• Title/Summary/Keyword: multimedia design education

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Design and Implementation of Education Multimedia Content Mastication system based on AVATAR (아바타 기반 교육용 멀티미디어 컨텐츠 저작시스템의 설계 및 구현)

  • 이혜정;정석태
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.5
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    • pp.1042-1049
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    • 2004
  • In this paper, we design and implements editor for education multimedia content authoring based on avatar that use LipSynchro software development kit(SDK). This system automatically generate a movement of Avatar interworking with motion generation engine and phonetic tuning engine. thus, it is able to more excellent educational contents that combine educational multimedia contents authoring tool.

The Effects of Safety Education Using Multimedia on Early Childhood's Knowledge and Attitude Toward Safety Education (멀티미디어 활용 안전교육이 유아의 안전교육 지식과 안전교육 태도에 미치는 효과)

  • Choi, Junghwa;Nam, Changwoo;Lee, Minhyo
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.203-214
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    • 2019
  • This study is to investigate the effects of multimedia education on the teaching method of safety education knowledge and safety education attitude of children based on the analysis, design, development, implementation and evaluation stages of ADDIE model. In order to verify the above research problem, the experiment was conducted with 52 children aged 5 years in A nursery school located in Busan, for about 3 week. The main results of this study were summarized as follows. Frist, multimedia-based instruction group showed higher safety education knowledge score than instruction group using direct teaching method, and statistically significant difference was found. Second, there was no statistically significant difference between the group using multimedia and the class using direct teaching method.

Function Design of an Interactive AppBook for Electricity Safety Education (전기안전 교육용 인터랙티브 앱북 기능 설계 및 구현)

  • Choi, Han Suk;Kang, Min-Jung;Bae, Yoon-Ri;Kim, Kyung-Wook
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.17-18
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    • 2014
  • 본 논문에서는 스마트 그리드 환경에서 전기 감전사고 및 전기 화재 발생에 대한 예방 활동과 전기안전 교육이 매우 절실하다. 이를 위하여 본 논문에서는 초등학생 저학년을 위한 전기안전 교육용 인터랙티브 앱북 기능 구현을 설명한다.

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Applying the ADDIE Instructional Design Model to Multimedia Rich Project-based Learning Experiences in the Korean Classroom

  • LEE, Youngmin
    • Educational Technology International
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    • v.7 no.1
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    • pp.81-98
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    • 2006
  • The purpose of this study was to apply the ADDIE instructional design model to develop multimedia rich project-based learning methods for effective instruction in a Korean mechanical engineering high school. This study was conducted as action research based on a high school situation. The study included 40 participants in a class purposively selected from 52 classes at 2080 student high school. Data were collected through observations, surveys and artifacts. Results indicated the multimedia rich project-based learning allowed students to take part in learning activities and there was close cooperation with and among group members to create better products. Also, the flexibility in the project-based learning environment allowed the participants to make decisions about their abilities, resources, and plans. Recommendations and implications for teacher educators as well as in-service and pre-service teachers are also presented.

Design of the Cyber Education at the University-Level (대학교육에 있어서의 사이버 교육 구현 방안)

  • 김정희
    • Journal of the Korea Computer Industry Society
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    • v.3 no.7
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    • pp.943-952
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    • 2002
  • This paper discussed actualizing cyber education at the university education. First of all, I discussed the necessity of education based on the multimedia and web according to the change of loaming environment caused by development of technology. I discussed the Cyber education that are important application at university education. Next, I proposed the important elements that are required in constructing the Cyber education. Also, we discussed the structure and platform of Cyber education. Also, I reviewed the foreign and domestic Cyber education based on the multimedia and Web. Finally, I proposed the direction of future Cyber education.

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Improving Student's Design Prototyping Skills using Interactive Prototyping Tool

  • Kim, Jongwan;Jeon, Jae-wook;Kim, Ki-yeon
    • Journal of Multimedia Information System
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    • v.8 no.1
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    • pp.75-78
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    • 2021
  • This paper will explain the importance of using interactive prototyping tools in the HCI design process. The Future of HCI education project performed by ACM SIGCHI shows that students recognize that prototyping, especially paper prototyping and interactive prototyping, are both very important. Two widely-used prototyping tools in academy, Balsamiq and Oven, will be compared and rated by students according to their preferences. We choose the Balsamiq as our design tool because Oven can be designed on the web but applications cannot be designed directly on Mac or Windows. The Balsamiq tool will help you understand the task process of UI work and highlight the benefits of digital prototyping to test the execution of expected results in a fast fashion compared to high-level prototyping. We also present the outcome of this work through two case studies. In particular, the smart mirror project with voice recognition function shows the effectiveness of the proposed method as an example.

Education Method for Programming through Physical Computing based on Analog Signaling of Arduino (아두이노 아날로그 신호 기반 피지컬 컴퓨팅을 통한 프로그래밍 교육 방법)

  • Hur, Kyeong;Sohn, Won-Sung
    • Journal of Korea Multimedia Society
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    • v.22 no.12
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    • pp.1481-1490
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    • 2019
  • Arduino makes it easy to connect objects and computers. As a result, programming learning using physical computing has been proposed as an effective alternative to SW training for beginners. In this paper, we propose an Arduino-based physical computing education method that can be applied to basic programming subjects. To this end, we propose a basic programming training method based on Arduino analog signals. Currently, physical computing courses focus on digital control when connecting input sensors and output devices in Arduino. However, the contents of programming education using analog signals of Arduino boards are insufficient. In this paper, we proposed and tested the teaching method used for programming education using low-cost materials used for Arduino analog signal-based computing.

A Design and Implementation of Fault Tolerance Agent on Distributed Multimedia Environment (분산 멀티미디어 환경에서 결함 허용 에이전트의 설계 및 구현)

  • Go, Eung-Nam;Hwang, Dae-Jun
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.10
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    • pp.2618-2629
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    • 1999
  • In this paper, we describe the design and implementation of the FDRA(Fault Detection Recovery based on Agent) running on distributed multimedia environment. DOORAE is a good example for distributed multimedia and multimedia distance education system among students and teachers during lecture. It has primitive service agents. Service functions are implemented with objected oriented concept. FDRA is a multi-agent system. It has been environment, intelligent agents interact with each other, either collaboratively or non-collaboratively, to achieve their goals. The main idea is to detect an error by using polling method. This system detects an error by polling periodically the process with relation to session. And, it is to classify the type of error s automatically by using learning rules. The merit of this system is to use the same method to recovery it as it creates a session. FDRA is a system that is able to detect an error, to classify an error type, and to recover automatically a software error based on distributed multimedia environment.

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Design and Implementation of Education Globe System Based on Multimedia (멀티미디어 기반 교육용 지구의 시스템의 설계 및 구현)

  • Cho Soo-Hyun;Kim Young-Hak;Lee Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.127-135
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    • 2006
  • In the existing education using the globe. teaching contents are very simple and the relationship among learning units lacks a little bit because teaching materials are composed individually with the globe. Therefore, in this study, we developed the education glove system based on multimedia that is closely connected with teaching materials and the globe. This system is composed of the globe device and the learning software based on computer control. The globe device rotates itself on its axis as the solar center, and provides more efficient and visual education environment to students through the link between computer and the globe. The learning software provides the multimedia contents such as parallax, climate, culture, and education information about each country, and this software also can simulate the revolution of the earth around the sun. The globe device can be operated in off-line without the computer link. This system was developed by the industry cooperation and was displayed in the principal exhibitions. We have obtained positive results through the exhibitions and will promote the product in the future.

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Exploring the Possibility of Applying the Integrated Teaching and Learning Method based on AR for Environmental Education for Young Children (유아 대상 환경교육을 위한 증강현실 기반 통합교수학습방법 적용 가능성 탐색)

  • Kim, Insook;Jo, Yumi;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.950-959
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    • 2019
  • The purpose of this study was to investigate the effect of integrated teaching and learning method using augmented reality for effective promotion of child - friendly attitude and environmental preservation attitude and explored its applicability. For this purpose, based on the augmented reality fairy tale, we designed an experience - oriented integrated teaching and learning method such as reading book, story - telling, drawing, environmental conservation practice activity. The experimental group was divided into two groups: augmented reality reading fairy tales (A) and children's book reading fairy tales (B). First, interest, immersion, and empathy were higher in the application environment of integrated learning teaching method based on Augmented Reality. Second, there was no difference between the two groups in content understanding. Third, in terms of expressiveness, it was verified that various expressions were expressed in the applying environment of the integrated teaching - learning method based on augmented reality through drawing activities. Fourth, in practice activities, more students were practicing in the augmented reality - based integrated teaching - learning method applied environment, and the number of practice activities of individual students was also confirmed. This study suggests that the application of the integrated teaching and learning method can enhance the effect of education when using the smart teaching media using the augmented reality in early childhood education.