• 제목/요약/키워드: multimedia design education

검색결과 283건 처리시간 0.027초

멀티미디어 디자인 교육의 기초 과정에 대한 연구 (A Study on the Fundamental Course of Multimedia Design)

  • 이지수
    • 디자인학연구
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    • 제15권4호
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    • pp.223-230
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    • 2002
  • 멀티미디어 기술의 발전은 디자인 관련 산업 분야를 변모시켰으며, 이에 따라 새로운 환경이 필요로 하는 능력을 갖춘 디자이너 양성을 위한 교육 내용이 요구된다. 본 연구에서는 멀티미디어라는 새로운 표현양식의 습득을 위한 기초 디자인 교육 과정의 방향을 설정하고 이를 위한 구체적인 교과 계획에 대해 제안하고자 한다. 멀티미디어 디자인은 여러 측면의 디자인 문제들을 위해 조직화 능력, 정보 표현력, 상호작용 설계 능력 등의 통합적 해결 능력을 요구한다. 이에 기초과정에서는 정보 표현력의 배양을 중심으로 이후의 계속되는 교육과정과 보다 연계성을 가지는 학습내용이 포함되도록 한다. 학생들은 여러 매체들의 표현요소와 표현원리에 대한 이해를 바탕으로 이를 활용한 창의적 구성과 다양한 표현의 방법을 경험하고, 인지적ㆍ심미적 측면의 작용에 대해 연구하도록 한다. 이러한 개발 방향에 따라 기초과정 교과 내용을 크게 두 가지로 설정하였는데, 첫째는 정보 표현력 배양을 위한 학습내용, 둘째는 조직화 및 상호작용 설계 부분과 연계성 있는 학습내용이다. 보다 구체적으로 는 3단계의 학습내용으로 계획된다. 1단계에서는 정서적ㆍ심미적 효과를 중심으로 표현 요소들을 결합하고, 2단계에서는 여러 지식 유형의 정보 전달을 연습하여 다양한 내용영역의 표현을 위한 기초 능력을 기른다. 3단계에서는 단순한 형식의 상호작용 매개체를 구성하도록 한다.

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Ka 밴드 위성을 이용한 멀티미디어 서비스의 링크 설계에 관한 연구 (A Study on Link Design of Ka-band Satellite Multimedia Service)

  • 김영춘;황성현;최형진;류규태
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 1999년도 추계종합학술대회 논문집
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    • pp.829-832
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    • 1999
  • KORTASAT-III is planning to provide Ka-band broadband communication service, including eastsouth Asia area. In this paper, we calculate the link budget for Ka-band KOREASAT-III multimedia service and describe the performance of multimedia services according to link design parameters. There are Trunk service, Television receive only service, Two-way point-to-multipoint service, Tele-education service in the service scenario.

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패션 사이버 교육(敎育)을 위한 아바타 제작(製作)및 활용(活用) - 체형(體型)에 따른 디자인요소(要素)의 착시효과(錯視效果)를 중심(中心)으로 - (Avatar Application for Fashion Cyber Education - Focused on Optical Illusion of Design Elements according to Body Shapes -)

  • 임현정;박혜원
    • 패션비즈니스
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    • 제9권4호
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    • pp.1-15
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    • 2005
  • Interesting education which utilizes cyber visual and audio multimedia effects, we regard it as a very effective education but those programs are not prepared yet. So, the purpose of this research is to provide a new direction for cyber fashion education with the use of avatars as the multimedia factor to increase student's interest and understanding. First, we investigated the present situation of fashion cyber education and the present avatar usage situation online, and also we searched literature and the internet to investigate the general theory of design. Second, we used Adobe photoshop 7.0 to make avatars, then, we used Macromedia Flash MX to design the avatar on our web site, and to make it look more realistic. According to the research results, cyber fashion education is usually used as marketing in certain areas, and for middle school, and high school students it is mainly used as text and lecture videos. When searching for fashion sites that use avatars, we found that most fashion shopping malls use them. Because avatars can give visual effects and also increase interest and fun, they can increase concentration and understanding and can be effective in fashion cyber education.

동기 및 비동기 모드의 멀티미디어 원격 교육 시스템에서 오류 제어 (An Error Control on Multimedia Distance Education System with Synchronous and Asynchronous Mode)

  • 고응남
    • 디지털콘텐츠학회 논문지
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    • 제4권2호
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    • pp.139-146
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    • 2003
  • 본 논문은 ERA(Error Recovery Agent)의 설계와 구축을 설명한다. ERA는 멀티미디어 원격 교육 시스템에서 소프트웨어 오류를 감지, 공유, 복구하기에 적합한 시스템이다. 이 시스템은 ED, ES, ER로 구성되어 있다. ED는 훅킹 기법으로 오류를 감지한다. ES는 멀티미디어 원격 교육 시스템에서 오류를 공유하는 에이전트이다. ER은 오류를 복구하는 에이전트이다. 본 논문에서는 멀티미디어 공동 작업 환경에서 하나의 오류 응용을 미디어로 취급하고 복구하는 방법을 제안한다.

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Multimedia를 활용(活用)한 동기적(動機的) - 교수적(敎授的) 개별화(個別化) 수업전략(授業戰略) (Individualized Motivational & Instructional Teaching Strategy using Multimedia)

  • 윤현상
    • 수산해양교육연구
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    • 제11권1호
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    • pp.43-58
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    • 1999
  • To instruct in accordance with learner's trait & preceding knowledge, letting the learner control the learning activities is the important task of educator & major goal of the Education Department this year. This article intends to provide useful Instructional Model for the teachers in fisheries marine high school, when they design the individualized teaching model using motivation. One of the major reason for the fisheries marine high school students' low learning achievement is due to the neglecting motivation elements in teaching - learning processes. Recently, with assistance of the information communication technology development, various teaching methods such as Individualized Multimedia Mediated Instruction, Internet Instruction, have come to the major method in activating motivation and computer-mediated instruction considering the learner's individual difference is the useful tools for the instructional efficiency. Because current navigation text book of fisheries marine high school have special characteristic considering the spacial context & time series from departing port to entering port, Teachers can maximize learner's learning accomplishment by using individualized multimedia & providing similar situation like a real navigation(simulating), representing this text characteristics. Thus this paper searches for the specifications of Keller's Motivation Model & Sweeter's Tutorial Model to solve instructional efficiency problems in fisheries marine high school & developed an efficient instructional design by integrating two models.

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표준화환자를 활용한 당뇨식이교육 동영상학습이 간호학생의 임상수행능력과 학습만족도에 미치는 효과 (Development of a Multimedia Learning DM Diet Education Program using Standardized Patients and Analysis of Its Effects on Clinical Competency and Learning Satisfaction for Nursing Students)

  • 현경선;강현숙;김원옥;박선희;이지아;석소현
    • 대한간호학회지
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    • 제39권2호
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    • pp.249-258
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    • 2009
  • Purpose: The purpose of this study was to develop a multimedia learning program for patients with diabetes mellitus (DM) diet education using standardized patients and to examine the effects of the program on educational skills, communication skills, DM diet knowledge and learning satisfaction. Methods: The study employed a randomized control posttest non-synchronized design. The participants were 108 third year nursing students (52 experimental group, 56 control group) at K university in Seoul, Korea. The experimental group had regular lectures and the multimedia learning program for DM diet education using standardized patients while the control group had regular lectures only. The DM educational skills were measured by trained research assistants. Results: The students who received the multimedia learning program scored higher for DM diet educational skills, communication skills and DM diet knowledge compared to the control group. Learning satisfaction of the experimental group was higher than the control group, but statistically insignificant. Conclusion: Clinical competency was improved for students receiving the multimedia learning program for DM diet education using standardized patients, but there was no statistically significant effect on learning satisfaction. In the nursing education system there is a need to develop and apply more multimedia materials for education and to use standardized patients effectively.

시청각 상호작용과 멀티미디어 시대의 디자인교육 (Audio-visual Interaction and Design-education in the Age of Multimedia)

  • 서계숙
    • 디자인학연구
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    • 제14권3호
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    • pp.49-58
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    • 2001
  • 멀티미디어 시대의 커뮤니케이션 디자이너는 색채, 형태, 시간, 움직임과 같은 시각적인 요소뿐만 아니라 사운드까지도 메시지를 전달하는 표현요소로서 인식하여야 한다. 잘 알려졌다시피 시각이나 청각 어느 하나만으로 메시지를 전달할 때보다 시청각을 조화시켜 메시지를 전달할 경우 인지도가 높기 때문이다. 시각과 청각의 만남은 공감각에 근거하는데 이것은 색채와 음, 형태와 사운드의 연상작용으로 나타난다. 기초적인 예를 들면 낮은 음은 어두운 색을 연상시키며 높은 음은 밝은 색을 연상시킨다. 또 타악기는 원을, 멜로디는 선을 연상시킨다. 멀티미디어에서 시각적 요소와 청각적 요소는 이전의 시청각매체에서와 달리 단순히 보이는 장면과 관련된 소리를 들려주는 동시성의 수준에서 벗어나 각각 독립적인 표현요소로 작용하여야 한다 이렇게 독립적인 표현요소로서의 시각과 청각이 만나서 상호작용을 일으킴으로써 그 중 어느 하나만으로는 도달할 수 없는 새로운 감동을 불러일으킬 수 있는 것이다. 멀티미디어 시대의 디자인 교육은 이렇게 시각과 청각의 상호작용의 원리를 이해하고 메시지를 시청각적으로 표현할 수 있는 능력을 개발하는 교육 프로그램을 필요로 한다. 본 논문에서는 이러한 교육 프로그램을 시청각 조형, 시청각 구성, 시청각 디자인으로 구분하여 구체적인 과제들을 예로서 제시하였다.

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동영상을 이용한 수술 전 교육이 양성종양 자궁절제술 환자의 통증, 불확실성, 불안과 우울에 미치는 효과 (Effect of Preoperative Education using Multimedia on Pain, Uncertainty, Anxiety and Depression in Hysterectomy Patients)

  • 전수란;박효정
    • 여성건강간호학회지
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    • 제22권1호
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    • pp.39-47
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    • 2016
  • Purpose: The purpose of this study was to examine the effect of preoperative education using multimedia on level of pain, uncertainty, anxiety and depression in hysterectomy patients. Methods: A non-equivalent control group, with a pretest-posttest design was used in this study. The level of post operation pain, pre and post operation uncertainty, anxiety and depression of both the groups was measured. The experimental group was provided with preoperative education using multimedia on the preoperative day at the hospital. The control group was only given usual care. Data were analyzed using SPSS/WIN version 22.0 program. Results: Experimental group showed lower level of post-operation pain in 1 hour (t=-5.08, p<.001) and 24 hours (t=-5.20, p<.001) but not 48 hours (t=-0.91, p=.368). Uncertainty showed significant interaction effect of Group by Time (F=4.16, p=.018). Conclusion: Preoperative education using multimedia for patients with hysterectomy would be effective in lowering patients' level of pain, uncertainty, anxiety and depression.

예비 가정과교사의 메타버스를 활용한 교수설계 역량 증진을 위한 수업 사례연구 (A Case Study on the Promotion of Instructional Design Competencies Among Preservice Home Economics Teachers in Class Using the Metaverse)

  • 최성연
    • Human Ecology Research
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    • 제62권1호
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    • pp.81-100
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    • 2024
  • This paper presents a case study in which a lesson was designed and applied to enhance preservice home economics teachers' instructional design competence using the metaverse. For 15 weeks from March 6 to June 14, 14 students enrolled on the course 'Multimedia Home Economics Education' for preservice home economics teachers used the metaverse to engage in problem-based learning to solve instructional design problems in home economics classes. In accordance with the ADDIE design model, in the analysis stage, we assessed preservice home economics teachers' level of knowledge of lessons using the metaverse, and their perceptions of the possibility, necessity, and usefulness of using the metaverse in home economics lessons. In the design and development stage, lesson plans, questions for problem-based learning, assessment tools, and teaching and learning materials were developed. The implementation was conducted in parallel with training on understanding multimedia and the metaverse, and instructional design competence was evaluated through pre- and post-testing and reflection journals. The results revealed that the preservice home economics teachers acquired a good understanding of lessons using the metaverse, learned how to design lessons for self-directed learning by applying the metaverse to their home and classroom, and gained confidence in applying it to their teaching practice or in-service work. It is expected that the results of this study will be used as support materials for prospective and current home economics teachers to design home economics lessons using the metaverse, thereby expanding the horizons of home economics education.

초등학교 수학의 교수를 위한 모바일 가상조작물 앱 분석 (An Analysis of Mobile Virtual Manipulatives Apps for the Teaching of Elementary School Mathematics)

  • 신미경
    • 한국멀티미디어학회논문지
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    • 제20권6호
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    • pp.935-949
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    • 2017
  • The purpose of this study was to analyze the characteristics of virtual manipulatives apps that can be used to teach students struggling to learn mathematics. To achieve this goal, ten general characteristics of 23 virtual manipulatives apps were evaluated. The instructional, interface, and interactive design features of apps were also evaluated on five-point scale ratings of 18 items. In addition, SPSS frequency analysis and the correlation between each feature was analyzed. Frequently presented instructional contents among 23 virtual manipulatives apps were geometry, arithmetic operation, number concept and measurement. The frequently presented level of instructional contents was lower grade elementary school and kindergarten age. The frequently presented instructional type was the simulation. Regarding the design features, instructional design was rated as the highest (mean = 3.7); interactive design (mean = 3.6) and interface design (mean = 3.3) were also rated higher than neural. In addition, as the learning strategy was appropriately presented, it was evaluated that there was less screen linkage and content error.