• Title/Summary/Keyword: Hands-on Experience

Search Result 228, Processing Time 0.027 seconds

Value of Cultural Heritage and its Role for the Culture-Creative Industries (문화창의산업에서 문화유산의 가치와 활성화 방안)

  • Jang, Ho-su
    • Korean Journal of Heritage: History & Science
    • /
    • v.48 no.2
    • /
    • pp.82-95
    • /
    • 2015
  • Cultural heritage contains traditional values and we have to conserve its intrinsic value. But in the other hands it is argued that it's no need to preserve heritage for its own sake, and nowadays we appreciate that active use of heritage is enhancing its value and making position secure in its society. It will need not only to protect heritage, but also to ensure its use, and its economic value are harnessed to the benefit of local communities. We are going to enter upon experience economy through information society and to have a creative economy policy discourse. The effects of globalisation on societies are manifested in the attrition of their values, identities of vernacular heritage. Therefore relationship between development and heritage must be examined. In this article I suggest the methodologies of vitalizing cultural heritage based creative industries, especially through making the creative ecosystem and optimising the performance of the cultural heritage based cluster.

Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.5
    • /
    • pp.927-934
    • /
    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.

The Effect of Good and Bad Luck on Attention to Background versus Object: An Exploratory Study (행운과 불운이 배경 대 대상에 대한 주의에 미치는 효과: 탐색적 연구)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
    • /
    • v.18 no.3
    • /
    • pp.35-48
    • /
    • 2015
  • It is frequently found in daily life that people who experience good luck as lottery winners try to improve their background (e.g., home, car) but it has not been empirically validated why they do that. Present research attempts to explore the prediction that people who experience good luck expand the scope of attention to background and those who undergo bad luck shrink the scope of attention to adjacent objects. Findings from Experiment 1a indicate that participants who experienced good luck (won the rock-paper-scissors game) paid more attention to background and performed worse in the "find the hidden picture" (below FHP) task while those who underwent bad luck (lost the rock-paper-scissors game) paid more attention to objects, leading to better performance in the FHP task. It is also found in Experiment 1a that, if people washed their hands after experiencing good or bad luck, the opposite result occurred. Experiment 1b confirmed that the rock-paper-scissor game manipulated good and bad luck successfully and did not influence self-control. Experiment 2 shows that people who strongly believe in good luck performed poorly in FHP task while those who do not believe in good luck performed well in FHP task. Overall, three experiments support the proposed research hypotheses. Implications of the study findings for cognitive psychology and related fields including consumer and sports psychology are discussed.

Exploring Children's Play in Gardening (텃밭 가꾸기에서 나타나는 유아 놀이 탐구)

  • Kim Minjung;Lee Sujung
    • Journal of Christian Education in Korea
    • /
    • v.76
    • /
    • pp.281-302
    • /
    • 2023
  • Purpose of Study: The purpose of this study was to analyze children's play patterns in gardening. Through this, we aimed to have significance as basic research to find ways to support children's play in gardening. Research Contents and Methods: From August to October 2022, a total of 15 participant observations and interviews were conducted with 13 children (9 4-year-olds, 4 5-year-olds) aged 4-5 years at J Daycare Center in Gyeonggi-do. The collected data was transcribed, categorized, and analyzed. Conclusions and suggestions: Children's play patterns in gardening were 'sympathetic play', 'intuitive play', and 'imaginative play'. In the garden, where nature can be easily accessed, children shared emotional interactions and feelings with nature through peer relationships. Children encountered nature in the garden and experienced intuitive, sensory play. Children made up plants, animals, and objects related to the garden and showed their imagination. Children's playfulness was revealed in gardening, and sensitivity and curiosity about changes in nature were revealed through continuous interest in nature through understanding of the mutually beneficial relationship with nature. Gardening should be approached as a long-term, continuous experience rather than a hands-on or one-time experience.

User Experience Analysis on 3D Printing Services and Service Direction Suggestions (3D프린팅 서비스에 대한 사용자 경험 분석과 서비스 방향제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
    • /
    • v.11 no.1
    • /
    • pp.47-55
    • /
    • 2016
  • Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.

Design and Implementation of IoT based Low cost, Effective Learning Mechanism for Empowering STEM Education in India

  • Simmi Chawla;Parul Tomar;Sapna Gambhir
    • International Journal of Computer Science & Network Security
    • /
    • v.24 no.4
    • /
    • pp.163-169
    • /
    • 2024
  • India is a developing nation and has come with comprehensive way in modernizing its reducing poverty, economy and rising living standards for an outsized fragment of its residents. The STEM (Science, Technology, Engineering, and Mathematics) education plays an important role in it. STEM is an educational curriculum that emphasis on the subjects of "science, technology, engineering, and mathematics". In traditional education scenario, these subjects are taught independently, but according to the educational philosophy of STEM that teaches these subjects together in project-based lessons. STEM helps the students in his holistic development. Youth unemployment is the biggest concern due to lack of adequate skills. There is a huge skill gap behind jobless engineers and the question arises how we can prepare engineers for a better tomorrow? Now a day's Industry 4.0 is a new fourth industrial revolution which is an intelligent networking of machines and processes for industry through ICT. It is based upon the usage of cyber-physical systems and Internet of Things (IoT). Industrial revolution does not influence only production but also educational system as well. IoT in academics is a new revolution to the Internet technology, which introduced "Smartness" in the entire IT infrastructure. To improve socio-economic status of the India students must equipped with 21st century digital skills and Universities, colleges must provide individual learning kits to their students which can help them in enhancing their productivity and learning outcomes. The major goal of this paper is to present a low cost, effective learning mechanism for STEM implementation using Raspberry Pi 3+ model (Single board computer) and Node Red open source visual programming tool which is developed by IBM for wiring hardware devices together. These tools are broadly used to provide hands on experience on IoT fundamentals during teaching and learning. This paper elaborates the appropriateness and the practicality of these concepts via an example by implementing a user interface (UI) and Dashboard in Node-RED where dashboard palette is used for demonstration with switch, slider, gauge and Raspberry pi palette is used to connect with GPIO pins present on Raspberry pi board. An LED light is connected with a GPIO pin as an output pin. In this experiment, it is shown that the Node-Red dashboard is accessing on Raspberry pi and via Smartphone as well. In the final step results are shown in an elaborate manner. Conversely, inadequate Programming skills in students are the biggest challenge because without good programming skills there would be no pioneers in engineering, robotics and other areas. Coding plays an important role to increase the level of knowledge on a wide scale and to encourage the interest of students in coding. Today Python language which is Open source and most demanding languages in the industry in order to know data science and algorithms, understanding computer science would not be possible without science, technology, engineering and math. In this paper a small experiment is also done with an LED light via writing source code in python. These tiny experiments are really helpful to encourage the students and give play way to learn these advance technologies. The cost estimation is presented in tabular form for per learning kit provided to the students for Hands on experiments. Some Popular In addition, some Open source tools for experimenting with IoT Technology are described. Students can enrich their knowledge by doing lots of experiments with these freely available software's and this low cost hardware in labs or learning kits provided to them.

The Characteristics of the Exhibits in Science Centers and Students' Perceptions About the Exhibits -In the Case of 3 Science Centers in Seoul- (과학관 전시물의 특징과 학생들의 전시물에 대한 인식 -서울시 소재 3개 과학관을 중심으로-)

  • Kim, So-Hee;Song, Jin-Woong
    • Journal of The Korean Association For Science Education
    • /
    • v.23 no.5
    • /
    • pp.544-560
    • /
    • 2003
  • The purposes of this study were (1) to investigate the characteristics of the exhibits at three representative science centers or museums in Seoul, and (2) to analyse students' perceptions about the most and the least favorite exhibits selected by students as visitors. Three science centers investigated were Seoul National Science Museum, Seoul Education & Science Research Institute, LG Science Hall. The subjects for students' perception survey were 290 middle school students who visited the three science centers. The investigation of the exhibits showed that the goals, the contents, the visitors' viewing and manipulating activity types, and the explanation types of the exhibits depended on the purposes and the target visitors of each science center. Students' responses indicated that they most favored hands-on exhibit. And students preferred the exhibits that had new and comprehensible contents and the were related to what they had learned in school. Students said that they felt that science was exciting and that they came to experience what they did not do in school. Students said that reading or hearing given explanations was helpful to understand the exhibits, but about 20% of the students responded that they did not read explanation on panels at all. Students also said that guide's oral explanations were more understandable than written explanations on panels. Some of the students commented that having to wait for access because of crowds or because of the resetting time required for hands-on activities was inconvenience.

A study on How to Improve the Professionalism Enhancement Program for Teachers in Charge of Energy and Climate Change Education Based on STEAM Perspectives (융합인재교육의 관점에서 에너지 및 기후변화 교육 연수 프로그램 개선 방안)

  • Lee, Sung-Hee;Shin, Dong-Hoon
    • Journal of Science Education
    • /
    • v.36 no.1
    • /
    • pp.22-34
    • /
    • 2012
  • This study was aimed to discuss how to improve the professionalism enhancement program for teachers in charge of energy and climate change education based on STEAM perspectives. It analyzed the program according to the specialties of the teachers in charge of training, and identified the degree of professionalism enhancement of the participating teachers through the pre- and post-survey. Also, researchers described the strengths and weaknesses, opportunities and threats of this program that were found through the interviews with trainees by participating in the program in person. The results were as follows; First, teacher's training course in charge of energy and climate change education should be approached from the perspective of STEAM education. Second, teachers should have time to discuss their activities after they complete experience learning related with STEAM education. Third, it should be a 60-hour intensive course, but the burden for the teachers should be reduced by using online programs. Fourth, the training program should be planned based on the focus on improving the professionalism. Also, there should be enough time to prepare for the training program. Fifth, energy and climate change teacher training program should be practice-oriented, using hands-on experiences and experiments, in fusion education. Sixth, it would be better to run energy and climate change teacher training programs according to the level of schools. However, several courses could be mixed between different levels of schools.

  • PDF

A Study on Property with Ratio of Water Mixture in Hydroponic Polyurethane Waterproofing Materials (수경화성 폴리우레탄 도막 방수재의 물 혼합비에 따른 물성변화연구)

  • Park, Jin-Sang;Park, Wan-Goo;Kim, Dong-Bum;Lee, Min-Kyu;Oh, Sang-Keun
    • Journal of the Korean Recycled Construction Resources Institute
    • /
    • v.3 no.4
    • /
    • pp.348-354
    • /
    • 2015
  • Urethane waterproofing materials which currently being used most commonly in the Korean domestic market have high applicability and construct layers without forming any joints, but under the influence of low temperature and low humidity, as well as the thickness of the applied layer, the curing time of this material may become extended in construction sites. To resolve these issues, a proposed method of using water-hardening type of polyurethane waterproofing materials are being developed. However, there currently lacks any standards or evaluation methods on determining an optimal mixture ratio of water for the water-hardening polyurethane waterproofing materials. Therefore, workers and construction workers are relying on their hands-on-skills and experience to determine this ratio and are not able to obtain a consistent performance quality out of these materials. Therefore, for the establishment of a board applicability of the water-hardening polyurethane waterproofing methods in construction sites, this study objectively analyzes the changes in the performance of these materials depending on the changes of the water mixture ratio and attempts to procure the optimal ratio on the basis of forming a provisionary standard. The study prepares mixtures of varying ratio(no water added, 5, 10, 15, 20, 25, 30, 40 and 50) and conducts comparative analysis respective mixtures' performances and their changes in the physical properties in an objective manner and proposes a provisional optimal value that can serve as a data base that can be used as a reference for future studies.

Analysis of influential factors on respiratory symptoms of nail shop workers

  • Kim, Jung-ae;Kim, Su-min
    • International Journal of Advanced Culture Technology
    • /
    • v.5 no.3
    • /
    • pp.24-34
    • /
    • 2017
  • Nail art is a kind of nail painting or decoration that adds to the beauty. Throughout making nail art, the worker was on a dusty operation with the smoothing of chemicals and nails. People working at nail shops not only use a variety of chemicals, but also experience a lot of fine powder during the process of nail trimmings. While drying the chemical adhesive, the workers often complain of eye, nose and throat discomfort. In addition, the acrylic brush is characterized by a lot of smell when washed with washing solution. Also nail art workers directly influence the worker's breathing through the work done by placing the guest's hands in a work space called a nail table. Chemical ingredients used in nail art procedures include acetone, ethyl acetic acid, toluene, butyl acetic acid, glue, and top coating of nail varnishes. Prolonged inhalation of these substances may cause dizziness, vomiting, as well as impaired respiratory system. The purpose of this study is to investigate the respiratory symptoms of nail shop workers who are likely to be affected by work in nail shop and to find out which factors have the greatest influence if they have respiratory symptoms. Therefore this study is to provide basic data on the health management system of people engaged in nail shop and to develop health education program. For this study, the data collection was collected on July 7, 2017 for the nail shop workers attending the nail art trend seminar held in Gwangju, in Korea. The data were all 236. However, except for the poor data, 208 data were used for the final analysis. The questionnaire consisted of 30 in general questions, questions about self-efficacy in 24 questions. elf-efficacy measuring tool developed by A.Y, Kim, I. Y, Park(2001). The self-efficacy questionnaire consists of 24 items and is self-reported 7-point Likert scale. The reliability of this tool was cronbach alpha = .934.The collected data were analyzed using spss 18.0. Information of Research participant performed frequency analysis. To examine the effects of personal characteristics on self-efficacy, $X^2$ analysis was conducted. And also $X^2$ analysis was conducted to analyze the coughing symptom appearance according to individual and environmental factors. A hierarchical regression analysis was used to determine which of the personal and environmental factors influenced cough symptoms.