• Title/Summary/Keyword: interactive education

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Interactive chinese Character Distance Learning System on the WWW (WWW에서 대화형 원격 한자학습 시스템)

  • Gang, Jong-Gyu;Park, Sang-U;Kim, Hyeon-Suk;Kim, Gye-Hwan;Jin, Seong-Il
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.698-708
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    • 1997
  • To construct distance learing servers and provide their service using the WWW(World Wide Web), it is necessary that we use a real-time processing mehtod rather than the processing after downloading method for multimedia data transmission and their processing.To fulfill such requirements, we developed a real-time processing muduloe for distance education which can process multimedia data in AVI and WAV formats in distrbuted eviroments.We in turn developede a real-time WWW server that can provide real-time services of hypertxt and motion poctures data in temsw of adding the real-time porcessing modute to the MuX framework and intergarting them with WWW. We frnally developed as distance lerming system for real-time interactive chinese character learming, bassed on the results from the pre-vious steps.

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Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

The Effects of a Teaching Strategy Based on the Interactive Formative Assessment in Middle School Science Class (상호작용을 강화한 형성평가 수업전략이 중학교 과학학습에 미치는 영향)

  • Park, Jong-Yoon;Nam, Jeong-Hee;Yoo, Hee-Sun
    • Journal of The Korean Association For Science Education
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    • v.20 no.3
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    • pp.468-478
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    • 2000
  • In this study, the effects of a teaching strategy based on interactive formative assessment on students' science concept understandings and science-related attitudes were investigated. Students' perceptions toward this teaching strategy were also examined. Eight classes chosen from a co-ed middle school in Seoul. Four classes were assigned to the experimental group and the other four classes were assigned to the control group. After the instructions, tests regarding students' conceptions and science-related attitudes were administered. We also interviewed 24 students randomly chosen from the experimental group to investigate their perceptions toward the teaching strategy used. The results showed that the teaching strategy used was more effective for enhancing students' science concept understandings. However, there was no significant difference in science-related attitudes between the two groups. For the experimental group, no significant differences were found in the gain scores of the conceptions tests between the subgroups by previous achievement or cognitive levels. From interviews, it was found that students thought that the teaching strategy used encouraged much interactions and motivated them to think, and that teacher's appropriate feedbacks were helpful to their understanding scientific concepts.

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Design and Implementation of Digital Science Textbook with Cutting Effects (커팅 효과가 포함된 디지털 과학 교과서의 설계 및 구현)

  • Yang, Hyun-Roc;Kang, Kyung-Kyu;Han, Kwang-Pa;Kim, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.465-474
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    • 2009
  • The emergence of the digital age has changed the paradigm of education. Recently, the new paradigm needs new digital books that contain more interactive contents. Our goal is to design the digital textbook with convenient interfaces and cutting effects for interactive and effective education. To achieve these goals, we propose interfaces and contents which are designed after a lot of discussion with educational experts. In the implementation step, cutting algorithm is proposed to generate the cut planes of the 3D objects, based on the free strokes specified by the users. In order to test the performance of the contents, the testbed was implemented so that students try our digital book and present their evaluation results on the convenience and the effectiveness.

The Effect of Learner's Locus of Control and Types of Learning Control on Academic Achievement in CAl (CAI 에서 학습자의 통제 소재와 학습 주도권이 학업 성취도에 미치는 영향)

  • Baek, Mi-Sook;Lee, Sung-Keun
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.65-76
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    • 2001
  • The purposes of this study are to test the learning effects of CAI in relation to the learner's locus of control and to test the interactive effects between learner's locus of control and types of learning control. In order to achieve the above purpose, a test was administered to investigate learner's locus of control to 160 First grades of J middle school located in Yosu. On the basis of the test results, the subjects who belonged to the extreme of both pole were divided into the internal and external control groups. Both groups were randomly assigned to teacher-control and learner-control types in CAI. After class, post-test on learning achievement was administered and ANOVA was employed to analyze the data. The research findings are as follows. First, as a result of learning through CAI, the learning scores of internals were shown higher than that of the external group. Second, learner-control group showed higher learning scores than teacher-control group. Third, there was not found a significant interactive effect between learner's locus of control and types of learning control of CAI.

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Generation of Forensic Evidence Data from Script (무선 WiGig 전송 연구)

  • Choi, Sang-hyeon;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.356-359
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    • 2017
  • According to the plan of operation of the Ministry of Education, IWB (Interactive White Board) was distributed to one or two classrooms per school. Therefore, instead of the overhead projector (OHP) and the screen, the visual presenter and the IWB replaced the role. However, the development speed of the imaging device and the display device could not keep up, and the utilization was often lowered. In this study, we study to obtain a high resolution image using the camera of smartphone. It uses WiGig(Wireless Gigabit) technology to transmit the acquired high-resolution images to IWB or large-screen TV without delay in wireless communication. In addition, while the smartphone camera is equipped with a lens of a wide field of view(FOV), the microscope lens can be used to magnify and magnify a specific portion of a smartphone 400 times. As s result of this study it will be used as active material for real-time 400 times magnification in education and research field.

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Effects of a Sea Breeze Walking Program on Respiratory Health in Patients with Metabolic Diseases (대사질환자의 해풍 걷기 프로그램이 호흡건강에 미치는 영향)

  • Jae-Suk Shin;Choong-Gon Kim;Sung-Mi Kang;Hyun-Jun Kim
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.4
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    • pp.247-258
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    • 2023
  • Purpose : This study aims to evaluate the effectiveness of a sea breeze walking program by analyzing the metabolic disease-related, immune-inflammation-related, and respiratory health-related variables of the test subjects associated with improved respiratory health. Methods : In the experiment, 30 patients with metabolic diseases were divided into an experimental group (n=15) and a control group (n=15). The experimental group walked on the Namparang-gil, Geoje trail, while the control group walked on the Hoeya-cheon, Yangsan trail. Both groups participated in the same walking program for two hours, twice a week for four weeks. Thereafter, the metabolic disease-related, immune inflammation-related, and respiratory health-related variables were measured and compared between the two groups. Results : After the four-week sea breeze walking program, in terms of changes in the metabolic disease-related variable, a statistically significant interactive effect was found in waist circumference (p<.001). The experimental group showed a significant decrease in waist circumference after the program. After the four-week sea breeze walking program, the control group showed a statistically higher increase in lactic acid (p.<05), whereas the experimental group exhibited a decrease in lactic acid. For the respiratory health-related variables, no statistically significant differences were found after the sea breeze walking program. However, the experimental group showed an increase in FEV1,while the control group showed a decrease in FEV1. For the maximum oxygen intake, no statistically significant interactive differences were found but there was a statistically significant effect in time (p<.05). The two groups exhibited an increase in maximum oxygen intake. Conclusion : After the sea breeze walking program, positive physical changes were observed in the metabolic disease-related and immune inflammation-related variables.

A Study on the Effect of Web-based Research Ethics Education (웹기반 연구윤리교육의 유효성에 대한 실증적 연구)

  • Kwak, Jinsun;Yan, Jinhua;Han, Insoo
    • The Journal of Korean Association of Computer Education
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    • v.19 no.1
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    • pp.1-10
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    • 2016
  • This study empirically investigates the effect of web-based research ethics education to principal investigator who conduct national research project. The web-based research ethics education program was devised and operate for each research field. After education educational satisfaction, understanding and moral judgement were investigated. The research results revealed that education was improving educational satisfaction and but also understanding whereas moral judgement was not. These findings imply that moral judgement was not enhancing though short-term research ethics education as preceding research. Moreover, this paper speaks to a supplemented program with methods of ethics education which needs more interactive communication within long-term education for enhancing effectiveness of instruction.

Exploring Application Ways of Virtual Reality Technology in Science Education (과학교육에서 가상현실 기법의 활용 모색)

  • Shim, Kew-Cheol;Park, Jong-Seok;Kim, Hyun-Sup;Kim, Jae-Hyun;Park, Young-Chul;Ryu, Hai-Il
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.725-737
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    • 2001
  • Virtual reality technology is very useful for the 21C science education, and is able to contribute to the development of new teaching and learning methods in science education. One of these computer-based technologies, virtual reality, is possible to use in many directions. It is a new communication medium that is receiving a lot of attention, and is usually identified by a collection of technological hardware. Virtual reality is defined as a highly interactive, computer-based, multimedia environment in which the user becomes the participant, with the computer in a virtual real world. A key feature of virtual reality is real-time interactivity, in that the computer is able to detect user inputs and instantaneously modify the virtual world. It is being used in a wide variety of fields including physics, chemistry, human biology, biomedical sciences, military, architecture, industry and the entertainment. In classroom, using science educational program developed by virtual reality technology can increase the interests of students, promote understanding of basic science concepts, help laboratory skills, and encourage creative learning for them.

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Automotive Engineering Educational System Development Using Augmented Reality (증강 현실을 이용한 자동차 공학 교육 시스템 개발)

  • Farkhatdinov, Ildar;Kim, Dae-Won;Ryu, Jee-Hwan
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.51-54
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    • 2009
  • In or automotive engineering education is introduced. Main objective of the system is teaching disassemble/assemble procedure of automatic transmission of a vehicle to students, who study automotive engineering. System includes vehicle transmission, set of tools and mechanical facilities, two video cameras, computer with developed software, HMD glasses and two LCD screens. Developed software gives instructions on assembling and disassembling processes of real vehicle transmission with the help of augmenting virtual reality objects on the video stream. Overlaying of 3D instructions on the technological workspace can be used as an interactive educational material. In disassembling process, mechanical parts which should be disassembled are augmented on video stream from video cameras. Same is done for assembling process. Animation and other visual effects are applied for better indication of the current assembling/disassembling instruction. During learning and training, student can see what parts of vehicle transmission and in which order should be assembled or disassembled. Required tools and technological operations are displayed to a student with the help of augmented reality, as well. As a result, the system guides a student step-by-step through an assembly/disassembly sequence. During educational process a student has an opportunity to return back to any previous instruction if it is necessary. Developed augmented reality system makes educational process more interesting and intuitive. Using of augmented reality system for engineering education in automotive technology makes learning process easier and financially more effective.

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