• Title/Summary/Keyword: experience contents

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Survey-based unstructured data analysis to predict flipped learning performance (플립드러닝 성과를 예측하기 위한 설문조사 기반의 비정형 데이터 분석)

  • Chayoung Kim;Yoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.519-524
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    • 2023
  • The study summarizes the experience of operation in the application of flipped learning to various IT-related liberal arts subjects, and proposes a specific application method. So far, most of the studies have analyzed various strategies and learner responses to flipped learning. Currently, it is the time when teachers, who are the main operators of the flipped learning class, need to study how to provide immediate feedback and application while running the relevant courses. Studies related to this are gradually coming out. In general, most of the studies on sharing reference materials through the results after applying various strategies such as developing the structure of class operation by instructors themselves, combining them with discussion classes, or developing various contents. This study proposes a method to analyze how various strategies can be applied in the subject and obtain results simultaneously with class operation by analyzing unstructured data, which is a survey that can receive immediate feedback.

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
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    • v.18 no.5
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    • pp.927-934
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    • 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 Effects of the Abduction Viewpoint on Science Teachers' Thoughts Related to Hypotheses and Laws in Ninth Grade 'Construction of Matter' and 'Rules of Matter Change' Chapters (중학교 3학년 '물질의 구성' 및 '물질 변화에서의 규칙성' 단원의 가설과 법칙에 대한 귀추적 관점이 과학 교사들의 사고에 미치는 영향)

  • Kim, Jun-Ye;Paik, Seoung-Hey
    • Journal of The Korean Association For Science Education
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    • v.29 no.1
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    • pp.10-21
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    • 2009
  • The purpose of this research was to investigate science teachers' thoughts about hypotheses and rules related to the contents of ninth grade 'Construction of Matter' and 'Rules of Matter Change' chapters. The changes of their thoughts through experience of the abduction viewpoint were also analyzed. Twenty-two science teachers in the masters course took lessons and discussions related to the abduction viewpoint in the course of three weeks. The changes in thought of four teachers selected among them were investigated through individual interviews and their reports. From the investigation, it was found that the two teachers who had not recognized the problems of textbook content order could distinguish rules and hypotheses after the lessons and discussions. The two teachers who had recognized the problems before the lessons gained the abduction viewpoint through the lessons. They also recognized new opinions related to teaching styles for students and the meaning of the abduction viewpoint on education.

A study on the implementation of Korea's traditional pagoda WebXR service

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.69-75
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    • 2024
  • This study focuses on enhancing the understanding of the form and characteristics of traditional towers, or 'pagodas,' by utilizing WebXR technology to enable users to explore 3D models and experience them in virtual reality on the web. Traditional towers in Korea pose challenges for direct on-site verification due to their size, making it difficult to examine the structure and features of each level. To address these issues, this research aims to provide users with a WebXR service that allows them to remotely explore and analyze towers without geographical or temporal constraints. The research methodology involves utilizing WebAR to offer a web-based service where users can directly view the original form of the tower's 3D model using smart devices both online and on-site. However, outdoor conditions may affect performance, and to address this, a tower-outline detection and matching technique was employed. Consequently, we propose a remote support service for traditional towers, allowing users to remotely access information and features of various towers nationwide on the web. Meanwhile, on-site visits can involve experiencing augmented reality representations of towers using smart devices.

A qualitative study of home-visiting oral health care experience in vulnerable populations (취약계층의 재가 거주자를 대상으로 수행한 방문구강건강교육 경험에 관한 질적연구)

  • Sang-Eun Moon;Bo-Ram Lee;Min-Sook Jeong;Jae-Ra Lee;Seon-Yeong Kim;Myung-Ok Ha;Il-Shin Kim;HyeongSeok Lim;Mi-Ra Lee;Young-Ae Yun;Sun-Hwa Hong
    • Journal of Korean society of Dental Hygiene
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    • v.24 no.3
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    • pp.229-242
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    • 2024
  • Objectives: The purpose of this study was to explore and analyze experiences with home-visiting oral health education in vulnerable populations and to provide foundational data necessary for the development of preventive strategies for oral health promotion among these patients. Methods: Using a phenomenological research, in-depth interviews were conducted between August 29 and October 31, 2023 with 20 vulnerable individuals participating in the Home Visit Oral Health Education Program under the Gwangju+ Gwangsan Integrated Care Service project spearheaded by the Gwangju Medical Welfare Cooperative. Results: After analyzing the contents of the participants' experiences, 130 meaningful words and 14 subcategories were identified and categorized into five major themes. Participants expressed discomfort when chewing or swallowing food and felt burdened by visits to the dentist. Although they experienced considerable loneliness because they spent a significant amount of time alone, they enjoyed communicating through visitation care and expressed gratitude for receiving oral health education. Conclusions: Oral health education through home visits cam increase awareness of oral health management among vulnerable populations and serve as an important means of improving their quality of life.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.475-487
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    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

A Study on the Development of a Public Building Renewal Model and Incorporating Mobility Technologies and Policy Innovations (모빌리티 기술을 접목한 공공건축물 리뉴얼 모델 개발 및 제도적 지원 방안 연구)

  • Nam, Seong-Woo;Bang, Hong-Soon
    • Journal of the Korea Institute of Building Construction
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    • v.24 no.4
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    • pp.483-494
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    • 2024
  • The purpose of this study is to develop a model for renewing old public buildings by incorporating mobility technology into them for the convenience of citizens' transportation and the enhancement of public services, and to propose support measures to improve the direction of implementation. The main contents and results of this study are as follows. First, the renewal target site was selected based on the technical considerations and evaluation criteria required for the renewal of public buildings incorporating mobility technology, and the construction was planned by analyzing the necessary mobility technology based on the size, area, and district unit plan of the selected target site. Second, the expected cost was calculated based on the construction plan and the financial support plan necessary for reflecting mobility technology was proposed. Third, the improvement plan of the building code system required for the development of public building renewal incorporating mobility technology was proposed. This study had limitations in that it could not reflect detailed construction costs due to the lack of design standards and experience, and it was difficult to identify specific problems due to the lack of specific operation methods and implementation cases.

Virtual reality education program including three-dimensional individualized liver model and education videos: A pilot case report in a patient with hepatocellular carcinoma

  • Jinsoo Rhu;Soyoung Lim;Danbee Kang;Juhee Cho;Heesuk Lee;Gyu-Seong Choi;Jong Man Kim;Jae-Won Joh
    • Annals of Hepato-Biliary-Pancreatic Surgery
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    • v.26 no.3
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    • pp.285-288
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    • 2022
  • Three-dimensional (3D) modeling of the liver can be especially useful for both the surgeon and patient to understand the actual location of the tumor and planning the resection plane. Virtual reality (VR) can enhance the understanding of 3D structures and create an environment where the user can focus on contents provided. In the present study, a VR platform was developed using Unreal Engine 4 software (Epic Games, Potomac, MD, USA). Patient's liver based on magnetic resonance image was imported as a 3D model that could distinguish liver parenchyma, vascular structure, and cancer. Preoperative education videos for patients were developed. They could be viewed inside the VR platform. To evaluate the usefulness of VR education program for patients undergoing liver resection for hepatocellular carcinoma, a randomized clinical trial evaluating the knowledge and anxiety of the patient was designed. The case presented in this report was the first experience of performing the VR education program and examining the knowledge and anxiety using questionnaires. When the knowledge score increased, the anxiety score also increased after the education program. Based on findings of this pilot case study, the timing and place where the questionnaire will be answered can be modified for formal initiation of the randomized controlled study to examine the usefulness of VR in patient education.

Usability Evaluation of XR Content for Production Training Through Word Cloud Analysis (워드클라우드 분석을 통한 제작공정 교육용 확장 현실 콘텐츠 사용성 평가)

  • Eeksu Leem
    • Journal of Advanced Navigation Technology
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    • v.28 no.4
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    • pp.574-581
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    • 2024
  • This study explores the usability of extended reality (XR) content tailored for production process training, with a focus on user experience. Participants engaged with extended reality training modules, and qualitative data was subsequently collected through interviews. These interviews evaluated the hardware, user interface, and overall user satisfaction. The analysis utilized python packages for keyword extraction and word cloud visualization, offering insights into user perceptions. The findings revealed that although the hardware was deemed comfortable, concerns were raised regarding its weight and heat emission. The interactive interface, which relies on hand tracking, encountered issues with recognition rates, leading to suggestions for alternative input methods. Users acknowledged extended reality's potential impact on industries like healthcare and education, sharing both positive and negative views on the technology. This research enhances our understanding of user responses and guides the future enhancement of extended reality content for industrial applications, aiming to improve its quality and practical usability

Location-based Space-Time Interlinked Extended Reality using HMD (HMD를 이용한 위치 기반 시공간 연동 확장현실)

  • Ahyeon Park;Sangjoon Bae;Mijin Kim;Woohyun Lee;Dongho Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.133-140
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    • 2024
  • Extended Reality (XR) is an immersive technology that combines the real and virtual worlds and is being actively researched across various industries. This study proposes a method for utilizing the Meta Quest 3, a head-mounted display (HMD) that provides mixed reality, outdoors for the first time by leveraging the GPS information from a smartphone. Augmented virtual objects are positioned using location information and the orientation. Additionally, by using the features of the Meta Quest 3, virtual objects are made to appear alongside the real world, allowing users to interact with virtual objects through hand gestures. This study aims to link present and past spaces by using location information and photographs on the HMD, providing a novel experience of freely traversing time and space.