• Title/Summary/Keyword: Whiteboard

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A Study on the Computer Graphics Education in Network Environment (네트워크를 활용한 컴퓨터그래픽스교육에 관한 연구)

  • 김소영;임창영
    • Archives of design research
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    • v.11 no.3
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    • pp.79-88
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    • 1998
  • This research was carried out with emphasis on merits of computers as an education medum. Network technologies make collaboration as easy as they work in the same space. It is generally considered that education should be done with adequate contents and effective methods. But, the methods used in computer graphics education are not different from others, and this fact makes a low efficiency. To improve the education environments, design education program is developed. This is designed on the basis of LAN, and partially on the web. The library where design materials for study are stored and the gallery where design works done by students are exhibited are modules that utilize web technologies. Communication between students will become easy by using whiteboard and feedback from various kinds of user will be done by uploading design works on the web. But the program can be used only in the computer oriented subjects now, so further study should be carried out to broaden the scope of design education.

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Development of Models for Teaching and Learning to Facilitate FASTEL Utilization (전원학교 교수학습지원시스템 활성화를 위한 교수학습모형 개발)

  • Lee, Jaeho;Son, Chanhee;Ahn, Seonghun;Ahn, Kyung Jin;Jeong, Kwang Hoon
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.506-516
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    • 2013
  • The purpose of this study was not only to develop models for teaching and learning that can guide teachers to utilize FASTEL effectively, but also to investigate the actual effectiveness of the models developed. According to a survey on satisfaction with FASTEL in rural public schools, it is not utilized as anticipated in classroom instruction despite students' high satisfaction with it and teachers' positive perceptions on its effectiveness in teaching and learning. Along this line, this study categorized rural public schools into two types and proposed a model for each type to facilitate FASTEL utilization: one for schools equipped with both FASTEL and the cutting-edge technologies like interactive whiteboard, tablet, and Wi-Fi; the other for schools equipped with FASTEL only. Eventually, the models for teaching and learning developed in this study are expected to revitalize FASTEL by providing the foundation of utilizing FASTEL in general public schools as well as rural public schools.

A Study Mode of Synchronous & Asynchronous for Multimedia Distance Education System (동기 및 비동기 겸용모드의 멀티미디어 원격교육 시스템 개발에 관한 연구)

  • Kim, Sang-Jin;Kim, Seok-Soo;Park, Gil-Cheol;Hwang, Dae-Joon
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.12
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    • pp.2985-2995
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    • 1997
  • In this paper, we proposed the "synchronous & asynchronous distance education system" which is able to interact among teachers and students for open education in cyberspace, and it is based telecommunication technology and multimedia technology. Specially, This system gets rid of the nufamiliarity and inconvenient feeling during the distance education. Also it supports the mediation of floor mode, for a group lecture and supports the synchronous mode for face-to-face effective and asynchronous mode for self-learning. The asynchronous mode has the down load function and the consultant mode (between teacher and student). The element technologies of this system consists of application sharing technique, whiteboard, various video window display, audio support, user interface, environment setup, session management, access control, network control and media control for collaborative distance education.

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Development of Telemedicine which is a CBM based Collaborative Multimedia System on LAN Environment (LAN환경에서의 CBM기반의 상호 참여형 멀티미디어 시스템인 원격 진료 시스템의 개발)

  • Kim, Seok-Su
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.5
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    • pp.1153-1161
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    • 1997
  • In this paper, we propose Teloemedicine system on CBM(Computer Based Multimedia) based collaborative multimedia which supports special medicine and collaborative medicine with DB, face-to-face dffedt.This system is an application developed by SDK (Software Development Kit) of DooRae(Distributed Objected Oriented Multimedia Application Crafting Environment for Collaborative)framework.And this system is devel-Oriented Multimedia Applecation Crafting Environment for Collaborative) framework, And this system is devel-oped on windows 95 and windows NT.The scenario of this system is limited within only hospital(LAN), but it is possibloe to support many applications development in various nerwork(MAN, PSYN, WAN)on DooRae.This system has a smoth interaction by video and audio, multiple session, multiple participation, application sharing, toolbox including ICON and whiteboard.Also this system supports realo or non-real type without con-straint of the and space.

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The RTP Payload Format for Telepointing (원격지정을 위한 RTP 페이로드 형식)

  • Jeon, Jae-U;Baek, Hui-Suk;O, Sam-Gwon;Im, Gi-Uk
    • The KIPS Transactions:PartA
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    • v.9A no.1
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    • pp.29-36
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    • 2002
  • For the efficient collaboration awareness, the CSCW (Computer-Supported Cooperative Work) systems provide functions such as telepointing, snap-shot, and document/project tracking. Among these, telepointing allows an event occurrence on the shared window of a local computing system to be presented in remote computing systems. Although telepointing has been mentioned in the literature, few research papers deal with the functional requirements and protocols for telepointing. This parer describes the functional requirements and payload format for RTP (Real-Time Transport Protocol)-based telepointing. In order to evaluate the performance of the proposed RTP-barred telepointing, we have implemented a whiteboard and compared it with that of the Microsoft Netmeeting. The evaluation results show that the proposed telepointing performs better in terms of CPU usage and the amount of network traffic.

The Effects of Trunk Movement and Ground Reaction Force during Sit to Stand Using Visual Feedback (시각 되먹임을 이용한 앉은 자세에서 일어서기 시 몸통의 동작과 지면 반발력에 미치는 영향)

  • Yeong-Geon Koh;Tae-Young Oh;Jae-Ho Lee
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.2
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    • pp.207-219
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    • 2023
  • Purpose : This study was conducted to investigate the changes in trunk movement and ground reaction during sit to stand motion using visual feedback. Methods : Fifteen adults (average age: 23.53±1.77 years) participated in this study. An infrared reflective marker was attached to the body each participant for motion analysis, and the participants performed sit to stand motion while wearing a hat attached with a laser pointer, which provided visual feedback. First, the sit to stand action was repeated thrice without obtaining any visual feedback, followed by a three minute break. Next, the laser pointers attached to hats were irradiated on a whiteboard, located at a distance of 5 m in front of the chairs, on which the participants sat; a baseline was set, and the participants performed stand up movements three times under this condition. A visual feedback was provided to the participants to prevent the laser pointers from crossing the set baseline. During each stand-up movement, the position of the reflective marker attached to the subject's body was recorded in real time using an infrared camera for motion analysis. The trunk movement and ground reaction force were extracted through recorded data and analyzed according to the presence or absence of visual feedback. Results : The results indicated that in the presence of a visual feedback during the sit-to-stand movements, the range of motion of the trunk and hip joints decreased, whereas that of the knee and ankle joints increased in the sagittal plane. The rotation angle of the trunk in the horizontal plane decreased. The left and right movement speed of the center of pressure increased, the pressing force decreased, and the forward and backward movement speed of the trunk decreased. Conclusion : The results suggest that the efficiency and stability of the stand up movement of a body increase when a visual feedback is provided.

A design and implementation of the video conferencing system on the WWW (웹 기반의 화상회의 시스템의 설계 및 구현)

  • Kim, Sung-Jin;Park, Yong-Jin
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.36T no.4
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    • pp.123-132
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    • 1999
  • A video conferencing system provides sharing the conference environment for geographically dispersed computer users who use the audio and video information. But the conventional video conferencing systems have some problems which are dependent on specific software and/or hardware and bound the certain platform and network environment. Furthermore the participants must know the information about other participants before joining the conference session and they have to use the same video conferencing system. This paper describes design and implementation of the video conferencing system on the WWW to solve the mentioned problems. The conference applications are transmitted from a WWW server and executed in the participants Web browsers. The participant can carry out conference services by using only the web browser. The WWW server takes charge of conferencing management including the information related to the participants and provides supported conference tools such as whiteboard, chatting and multimedia controls. Therefore the participants can easily join the conference sessions and perform conference working regardless of network connection situations. We used the Java to implement the seamless session connections and interaction between the conference participants which are the most important when implementing the video conferencing system on the WWW and used the ActiveX technology about the audio and video controls to make it easy the hardware control.

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A Case Study on the Development of Real-Time Interactive Class Data among Non-face-to-Face Remote Class Types (비대면 원격수업 형태 중 실시간 쌍방향 수업 자료 개발 사례 연구: 고등학교 기하 과목 공간도형 단원의 평면의 결정 요건을 중심으로)

  • Lee, Dong Gun;Ahn, Sang Jin
    • Communications of Mathematical Education
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    • v.35 no.2
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    • pp.173-191
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    • 2021
  • This study noted that a survey of teachers in a leading study conducted in Korea during the Pandemics period pointed out that the "real-time interactive" classes account for a significantly small portion of the remote class format. Contentually, the study reported cases of developing and applying "real-time interactive" class materials based on "planar decision requirements" of high school mathematics subject geometry. The teacher who participated in the development was a math teacher who worked at a Seoul-based high school with 28 years of high school teaching experience, and a teacher who was in charge of geometry in the math department in 2020. The development teacher decided to develop real-time interactive classes. In particular, the materials were developed by organizing the class guidance plan in four stages: 'Meeting and Class Guidance', 'Giving motivation', 'Suggesting tasks', 'Individual Investigative Activities and Teacher Feedback' and 'Reflection and Evaluation' which were selected through the process of selecting the class contents and selecting online class tools. At this time, the development teacher produced and presented about five minutes of video material using the videooscribe, a whiteboard animation program. And in case of task number 8, it consisted of recording the students' free thoughts after class, which served as a role of assessment by students themselves and providing feedback to their teachers. This study is a case study that introduces a series of courses in which field teachers develop class materials, and in addition to presenting class materials that can be applied directly to classes, is a result of a study that focuses on the role of presenting samples for future class data development. The materials developed were verified as class materials based on the opinions of the students who participated in the class and the results of the evaluation commissioned by the three math teachers.