• Title/Summary/Keyword: Learning Media

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Consciousness on the Korean Traditional Food of School Food Service Dietitians (한국 전통음식에 대한 학교급식 영양사의 의식 조사)

  • Kim, Kyung-Ae;Jung, Lan-Hee;Jeon, Eun-Raye;Jeong, Jeong-Ah
    • Journal of the Korean Home Economics Association
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    • v.43 no.2
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    • pp.127-142
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    • 2005
  • The purpose of this study was to investigate the consciousness of dietitians who provide the basic data for the utilization of traditional food in school food service. The conclusions of this study are as follows. The rate of recognition and awareness of traditional Korean food as the pursuit of learning about socio-demographic was generally high, and was remarkable in the elderly dietitians who have worked for a long term. The way how they learned about traditional Korean food was through media, school education, books, and home education, in order. Also, the dietitians who are relatively older or have worked for a long term have pride in traditional food because it suited their taste and was our traditional food. However, it was difficult to provide the food to school food service because the cooking process is complex, and students don's prefer it. Accordingly, improvements of recipe with use of traditional Korean food in school food service are urgently required. The dietitians in Gwangju City in Jeonnam province felt the need to make a standard traditional Korean food recipe, and the demand was especially the strongest among dietitians who have worked from 6 to 10 years. They suggested that the standard recipe should be made by the Korean Dietetic Association, dietitians working at school, Ministry of Education & Human Resource Development, professors majoring in Food & Nutrition, and Ministry of Health & Welfare in order.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.465-472
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    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

Analysis of Research Trends and Learners' Preference for Subject Area of SW Education Content (SW 교육 콘텐츠의 주제 영역에 대한 연구 동향과 학습자 선호 분석)

  • Jun, SooJin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.39-47
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    • 2017
  • The purpose of this study is to analyze research trends and the learners' preference for subject area of SW education content. First, we analyzed trends in the subject areas of various SW education contents in recent research literature, textbooks, and textbooks. Based on this, we defined six subject areas as storytelling, game, media art, educational learning contents, simulation. Also, we analyzed the case of college students based on the reason of SW implementation theme selection, selection method, and preference theme. As a result, the students were mainly influenced by their interests and teachers in the reason of topic selection, and they showed higher preference in game and storytelling subject area. We hope that this research will be reflected in balanced SW education contents design according to learner level in the future.

Design and Implementation of Indoor Location Recognition System based on Fingerprint and Random Forest (핑거프린트와 랜덤포레스트 기반 실내 위치 인식 시스템 설계와 구현)

  • Lee, Sunmin;Moon, Nammee
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.154-161
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    • 2018
  • As the number of smartphone users increases, research on indoor location recognition service is necessary. Access to indoor locations is predominantly WiFi, Bluetooth, etc., but in most quarters, WiFi is equipped with WiFi functionality, which uses WiFi features to provide WiFi functionality. The study uses the random forest algorithm, which employs the fingerprint index of the acquired WiFi and the use of the multI-value classification method, which employs the receiver signal strength of the acquired WiFi. As the data of the fingerprint, a total of 4 radio maps using the Mac address together with the received signal strength were used. The experiment was conducted in a limited indoor space and compared to an indoor location recognition system using an existing random forest, similar to the method proposed in this study for experimental analysis. Experiments have shown that the system's positioning accuracy as suggested by this study is approximately 5.8 % higher than that of a conventional indoor location recognition system using a random forest, and that its location recognition speed is consistent and faster than that of a study.

An Investigation of the Predictability of Variables Related to Kindergarten Preservice Teachers' Technology Intention to Use (예비유아교사들의 테크놀로지 활용의도 관련변인 간의 관계 규명)

  • Chung, Ae-Kyung;Hong, Yu-Na;Kang, Jeong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.217-223
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    • 2016
  • The purpose of this study is to investigate the predictability of variables among technology easy to use, perceived usefulness, and technostress that had impacts on kindergarten preservice teachers' technology intention to use. For this study, the survey data collected by 64 students who were enrolled in the kindergarten preservice teacher education were analysed by using multiple regression analysis. The results of this study showed as follows. First, technology easy to use significantly affected perceived usefulness. Second, technology easy to use negatively affected technostress. Third, perceived usefulness significantly affected technology intention to use while technostress negatively affected it. From this results, it is revealed that various technology training opportunities would be provided for improving preservice teachers' technology intention to use and lessing preservice teachers' technostress. Furthermore, effective teaching-learning strategies for utilizing technology as an educational media should be developed in the early childhood educational environment.

Image Restoration using GAN (적대적 생성신경망을 이용한 손상된 이미지의 복원)

  • Moon, ChanKyoo;Uh, YoungJung;Byun, Hyeran
    • Journal of Broadcast Engineering
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    • v.23 no.4
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    • pp.503-510
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    • 2018
  • Restoring of damaged images is a fundamental problem that was attempted before digital image processing technology appeared. Various algorithms for reconstructing damaged images have been introduced. However, the results show inferior restoration results compared with manual restoration. Recent developments of DNN (Deep Neural Network) have introduced various studies that apply it to image restoration. However, if the wide area is damaged, it can not be solved by a general interpolation method. In this case, it is necessary to reconstruct the damaged area through contextual information of surrounding images. In this paper, we propose an image restoration network using a generative adversarial network (GAN). The proposed system consists of image generation network and discriminator network. The proposed network is verified through experiments that it is possible to recover not only the natural image but also the texture of the original image through the inference of the damaged area in restoring various types of images.

Automatic Extraction of Hangul Stroke Element Using Faster R-CNN for Font Similarity (글꼴 유사도 판단을 위한 Faster R-CNN 기반 한글 글꼴 획 요소 자동 추출)

  • Jeon, Ja-Yeon;Park, Dong-Yeon;Lim, Seo-Young;Ji, Yeong-Seo;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.23 no.8
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    • pp.953-964
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    • 2020
  • Ever since media contents took over the world, the importance of typography has increased, and the influence of fonts has be n recognized. Nevertheless, the current Hangul font system is very poor and is provided passively, so it is practically impossible to understand and utilize all the shape characteristics of more than six thousand Hangul fonts. In this paper, the characteristics of Hangul font shapes were selected based on the Hangul structure of similar fonts. The stroke element detection training was performed by fine tuning Faster R-CNN Inception v2, one of the deep learning object detection models. We also propose a system that automatically extracts the stroke element characteristics from characters by introducing an automatic extraction algorithm. In comparison to the previous research which showed poor accuracy while using SVM(Support Vector Machine) and Sliding Window Algorithm, the proposed system in this paper has shown the result of 10 % accuracy to properly detect and extract stroke elements from various fonts. In conclusion, if the stroke element characteristics based on the Hangul structural information extracted through the system are used for similar classification, problems such as copyright will be solved in an era when typography's competitiveness becomes stronger, and an automated process will be provided to users for more convenience.

A Web-based Chinese Characters Training System (웹 기반의 한자 쓰기 교육 시스템)

  • Lee, Hye-Sun;Kwon, Hoon;Kim, Jeong-Hee;Lee, Sang-Jun;Kwak, Ho-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.292-295
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    • 2006
  • As Chinese characters occupies more than 70% of words we currently use, the education of Chinese characters is becoming important day by day to accurately deliver the meaning of words in our language life. In recent, there are increasing concerns on writing Chinese characters correctly as well as reciting, books and Internet contents on Chinese character writing is emerging. However, currently available Internet media on the Chinese characters education only illuminates recitation and interpretation. Moreover, the writing part is merely provided in the form of paper by printing the characters, thus, writing materials are insufficient. In this paper, we propose a design and implementation of Web based Chinese characters writing system. Using the system, a user can write Chinese characters with mouse device. The learning progress is accordingly managed for the user. In addition, the proposed system can be used any place in where Internet is connected.

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Extensibility of Human body Inter-textuality as Body-signs in Contemporary fiber Arts - Abakanowiz Abakan - (현대섬유예술에 나타난 몸의 확장성과 인체기호로서의 상호 텍스트성 - 아바카노비치의 아바칸을 중심으로 -)

  • 김성희
    • Archives of design research
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    • v.13 no.3
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    • pp.69-80
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    • 2000
  • Body has been high-lightened as one of the most important theme since the philosophy and the arts are focused on it in the late 20 century. Resurgence of interests in human body has been based on the skepticism on rapid digitalization and do-materialization currently undergoing in electronic media environments. Artists have been endeavoring more and more to find a synthesis which links the conceptual and the sensuous in their works as digitalization gets faster and faster. The Bodily-oriented art uses its visceral qualities, either literally or metaphorically, to engage our total being, not just our mental consciousness, in building a sensuous, evocative statement. Its transcendent ideas are inter- mixed with the fabric of the world. We are touched by this art not only because we understand it cognitively, but because we "feel"it. These characteristics of textile arts caused gradual increase of soft-sculpture works using textiles and implies possibilities of inter-grade of physical and mental world. Ann Hamilton, Magdalena Abakanowiz, Folly Apfelbaum and Pallid Dougherty are, for example, related to the fiber arts. It would be of worth to study the characteristics of contemporary faber-art works, especially done by Abakanowiz who has been regarded as a dominant pioneer in the contemporary fiber arts from the viewpoint of inter-grade of the physicals and the mental. This paper, therefore, deals with the Abaknowiz′works in the context of human body and body-signs. Life and works might be classified into 5 stages; first, learning period since her birth in 1930, second, creation period of Abakan, third, remodelling period of Abakan, fourth, composition and dissolution period of Abakan and the last and fifth, new transformation period of Abakan. ′Abakan′through her whole life as an artist has been a plastic language and based ultimately on external human body but in various materials and forms.

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