• Title/Summary/Keyword: science and arts convergence education

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Analyzing Box-Office Hit Factors Using Big Data: Focusing on Korean Films for the Last 5 Years

  • Hwang, Youngmee;Kim, Kwangsun;Kwon, Ohyoung;Moon, Ilyoung;Shin, Gangho;Ham, Jongho;Park, Jintae
    • Journal of information and communication convergence engineering
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    • v.15 no.4
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    • pp.217-226
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    • 2017
  • Korea has the tenth largest film industry in the world; however, detailed analyses using the factors contributing to successful film commercialization have not been approached. Using big data, this paper analyzed both internal and external factors (including genre, release date, rating, and number of screenings) that contributed to the commercial success of Korea's top 10 ranking films in 2011-2015. The authors developed a WebCrawler to collect text data about each movie, implemented a Hadoop system for data storage, and classified the data using Map Reduce method. The results showed that the characteristic of "release date," followed closely by "rating" and "genre" were the most influential factors of success in the Korean film industry. The analysis in this study is considered groundwork for the development of software that can predict box-office performance.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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A Study on the Effectiveness of Algorithm Education Based on Problem-solving Learning (문제해결학습의 알고리즘 교육의 효과성 연구)

  • Lee, Youngseok
    • Journal of Convergence for Information Technology
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    • v.10 no.8
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    • pp.173-178
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    • 2020
  • In the near future, as artificial intelligence and computing network technology develop, collaboration with artificial intelligence (AI) will become important. In an AI society, the ability to communicate and collaborate among people is an important element of talent. To do this, it is necessary to understand how artificial intelligence based on computer science works. An algorithmic education focused on problem solving and learning is efficient for computer science education. In this study, the results of an assessment of computational thinking at the beginning of the semester, a satisfaction survey at the end of the semester, and academic performance were compared and analyzed for 28 students who received algorithmic education focused on problem-solving learning. As a result of diagnosing students' computational thinking and problem-solving learning, teaching methods, lecture satisfaction, and other environmental factors, a correlation was found, and regression analysis confirmed that problem-solving learning had an effect on improving lecture satisfaction and computational thinking ability. For algorithmic education, if you pursue a problem-solving learning technique and a way to improve students' satisfaction, it will help students improve their problem-solving skills.

Correlation between adolescents' dietary safety management competency and value recognition, efficacy, and competency of convergence using dietary area: a descriptive study (청소년의 식생활 안전관리역량과 식생활 영역을 활용한 융합의 가치 인식 및 효능감, 역량과의 상관성 연구)

  • Yunhwa Kim;Yeon-Kyung Lee
    • Korean Journal of Community Nutrition
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    • v.28 no.4
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    • pp.317-328
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    • 2023
  • Objectives: This study aimed to investigate the correlation between adolescents' dietary safety management competency, value recognition, efficacy, and competency of convergence using the dietary area (CUDA). Methods: Data were collected from 480 middle and high school students in Daegu, Gyeongbuk and Seoul, Gyeonggi using a self-administered five-point Likert scale questionnaire from May to July 2021. A questionnaire was used to investigate dietary safety management competency, awareness of convergence, recognition of the benefits, efficacy, and competency of CUDA. Results: We conducted factor, reliability, correlation, and regression analyses using SPSS 25. The average scores for each factor were: dietary significance (3.68); dietary safety management knowledge (3.34); food selection and cooking (3.72); nutrition management (3.38); weight management (3.28); risk dietary management (3.13); CUDA interest (2.98); convergence necessity (3.50); benefits in specialized areas (3.31); benefits in everyday life (3.48); efficacy of science and technology convergence (3.35); convergence efficacy with humanities, social science, and arts (3.31); and CUDA competency (3.41). The score for interest in CUDA was lower than that for the recognition of CUDA benefits. Significant positive correlations were observed between all factors except between risk dietary management and both nutrition and weight management (P < 0.01). Interest in CUDA and recognition of the need for convergence exhibited a positive and significant effect on all factors of the perception of CUDA benefits and efficacy. The subgroup factors of dietary safety management competency and the recognition of CUDA had a positive effect on the CUDA competency (P < 0.001, R2= 0.58). Conclusions: Strengthening dietary safety management competency and increasing the awareness of CUDA can enhance adolescents' convergence competency. Therefore, CUDA and targeted education must be actively promoted among adolescents.

Changes of Knowledges and Attitudes on Nutrition after 'NutriPlus Program', part of Convergence Education (융합교육 '영양 플러스사업' 후 영양지식과 태도의 변화)

  • Jang, Mi-Sun;Park, Hyun-Hee;Park, Eun-Hee;Park, Hae-Ryoung
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.385-392
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    • 2015
  • This study in A City was performed to target low-income families in NutriPlus Program, infants toddlers for parents' convergence education effects were analyzed. The subjects of the study was involved in parents' education level can be identified. During the same period before and after the evaluation of nutrition education to a total of 263 people were targeted. It is comprised of the infants of 61 and of the toddler 192. nutrition education, dietary life attitude of infants after the increase in the width of the scores were as follows : Less than high school group was $6.57{\pm}6.51$, Greater than college group was $4.57{\pm}6.09$ a, rather less than high school group showed a large increasing rate, which was statistically significant (p = 0.03). NutriPlus Program is growing due to low-income families to improve children's nutritional status and nutrition knowledge and dietary life attitude will have a positive impact on, part of convergence education. In addition, parents' education level, depending on, varied and effective nutritional education should be taken.

A Guide to Education on Unit Transformation in University Liberal Arts Education (대학 교양교육에서 단위변환에 대한 교육 방향 제시)

  • kyung a jeong;hye jeong kim
    • Journal of Integrative Natural Science
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    • v.16 no.4
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    • pp.133-138
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    • 2023
  • After the SI system of units was adopted as an international system of units, Korea made a lot of efforts such as administrative and educational guidance on the traditional units that had been used so far. In addition, from July 1, 2007, the government has cracked down on the denotation of non-statutory units of measurement as standard units or auxiliary units in commercial transactions. However, non-statutory weighing units are still used in other forms. It is believed that this is because non-statutory units (= our traditional units) are permeated in our lives and are convenient to use. The general public still finds it difficult to use and mark the SI system of units correctly. This is not a problem unique to Korea. However, if you look at the books that are currently used as university physics textbooks, the SI system of units and the non-legal units of other countries are marked in such a way that they can be accurately converted. Only the traditional units of our country are disappearing under the pretext of unit unification. Accordingly, we propose that our units should not be neglected in university education, but should be labeled together. The purpose of this study is to raise the necessity of reorganizing the unit conversion between the SI unit system and the traditional life improvement unit, which continues to be the convenience of life, and applying it in university physics education to enable the conversion with our traditional unit, and to educate the importance of the meaning and function of our traditional unit.

Meta-Analysis of Cognitive and Affective Effects of Arduino-Based Educational Programs

  • Bong Seok Jang
    • Journal of information and communication convergence engineering
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    • v.22 no.2
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    • pp.153-158
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    • 2024
  • This study aims to summarize the effects of Arduino-based educational programs through a meta-analysis. Eleven eligible primary studies were obtained through a systematic literature review and coded accordingly. The results are as follows: The meta-analysis revealed that the overall effect size for all the studies was 0.518. Analysis of the moderator variables indicated statistically significant differences between them. Regarding the learning domains, the results were ranked in descending order of the cognitive and affective domains. Within the cognitive domain, the effect sizes were ranked in descending order as follows: logical thinking, content knowledge, convergence competency, self-efficacy, computational thinking, and creative problem-solving skills. In terms of subject areas, the descending order of effect sizes was agriculture, STEAM, environmental science, practical arts, artificial intelligence, informatics, and computers. Regarding school level, the results were ranked in the following descending order: college, elementary school, middle school, and high school.

A study on Digital Literacy for University Liberal Education in the AI Era (AI 시대 대학 교양교육에 필요한 디지털 리터러시 연구)

  • Hye-Jin Baek;Cheol-Seung Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.539-544
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    • 2024
  • This paper examines the necessity and direction of digital literacy education as university education in the AI era. Digital literacy can be considered universal education about everyday culture in a digital environment, and its scope is expanding to cultivate the competencies necessary for citizens of a digital society, rather than simply the ability to use digital devices. In this paper, the university liberal arts curriculum has strengthened the information literacy area to reflect the changes of the times, but it is presented as a problem that it is still focused on the technical aspects of learning how to use digital devices and specific programs. It was suggested that the direction of digital literacy education in universities should not be limited to the technical and instrumental aspects of using digital devices, but that it would be desirable to focus on digital ethics considering the social impacts that may arise from the use of digital devices.

A Study on Educational Effectiveness of Convergence Education Between Design and Robotics - Focus on Mentee and Mentor of 2013 Future Environmental Design Competition for Children - (디자인과 로봇공학 융·복합 체험교육의 교육적 효용성에 관한 연구 - 제2회 어린이 미래환경 디자인대회에 참가한 멘티와 멘토를 대상으로 -)

  • Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Lee, Ju-Hyeong
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.62-70
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    • 2014
  • In the knowledge and information society of 21st century, 'Creativity' which is the core of national competitiveness and an important foundation for the development of the country has been emphasized on the importance of it. As a result, the convergence educational programs, as known as STEAM (science, technology, engineering, arts, mathematics) became more and more needed to children for cultivating creativity. As a follow-up study on STEAM program combining robotics and design for children developed by Design Promotion Committee of KIID, this study intends to modify and reanalyze the program and to seize the educational effectiveness of the groups of university students as mentors and children as mentees, The results are as follows; First, although the importance of STEAM education is highlighted, short-term educational programs tend to consist of only the contents of each field: design or science. Second, pre-training and mentoring were helpful to both mentors and children. Third, Children expanded the perception of STEAM concept and increased their interests in career. Mentors recognized the importance and the necessity of STEAM education, and were very satisfied with team activities which gave a new experience of working with other field of people. Therefore, this program provide to children an experience of logical thinking, having interests on uninterested field, and encouraging teamwork. Also, it provides to mentors a chance to develop their potential and experience, and set up a new vision for future.

An Integral Approach in Liberal Arts Curriculum of Higher Education - A Case Study on Physical Education Based on the Somatics (대학교양 교육과정 개발의 융합적 접근 - 소매틱스(Somatics)에 기반한 체육교양강좌 사례연구)

  • Lim, Sujin;Kim, Sooyeon
    • 한국체육학회지인문사회과학편
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    • v.57 no.3
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    • pp.117-133
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    • 2018
  • The purpose of this study was to explore integrated approaches to physical education in general education by examining methodology of physical education aiming for convergence education. This case study was conducted, using a qualitative approach during March, 2017 to November, 2017. Data were collected through non-participant observation, in-depth interviews, field-notes, students' journal, syllabus and lecture materials. The key findings are as follows: First, "Emotion Coaching through Movement" is a course of 'understanding of body' approaching integrated humanities science and natural science. Second, it is a convergence education, conducting 'text to daily practice' by approaching positive psychology and neurophysiology. Third, it is a physical education with 'integrated theory and practice' in higher education. These results indicate that students can understand their own body, observe their daily and fixed movement or reaction pattern, and enhance the ability of understanding others through a physical education in general education.