• Title/Summary/Keyword: Digital Materials

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Education-neurological Understanding of Digital Learning Materials and Implications for Education (디지털 학습자료에 대한 교육신경학적 이해와 교육적 시사점)

  • Cho, Joo-Yun;Kim, Mi-Hyun
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.539-550
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    • 2020
  • This study establishes the scientific basis for the use of digital learning materials through the education-neurological research method and derives implications for education based on education-neurological understandings. The main findings of the education-neurological analysis of digital learning materials are as follows: First, various sensory stimuli go through multiple sensory neurons and deep sections of the upper sphere and make possible the cooperative processing of information. Second, indirect experience from digital learning materials helps students understand the learning contents vividly through the mirror neuron system. Third, positive emotions originating from digital learning materials promote functions of dopamine, the reticular activating system, frontal-striatal circuit, cerebrum cortex. Based on the findings, the study suggests the following educational implications. First of all, when selecting digital learning materials, teachers should consider expression forms, learning contents, the flow of classes, and the adverse effects of digital learning materials. Next, it is effective to utilize digital learning materials in the lecture for provoking curiosity and enjoyment, maintaining interest and effort, and reviewing what students learned.

A Study on Pre-service Teachers' Development of Digital-based Teaching and Learning Materials of Pi (예비교사의 디지털 기반 원주율 교수학습자료 개발 사례 연구)

  • Kang, Hyangim;Choi, Eunah
    • Education of Primary School Mathematics
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    • v.26 no.1
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    • pp.65-82
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    • 2023
  • The purpose of this study is to examine how pre-service teachers' digital capabilities and content knowledge for teaching pi appear and are strengthened in the process of developing digital-based teaching and learning materials of pi, and to derive implications for pre-service teacher education. To this end, the researchers analyzed the process of two pre-service teachers developing exploratory activity materials for teaching pi using block coding of AlgeoMath program. Through the analysis results, it was confirmed that AlgeoMath' block coding activities provided an experience of expressing and expanding the digital capabilities of pre-service teachers, an opportunity to deepen the content knowledge of pi, and to recognize the problems and limitations of the digital learning environment. It was also suggested that the development of digital materials using block coding needs to be used to strengthen digital capabilities of pre-service teachers, and that the curriculum knowledge needs to be emphasized as knowledge necessary for the development of digital teaching and learning materials in pre-service teacher education.

Characteristics of an MgO Green Sheet as a Protective Layer of AC-PDP

  • Park, Deok-Hai;Park, Min-Soo;Kim, Bo-Hyun;Ryu, Byung-Gil;Kim, Sung-Tae
    • 한국정보디스플레이학회:학술대회논문집
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    • 2006.08a
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    • pp.387-390
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    • 2006
  • The protective layer of AC-PDP was fabricated by laminating an MgO green sheet. The MgO green sheet was made by coating MgO solution composed of solvent, dispersant, binder, and MgO nano-powder. The MgO solution was coated by the die casting method on the base film. We fabricated three kinds of MgO green sheets of which thicknesses were 20, 28, and $40\;{\mu}m$, respectively. The MgO nano-powder showed lower CL intensity and ${\gamma}i$ than the e-beam MgO. The MgO green sheet applied panels showed low luminance and current density. The efficiency was almost same as the conventional e-beam MgO panel.

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Legal Deposit and Preservation of Digital Materials in Various Countries (디지털자료의 납본과 보존을 위한 각 국가의 노력)

  • 서혜란
    • Journal of the Korean Society for information Management
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    • v.20 no.1
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    • pp.373-399
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    • 2003
  • Legal deposit system is an essential tool for a national library to ensure the preservation and access to a nation's intellectual heritage over time. Substantial amounts of digital materials of national cultural value are already being published. There is a global trend towards extending legal deposit to cover digital materials in order to maintain comprehensive national archives. This paper gives a progress report of some countries around the world whose legal deposit laws have already updated or are under revision. Some strategies are suggested for the digital collection building of the Korean National Digital Library which will open in 2008.

A Study of Digital Archiving Strategies for Historical Materials (역사자료의 디지털 아카이빙 방안 연구)

  • Chang, Yun-Keum
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.4
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    • pp.193-203
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    • 2010
  • This study investigates successful overseas cases and projects of digital archiving of historical materials in order to develop continuous digital archiving strategies in this rapidly changing digital information environment. The analysis is based on the information life cycle perspective of collection, preservation, access and use of digital archives as well as the concept of digital curation. Through the analysis, the study proposes nation-wide digital archiving policies, long-term preservation and standardization strategies for continuous services, and collaborative financial support strategies between institutions and countries for successful digital archiving and continuous improvement.

Analysis of Digital Fashion Design Elements Focusing on Overseas Digital Fashion Brands (해외 디지털 패션브랜드에 나타난 패션디자인 요소의 특징에 관한 연구)

  • Yun Jung Hong
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.77-109
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    • 2023
  • This study attempted to understand current status of overseas virtual fashion brands and analyze attributes of common digital fashion brands. Based on brand analysis criteria of previous studies, digital fashion brands were analyzed for brand concept, price range, characteristic elements, and attributes. Digital fashion design elements of items, colors, materials, patterns, and effects were analyzed by collecting images of brands' digital fashion design products. Digital fashion brands could be divided into experimental and creative digital fashion brands and digital fashion brands aiming for popular brands. This study introduces a creative fashion collection that experiments sustainability and future value. It shares a new way of self-expression and a playful culture centered on the younger generation. In terms of fashion design elements, fashion items were similar to the existing fashion category, but included other accessories that reflected the lifestyle of Generation Z. Silhouette expressed a minimalistic futuristic image centered on straight silhouettes. Color showed a bold and modern color image through black and color contrast. Unique patterns reflecting the concept of the brand appeared, centering on abstract and geometric patterns. Regarding materials and effects, new elements differentiated from existing fashion design area, showing meaningful characteristics. Digital materials are developed and proposed for sustainability. Materials (such as metal, glass, plastic) and effects (such as weightlessness, flames) expand impossible senses in reality and enable new fashion experiences. This is a case study of digital fashion brands. It is meaningful in that it identifies characteristics and discusses their values and meanings.

A Study on the Characteristics of Digital Graffiti and Expression in Fashion (패션에 활용된 디지털 그라피티의 특성과 표현방법)

  • Kim, Taehee;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.65 no.8
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    • pp.50-63
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    • 2015
  • The purpose of this study is to explore the potential of digital graffiti as a new creative tool in fashion through analysis of its expressive features and methods merged in fashion. The results from the analysis of fashion cases using digital graffiti may be summarized as follows. First, 'Mixing of Materials and Non-materials' matched immaterial lights and images with physical clothing materials and space, effectively expressing imaginary spheres that were not expressible with the existing materials. Second, 'Fantastic Storytelling' expressed theme such as 'Sun', 'UFO', 'Science Fiction Film', 'Fantasy Fairy Tale', and 'Universe' through lasers, lights, augmented reality and LED graffiti. Third, 'Convergence with Human and Digital Media' accentuated the active participation of spectators thereby causing human and digital media to interact with each other. Designer's ideas and unexpected responses of spectators realized various digital graffiti effects, which came across by sheer chance. Fourth, 'Utilizing of Site-Specificity' met with the best results when the digital graffiti was expressed in context of a place or location where fashion performance is taking place. Fifth, ' Playfulness by Consumer Participation' intended to induce voluntary participation from consumers by providing the fashion digital graffiti as play tools, and created new fashion digital graffiti or altered existing stereotypes, thereby invoking new visual and tactile experiences. Likewise, today's digital graffiti are emerging in various fields, and the trend of fashion-digital graffiti integration has already created interesting works.

Attribution of Contemporary Popular Culture through Products Design (제품디자인에 나타난 현대 대중문화의 속성)

  • 최명식;김경희
    • Archives of design research
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    • v.15 no.2
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    • pp.19-26
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    • 2002
  • Comtemporary popular culture fosters information exchanges through the development of digital products. Digital products may lead, or may be led, by outline popular culture. However, popular culture is possible off-line as well. There are certainly diverse classes of people who use digital products; however, the major users are those who mainly use the networks. These users have ample access to information and thereby lead popular culture and also are led by it. Surely, it is not only the popular culture that digital products take into consideration. In modern times, personal computers and the Internet are changing into privately owned digital products. Amid the collective tendency of popular culture, the owned products emphasize the fact that it is ′mine only.′It would be goad if ′interesting′materials, something that teenagers like, are added to digital products. Surely, there is a limit to ′interesting′ materials, but the materials of "S or energy," which has a certain sense of humor as well as giving out fresh energy, can be considered in digital product esign. It can be considered a modern pattern, or at least the addition of a new value, and not the old-time pattern of the "Ten Long-Living Animals." More popular and diverse colors are needed in the mix of digital products used by adults who are middle-aged or elderly. If altered colors are applied to the digital products as much as popular culture changes, it can assist the elderly with their weakened physical abilities.

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A Study on the Activation of Digital Material Using by the Actual Condition of Digital Material Operation in Public Library (공공도서관 디지털자료 운영실태에 따른 디지털자료 이용 활성화 방안 연구)

  • Noh, Younghee;Kang, Pil Soo;Kim, Yoon-Jeong
    • Journal of the Korean Society for information Management
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    • v.38 no.1
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    • pp.25-51
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    • 2021
  • In this study, we tried to provide basic materials necessary for introduction of smart libraries by analyzing present conditions of its operation based on the actual conditions of digital materials. For this study, a survey of actual use of digital materials is conducted for digital material rooms of public libraries in nationwide and 213 persons in charge of digital materials. As a result of this study, the followings are found: first, 80.8% of those public libraries responding to the survey operate digital material rooms and average 1.75 person is in charge of managing digital materials and open type Wi-Fis are installed in those public libraties but only 11.3% of those libraries provide 5G services; second, it is found that the digital data which are owned by those public libraries most are video contents (63.8%), e-books (53.5%) and audio books (53.5%) in order. In addition average number of types of audio books 781, video contents 4,985, nonbook contents except for video 3,616 and other digital data 626. This study is a basic research for introduction of smart library and it is necessary to conduct another study of a plan for future revitalization of digital materials and librarians' awareness on introduction of smart library.

Analysis on the Aging Process of ac-Plasma Display Panel

  • Park, Min-Soo;Park, Deok-Hai;Kim, Bo-Hyun;Ryu, Byung-Gil;Kim, Sung-Tae;Seo, Gi-Weon;Kim, Dae-Young;Park, Seung-Tea;Kim, Jong-Bin
    • 한국정보디스플레이학회:학술대회논문집
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    • 2006.08a
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    • pp.126-129
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    • 2006
  • AC-plasma display panels were examined before and after the aging process to analyze the effect of the aging process. The gas analysis was done to detect the impurity gases out of the MgO film and phosphor by a residual gas analyzer. There were no differences found in the components. The MgO film was analyzed to find out the effect of an ion bombardment due to discharge. The surface roughness of the MgO film was different from regional groups due to the different degree of ion bombardments. XPS analysis showed that the 8 hour aging process was not sufficient to remove $Mg(OH)_2$ and $MgCO_3$ existed on the MgO surface. Photoluminescence measurement showed the small deterioration of blue and green phosphor.

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