) is a mix of the real world that is enhanced by virtual objects from computer-generated information. AR is currently used in a variety of information systems and library services. AR technologies are also being developed for today's children, who are digital natives and are exposed to various technologies even earlier. To assist librarians who need to accurately understand users' information needs and perceptions of the technology being used in their libraries, we conducted a study of AR perceptions among children. We conducted two online co-design sessions using "Would you rather?", a co-design technique that facilitates research into children's opinions. Through the co-design sessions, we found that children were psychologically wary about AR technology due to a lack of trust in the technology, and realism had a significant impact on these judgments. We also identified that children considered AR technology environments as an extension of the real world. Their real-world values directly influenced their perceptions of AR. This research provides insights into the wariness that libraries need to be aware of when developing AR content for children in the future, and how libraries can use AR as an educational tool.

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.

Comparative Analysis of the Contents of Functions in the Middle School Mathematics Textbooks in Korea and Germany (한국과 독일의 중학교 수학 교과서 분석을 통한 함수 내용 비교)

  • Huh, Nan;Ahn, Eun-Kyung;Ko, Ho-Kyoung
    • School Mathematics
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    • v.13 no.2
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    • pp.323-343
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    • 2011
  • The study of 2011 education course revision proposal suggests that middle school level function shall be taught with emphasis on its role as tool to understand the situations of actual world, and the concept shall be extended in high school into formularized setting that integrate various fields based on middle school function. In revising education course, the circumstances of other countries are desired to be considered to keep abreast of international standard education courses. In this study, the textbooks of Gesamtschule a general school a school type similar to the education system in Korea among various school forms of Germany were selected to look into the characteristics of function introduction and teaching & learning in Germany, and the textbooks were compared and analyzed with those of Korea. As a result of comparison and analysis on the system and contents with emphasis on function area, German textbooks differed from the 7th revised education course on the introduction of function concept, contents development method and method of instructing on graph etc. Such differences are anticipated to serve as data for reference in the development of revised education courses and textbooks in Korea.

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Implementation of Metaverse Based Realistic Education Platform

  • Sukyong, Jung;HyungSoo, Park;HwanSoo, Kang;Jinhyung, Cho;Larry S, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.77-87
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    • 2023
  • Currently, due to Covid-19, non-face-to-face activities are underway in various fields, and non-face-to-face education is also necessary in the education field. In this paper, we develop and utilize a metaverse-based realistic education platform that combines the latest realistic 3D technology and XR interactive technology to enhance students' understanding of the latest technology and strengthen their educational capabilities. To this end, we understand the main technologies of metaverse in terms of education, investigate contents and application cases of education using metaverse, and compare them with the proposed realistic educational platform. In the future, non-face-to-face education is expected to account for an important portion, and more effective learning is expected through the metaverse-based realistic educational platform developed in this paper when instructor lectures the MZ generation in a virtual world called metaverse.

A Study on the Interaction with Virtual Objects through XR Hands (XR Hands를 통한 가상 객체들과의 상호 작용에 관한 연구)

  • BeomJun Jo;SeongKi Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.43-49
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    • 2024
  • Hand tracking is currently one of the most promising technologies in XR with the release of extended reality (XR) devices, in which hand tracking is used as the main manipulation. Hand tracking offers advantages in terms of immersion and realism, and as a result, it is being employed in a range of fields, including education, business, and medical care. The archery movement requires using both hands at the same time, but requires sophistication to hit the target and is a movement that has cultural and sports significance in the past. This study aimed to implement this archery movement. Therefore, this paper used the XR Hands package provided by Unity to recognize hand movements, explored the underlying OpenXR, and finally implemented the archery movement and tested it in Meta Quest 2.

A Study on the Secondary Science Teachers' YouTuber Experience and Identity: Focusing on Foucault's Concept of Heterotopia (중등과학교사의 유튜버 경험과 정체성에 대한 연구 -푸코의 헤테로토피아 개념을 중심으로-)

  • Sein, Shin;Jun-Ki, Lee
    • Journal of The Korean Association For Science Education
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    • v.42 no.6
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    • pp.579-595
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    • 2022
  • This study is a qualitative case study of secondary science teachers who are doing educational activities in YouTube. In particular, this study attempts to interpret this case based on Foucault's concept of 'Heterotopia', which means a space that allows for private freedom or deviance by reflecting various utopias without the norms and constraints from every day or real space. Five secondary science teachers who voluntarily opened a personal channel on the YouTube platform and actively uploaded their own videos related to science education participated in the study. In order to understand the experiences of five secondary science teachers, data were individually collected through semi-structured in-depth interviews, and the collected data were analyzed using qualitative case study method. For valid interpretation of the study, we also referred to the video contents, teacher training materials, and teaching and learning materials produced by the participants. As a result of the study, seven themes were revealed: 'Desire for one's own unique educational activities,' 'Youtube as an extended classroom space,' 'Expanded network of relationships beyond the classroom barrier,' 'Satisfaction of desire for recognition and experience of identity as a YouTuber,' 'Tension between the educational space and the YouTube,' 'Space to be reborn as a craftsman,' and 'Finding one's own direction as a Teacher-YouTuber.' Given those findings, we found that the identity and desire of secondary science teachers, which were limited in the existing secondary schools and classrooms, was expanded in a new space called YouTube. In addition, we suggested that YouTube could be a space where science teachers can realize their own ideals and feel the joy. And simple regulating teacher's behavior in Youtube space only based on norms and standards shared in traditional educational space would rather hinder their healthy construction of identity and growth.