• 제목/요약/키워드: interest-inducing

검색결과 119건 처리시간 0.028초

모바일 증강현실 기반의 3D 어류백과 시스템 (3D Fish Encyclopedia System based on Mobile Augmented Reality)

  • 오연재;김응곤
    • 한국전자통신학회논문지
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    • 제7권5호
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    • pp.1005-1010
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    • 2012
  • 증강현실은 차세대에 각광받고 있는 기술로써 카메라로 보이는 현실 공간에 3D 가상 객체를 삽입하는 기술로써 사용자와 객체간의 상호작용을 이용하여 몰입감과 흥미를 유발하여 학습효과를 최대화 할 수 있다. 최근에는 이동성과 휴대성이 뛰어난 모바일이 보편화됨으로써 모바일을 이용한 다양한 증강현실을 선보이고 있다. 본 논문에서는 사용자에게 몰입감과 흥미 위주의 학습내용을 제공하기 위하여 모바일 환경에서 증강되어진 3D 어류백과 시스템을 설계하였다. 본 시스템은 어류백과 사전의 어류그림을 마커로 인식하여 서버에 저장되어진 3D 모델을 불러와서 모바일 환경에서 디스플레이 함으로 어류학습에 도움을 주고자 한다.

플래시와 포토샵을 이용한 비주얼베이직 학습을 위한 프로젝트 기반 교육컨텐츠 (Construction Project-Based Material for Learning Visual Basic Using Flash and Photoshop)

  • 김민정;박두순
    • 한국멀티미디어학회논문지
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    • 제9권3호
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    • pp.353-359
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    • 2006
  • 학습자 중심의 다양한 수업 방법을 시도하는 교육 여건에 부응하여 학습자로 하여금 학습 동기를 유발하고 학습의 흥미를 유발시켜 학습의 효과를 높이고, 학생들 스스로 해결해 나가는 자기 주도적 학습 방법인 프로젝트 기반 교육법을 비주얼 베이직 교과에 적용하여 프로젝트를 완성해 가는 과정을 통해 문제 해결력을 신장시키고자 한다. 본 논문에서는 비주얼베이직 교과에 프로젝트 기반 교육을 적용하여 학습효과가 뛰어난 교육컨텐츠를 개발하였다. 특히 최근 웹 저작도구로 알려 진 FLASH MX와 PHOTOSHOP 프로그램을 이용하여 기존의 교육컨텐츠와 차별성을 두어 애니메이션의 적극적인 활용으로 학습자의 흥미와 집중력을 유도하고 컴퓨터와 학습자 사이의 상호작용이 가능한 비주얼베이직 학습을 위한 프로젝트 기반 교육 컨텐츠를 설계 및 구현하였다. 이를 적용한 결과 학습 효과에 상당한 효과가 있음을 보였다.

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Design and Implementation of Physical Computing Education Content based on Augmented Reality

  • Kim, So-Young;Jung, Eunmi;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.198-205
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    • 2022
  • Along with a variety of coding education, physical computing education for controlling various sensors is being actively conducted for elementary, middle, and high school students in line with the era of the fourth industrial revolution. A problem with physical computing education using Arduino is pin connection errors between Arduino and various sensors. Most of the students who come into contact with the Arduino for the first time often do not know the purpose of the Arduino pin and the connection position of the pin. Also, hardware built with incorrect pin connections to the Arduino board often does not work properly. If this case continues, students will lose interest in coding education. Therefore, in this paper, we implemented an augmented reality application that informs the connection process of the Arduino board and the sensor during physical computing coding education using Arduino, and designed and implemented educational content for the Arduino pin position and connection process. First, we explain the role of the Arduino board and the sensor and the location of the pins. After that, the students run the educational augmented reality educational content using their smartphones and check the correct pin connection process between the Arduino and the sensor. In the physical computing education, augmented reality content is used to increase the understanding and immersion of the class. It is expected that the educational effect will also increase by inducing fun and interest in physical computing coding education.

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim;Heesun Kim
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.268-276
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    • 2023
  • The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.

Identification and structure of AIMP2-DX2 for therapeutic perspectives

  • Hyeon Jin Kim;Mi Suk Jeong;Se Bok Jang
    • BMB Reports
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    • 제57권7호
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    • pp.318-323
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    • 2024
  • Regulation of cell fate and lung cell differentiation is associated with Aminoacyl-tRNA synthetases (ARS)-interacting multifunctional protein 2 (AIMP2), which acts as a non-enzymatic component required for the multi-tRNA synthetase complex. In response to DNA damage, a component of AIMP2 separates from the multi-tRNA synthetase complex, binds to p53, and prevents its degradation by MDM2, inducing apoptosis. Additionally, AIMP2 reduces proliferation in TGF-β and Wnt pathways, while enhancing apoptotic signaling induced by tumor necrosis factor-α. Given the crucial role of these pathways in tumorigenesis, AIMP2 is expected to function as a broad-spectrum tumor suppressor. The full-length AIMP2 transcript consists of four exons, with a small section of the pre-mRNA undergoing alternative splicing to produce a variant (AIMP2-DX2) lacking the second exon. AIMP2-DX2 binds to FBP, TRAF2, and p53 similarly to AIMP2, but competes with AIMP2 for binding to these target proteins, thereby impairing its tumor-suppressive activity. AIMP2-DX2 is specifically expressed in a diverse range of cancer cells, including breast cancer, liver cancer, bone cancer, and stomach cancer. There is growing interest in AIMP2-DX2 as a promising biomarker for prognosis and diagnosis, with AIMP2-DX2 inhibition attracting significant interest as a potentially effective therapeutic approach for the treatment of lung, ovarian, prostate, and nasopharyngeal cancers.

리츠 유통산업의 경제적 파급효과에 관한 연구 (A Study on Economic Impact Analysis of REITs Distribution Industry)

  • 최차순
    • 유통과학연구
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    • 제13권12호
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    • pp.85-94
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    • 2015
  • Purpose - The purpose of this paper is to provide a political registration point for analyzing the economic impacts on the national economy from the REITs distribution industry in our country. The REITs distribution industry was introduced in 2001 to accelerate the corporate restructuring process and advance the real estate market. During its establishment, the REITs distribution industry faced difficulties; however, the industry grew rapidly through interest from institutional investors, thus mitigating the establishment problems by 2006. In Korea, more than 108 REITs were operating as of the end of June 2015. REITs contribute significantly to the national economy. The economic impacts on the national economy of the REITs distribution industry was analyzed using input-output (I-O) analysis with respect to production, imports, value-added, and employment. Research design, data, and methodology - The research used an I-O analysis of the activities of the REITs distribution industry in the national economy. The I-O analysis methodology analyzes the economic effects that influence other industries with respect to one unit of external investment. The data for this analysis were the I-O table of 2013 as published by the Bank of Korea in 2014. Results - The findings of this study are as follows. First, if an external input to the REITs distribution industry is 1 won, the overall impact of the product is 1.3869 won, the import induction is 0.0002 won, and the value-added induction is 0.7656 won. A new investment of 659.9 billion won into the REITs industry was estimated to produce a gross effect of 915.2 billion won. Second, if an external input to the REITs distribution industry is 1 billion won, the employment-inducing effects are estimated at 19.6394 individuals. The employment-inducing coefficient of 19.6394 for the REITs distribution industry indicates that the industry created significant employment-more than other industries-because the coefficient was 2.2 times the 2013 industry average employment-inducing coefficient of 8.8. Third, the investment effects of the REITs distribution industry on production induction, value-added induction, and employment induction are assumed to be large in business support services, financing, communications and broadcasting, and professional, scientific, and technical services. Conclusions - The REITs distribution industry was analyzed as having a strong employment inducing, high value added effect. The REITs distribution industry is an excellent alternative for the government authority to create multilateral jobs. Because the REITs distribution industry has a significant positive impact on the national economy, it should be developed. However, the I-O methodology has restrictions with respect to the fixation and timing of the input coefficient. Follow-up research is expected to supplement the analysis method at a specific point in time.

메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계 (A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse)

  • 김소진;주용민
    • 스마트미디어저널
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    • 제12권8호
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    • pp.45-59
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    • 2023
  • 관광 목적으로 메타버스를 체험하려는 사용자는 문화콘텐츠의 목적에 의해 공간 속 전략적인 기획에 노출된다. 또한, 가상환경에 따라 진행되는 과정에서 통합적인 문화콘텐츠를 학습하게 되고 나아가 시공간적 의미와 함께 결국 스페이스텔링까지 경험하게 된다. 사용자에게 체험 시작부터 흥미를 유도하여 체험을 지속하는 것이 중요하지만 이러한 과정에서 장애요소들이 발생한다. 충분한 사전지식 없이 관심키워드만을 가진 사용자에게 새로운 정보와의 연결을 촉진 시켜야하기 때문이다. 따라서 흥미 제고를 위한 효율적인 설계 방법을 사전에 연구해야 한다. 그러나 현재까지 가상공간 속에서 흥미유발을 위한 선행조직자를 체계적으로 설계하는 방식에 대한 연구가 전무한 실태이다. 본 연구는 개발자가 가상공간의 의미와 문화콘텐츠의 스토리텔링을 개발하는 과정에서 발생하는 흥미유발 설계 방법으로 개념지도 기반 선행조직자 교육학습 기법을 이용한 기초 연구라고 볼 수 있다. 먼저 가상공간 요소와 인간행동 이론들을 고찰하였다. 이어서 현재 활용되어지는 선행조직자의 5가지 대표 사례들을 탐구하고 정보접근 및 전달 목적의 개념지도를 기반으로 재설계하여 제안하였다. 본 연구과정을 통해 메타버스 체험자들에게 공간적 속성과 인지적 흥미 요소가 스토리텔링 학습으로 이어지는 유의미한 학습에 효과적으로 전달되는 점과 개념지도를 통한 서비스 디자인 설계방법의 요소들을 확인할 수 있었다.

초등학생 대상 블록체인 기술의 위변조 방지 핵심원리 이해와 교육방안 설계 (Understanding and Education Measures of the Prevention of Forgery and Falsification of Blockchain for Elementary School Students)

  • 정유진;김진수;박남제
    • 정보교육학회논문지
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    • 제23권6호
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    • pp.513-520
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    • 2019
  • 일반적인 학습방법은 다수의 학습자를 대상으로 정해진 학습에 대한 내용을 전달함으로서 지식을 전달하는 것을 목적으로 하고 있다. 하지만 이와 같은 방식은 학습자의 흥미를 유발하기 어려우며, 일방적으로 전달하는 방식은 특히 학습자의 집중을 낮추어 전체적인 학업성취도를 낮출 수 있다는 단점을 가지고 있다. 이러한 문제를 보완하기 위해 학습자 스스로 학업에 대한 흥미를 유도하는 게이미피케이션 방법이 연구되고 있으며, 교육과 게임을 접목한 게이미피케이션은 학생의 흥미를 유도하여 학습에 영향을 줄 수 있다. 본 논문에서는 최근 제 4차 산업혁명에 의해 크게 화제가 되고 있는 블록체인의 위·변조 방지 원리를 카드게임으로 제작하고, 학생이 카드게임을 진행하며 기술의 원리를 이해할 수 있는 방안을 제시함으로서 정보과학 교육과정의 발전에 이바지 할 수 있는 방안을 제안한다.

웹기반 지구과학교육에서 가상현실 기술의 활용 (The Use of Virtual Reality in Web-based Earth Science Education)

  • 김희수
    • 한국지구과학회지
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    • 제23권7호
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    • pp.531-542
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    • 2002
  • 지구과학 학습 내용들은 교실이나 실험실에서 통제하기 어려운 내용들이 많다. 따라서 이를 극복할 수 있는 하나의 방안으로 가상현실 기술을 도입하여 웹상에서 활용할 수 있는 3D 가상현실 학습프로그램을 개발하였다. 개발된 프로그램은 701명의 중학교 학생들에게 투입되었다. 그 결과 몰입감을 통한 흥미유발 및 동기유발에 아주 긍정적인 효과가 있었으며, 공간지각 능력 향상에도 큰 도움이 되는 것으로 보여졌다.

Vanadium Yeast의 독성저감 효과 (Toxic Reduction Effect of Vanadium Yeast)

  • 박승희;정규혁
    • 한국환경성돌연변이발암원학회지
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    • 제21권2호
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    • pp.156-163
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    • 2001
  • Vanadium has been known as environmental polluants resulted from the burning of fossil fuels in nature. It led to toxic responses by prooxidant activity, inducing free radicals and the accumulation in the tissues. Recently, there has been growing interest in an essential nutritional requirement of vandium and especially the treatment of diabetes. But because of its strong toxicity, thease chemicals have narrow safety margin. In order to reduce metal toxicity, and increase absorption and biological activities, metal ions such as selenium and chromium were uptaken in yeast cells. In this study, Vanadium yeast was prepared by uptaking vanadate in yeast cells. Vanadate induced hematological and biochemical changes in the experimental rat blood were inhibited by the treatments of vanadium yeast. Lipid peroxidation and catalase activity were significantly increased in kidney and liver after a single intraperitoneal injection of vanadate to rats. However, these observations were apparently reduced in the vanadium yeast treated group. Vanadium amount in blood, kidney and liver after a single intraperitoneal injection of vanadium yeast was significantly reduced than that of vanadate treated group. In conclusion, vanadium yeast uptaken vanadate in yeast cells could reduce toxic effects of vanadate.

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