• Title/Summary/Keyword: experiential content

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A study on non-face-to-face 5AL teaching and learning method applying extended reality (XR)

  • Lee, Byong-Kwon;Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.125-132
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    • 2021
  • At a time when non-face-to-face classes are being held for a long time due to Corona (COVD-19), research on non-face-to-face teaching and learning methods is needed. Existing teaching and learning methods are limited in their application to non-face-to-face classes as they present face-to-face practical and experiential teaching methods. In this study, we present a method of utilizing the extended reality (XR: eXtended Reality) technology for the 5AL (5 Activity Learning) teaching method, which is a teaching and learning method selected by the Institute for University Education Innovation. The 5AL teaching method consists of PBL Learning, Havruta Learning, Flipped Learning, Smart Activity Learning, and Gamification Learning. In this study, a method of combining the released extended reality contents with 5AL was presented. In addition, we developed content that integrates the 5 learning methods of 5AL and confirmed the learning effect through testing.

Design of Liberal Arts Subjects for Artificial Intelligence Education for Pre-Teachers in Elementary and Secondary Schools (초중등 예비교사의 인공지능 교육을 위한 교양 교과목 설계)

  • Jun, SooJin;Jeon, YongJu;Jeong, InKee
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.859-869
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    • 2021
  • The purpose of this study was to develop an AI liberal arts subject for pre-service teachers of all majors in elementary and middle school. To this end, the main areas of the AI curriculum, sub-themes for each week, and activities were specifically designed and verified through two rounds of Delphi by 13 experts. The AI liberal arts curriculum in this study consists of three areas. Then, detailed topics for each week were confirmed, and a total of 13 weeks were arranged according to the natural flow. It was intended to help teaching and learning by arranging learning activities based on the experiential learning model according to the learning content. It is expected that this study will be used as basic data for the development of various AI education subjects for pre-service teachers in elementary and secondary schools in the future.

Is BTS Different? Shared Episodes on SNS as a Good Indicator for Celebrity Endorsed Ad Effects

  • Bu, Kyunghee;Kim, Whoe Whun
    • Asia Marketing Journal
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    • v.22 no.4
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    • pp.27-45
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    • 2021
  • This study examines the effects of celebrity endorsed advertising from a new perspective of the prior research that emphasizes the matchup between the brand and the celebrity. Due to the recent sharing experiences of the celebrity and their fans on SNS, it is hypothesized that the shared stories would impact viewers' responses that are often expressed in their likes, dislikes, shares and comments on SNS. In this study, the episodic type of advertising is hypothesized to have more favorable and active responses from viewers than the typical celebrity image-focused ads would have. By crawling and analyzing viewers' responses on YouTube toward 12 BTS endorsed ads, the hypotheses are confirmed as higher ratio of likes, lower ratio of dislikes and significantly higher ratio of comments over both total views and total likes were found. For the rationale behind, total 1800 comments were categorized into 4 major content types such as attached, experiential, empathic and self-related ones that are all considered as important factors influencing the strong ad effect. The results showed that the episodic ads have marginally more emotional comments than the celeb image ads. The difference was only found in experiential and empathic responses but not in self-related responses. Contrary to the hypothesis, the comments expressing attachment were found more for the celebrity image-focused ads than the episodic ones. It does not seem to suggest that the celebrity image focused ads are better to capture viewers' attachment towards the celebrity and the ad endorsed, but that the episodic ads draw viewers into relatively deeper level of attachment such as empathy by perceiving the authenticity of the celebrity and the brand. In conclusion, the shared stories on SNS can be a factor in the match-up theory on celebrity endorsed ad effects.

Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

The Research on the Concepts and Expression methods of the Meanings of Light expressed in Architectural Space (건축공간에 표현된 빛의 의미들의 개념과 그 표현방법에 관한 연구)

  • Yoo, Young-Heui
    • Korean Institute of Interior Design Journal
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    • v.17 no.4
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    • pp.42-49
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    • 2008
  • Design concepts of light can be divided into two respects, visual plastic and metaphysical meaning. The current research focuses on the second respect. The meaning of light is abstract characteristics(for example, divinity, spirituality, or image) ultimately expressed by visual plastic. Because it makes architectural space abundant, it have been expressed frequently in architectural space until now. The purpose of this paper is to conceptualize and explain and arrange the meanings of light in the category that have been expressed in architectural space from ancient to current. The method of this study is content analysis and case study, and this is supplement by theoretical consideration on the meaning of light(relationship between perception and meaning, elements to form meaning etc.). This study consists of three steps. Firstly, through the content analysis of existing literature and documents, 17 meanings of light are confirmed. Secondly, these 17 meanings are defined and explained in 3 categories(symbolic, esthetic, and experiential character). Thirdly, they are additionally explained and articulated by case study. In the result, various meanings of light that have been fragmentarily expressed in architectural space until now is clearly arranged at a glance. Those suggested design concepts will be basic conferential material, available to the interior designers and students who want to utilize the organised study concepts.

A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.

Using a realistic experiential content extraction system designed for the object's rotation (현실감 있는 체감형 콘텐츠 사용을 위한 객체의 회전각 추출 시스템 설계)

  • Kang, maeng-kwan;Kim, ki-hyun;Park, hyun-woo;Yun, tae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.303-304
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    • 2012
  • 본 논문에서는 사용자가 보다 현실감 있는 체감형 콘텐츠 사용을 위해 빠르게 움직이는 객체의 운동 요소 추출에 있어서 객체의 움직이는 방향과 거리, 각도 등 중요한 요소인 회전각을 추출하는 방법을 제안한다. 빠르게 회전을 하는 객체에 특징점 생성을 위하여 마커 제작을 제안하고 접목하며 패턴 인식을 통하여 마커의 특징점을 추출하도록 한다. 추출된 특징점은 제안하는 POSIT 알고리즘을 통하여 특징점을 분석하여 회전하는 객체의 회전각을 추출 할 수 있도록 하였다. 본 시스템은 향후 보다 다양한 콘텐츠에 접목함으로 인하여 체감형 콘텐츠를 사용함에 있어서 객체의 회전각을 추출할 수 있는 인식 디바이스로써 활용이 가능하다.

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The Promotion and Content Composition of Geotravel as a New Way of Tourism (새로운 관광수단으로서 지리여행의 콘텐츠 구성과 활용 방안)

  • Park, Jongkwan
    • Journal of the Korean Geographical Society
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    • v.50 no.1
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    • pp.53-71
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    • 2015
  • Geographical travel(Geotravel) is new theme tourism based on geographical fieldwork. Geotravel is an emotional journey to explore physical and human landscapes, and is also a comprehensive environmental one beyond the scope of historical tourism. Geotravel provides an optimized regional content and programs for experiential tourism of the family. Taking advantage of geographical characteristics as spatial tourism, the geotravel methodology in catchment unit is strongly recommended. The geotravel content has to be developed in convergence standpoint. The integrated key words of geotravel are human and water. Geotravel is a pattern of specialized edutainment tourism for the public and elementary, secondary school students as well. The development of geographical travel courses is necessary for the popularization of geotravel. Mobile apps will be the medium that delivers easy geographical travel information. And geotravel curator has to be raised quickly for the generalized easy and interesting geotravel.

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Development of Cinenurducation Based on Kolb's Experiential Learning Model for Understanding Child Growth and Development (아동성장발달 이해를 위한 경험학습모델 기반 영화간호교육 개발)

  • Oh, Jina;Im, Mihae;Roh, Hyerin
    • Child Health Nursing Research
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    • v.20 no.2
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    • pp.96-104
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    • 2014
  • Purpose: Nurse educators can use film effectively to promote nursing students' motivation and indirect experiences. The purpose of this study was to develop a teaching-learning design using films based on Kolb's experiential learning model for understanding of child growth and development, and to evaluate students' satisfaction with cinenurducation according to learning type and content. Methods: Participants were seventy-four first year nursing students in the spring semester of 2013 at a private university located in Busan. In each class, participants watched film, participated in peer-to-group discussion and an educator's lecture, and wrote a composition based on Kolb's four learning stages. After class, participants filled out a questionnaire developed by the researchers. Results: Results showed a high satisfaction with cinenurducation regardless of learning type and content concerning child growth and development. Advantages of cinenurducation included it being "fun and interesting," "helpful to understand the characteristics of children," and "develop critical thinking through discussions." Disadvantages included "length of time needed," and "burdensome." Conclusion: Films are advantageous in that they provide indirect experience for nursing students. Selection of appropriate films and evaluation of learning goal achievements are important to maximize the effectiveness of cinenurducation.

The Current Status of 3D Printing Use in Fashion Industry and Utilization Strategies for Fashion Design Departments (패션 산업 내 3D 프린팅 사용 현황 및 패션디자인과 내의 활용방안)

  • Jeong, Hwa-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.3
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    • pp.245-260
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    • 2016
  • This study explored cases of 3D printing utilization in domestic and overseas fashion industries, and presented utilization strategies for fashion design departments in universities in future by grasping characteristics of newly appearing distribution types through 3D printing. Cases of producing costumes using 3D printing in fashion industry comprised a bikini using the material of Nylon12 that continuum fashion demonstrated, innovative 3D costumes by Iris Van Herpen, Tweed Suit using the material that Chanel manufactured with 3D printing technology, but they were limited to experimental fashion works due to limitations of 3D printer material and printing size. On the other hand, in fashion accessories, with jewelry and shoes at the head of the list, MCM and Kipling also demonstrated bags using this technology, and Elvis Pompilio and Gabriela Ligenza demonstrated 3D printing hat products as well. Except the above, as in glasses and neckties utilizing 3D printing, owing to reduced limitations of time, size and material, 3D printing was found to be utilized in fashion accessories other than costumes. Recently there has been a new consumption and distribution structure coming up focusing on 3D printing technology. That is, in overseas countries, content platforms sharing products modeled by oneself has rapidly appeared, and in our country as well, funnypoly, a 3D content platform appeared in 2015. The appearance of these new types of distribution structures means that the common people can produce design contents, and we believe that it may bring about a change in the traditional way of distribution structure. To walk in step with this change, it is believed that it is necessary for fashion design departments to raise college faculty members who can educate 3D printing, develop curriculum to educate 3D printing, and develop experiential programs connected with middle and high schools.

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