• Title/Summary/Keyword: 게임교육

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Interactive content development of voice pattern recognition (음성패턴인식 인터랙티브 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.16 no.5
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    • pp.864-870
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    • 2012
  • Voice pattern recognition technology to solve the problems of the existing problems and common issues that you may have in language learning content analysis. This is the first problem of language-learning content, online learning posture. Game open another web page through the lesson, but the concentration of the students fell. Have not been able to determine the second issue according Speaking has made the learning process actually reads. Third got a problem with the mechanical process by a learning management system, as well by the teacher in the evaluation of students and students who are learning progress between the difference in the two. Finally, the biggest problem, while maintaining their existing content made to be able to solve the above problem. Speaking learning dedicated learning programs under this background, voice pattern recognition technology learning process for speech recognition and voice recognition capabilities for learning itself has been used in the recognition process the data of the learner's utterance as an audio file of the desired change to a transfer to a specific location of the server or SQL server may be easily inserted into any system or program, any and all applicable content that has already been created without damaging the entire component because the new features were available. Contributed to this paper, active participation in class more interactive teaching methods to change.

A Study on Enhancing Brand Recognition in the Research Agency of Geoscience and Mineral Resources (지질자원 전문기관 브랜드인지도 제고방안 연구)

  • Kim, Chan-Souk;Kim, Seong-Yong;Park, Eun-Sook;Choi, Byung-Kwan
    • Economic and Environmental Geology
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    • v.44 no.5
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    • pp.443-449
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    • 2011
  • In this study, we carried out a survey on the degree of recognition for the brand of the Korea Institute of Geoscience and Mineral Resources (KIGAM) to contribute to reestablishing the status and role of KIGAM as an institution that people proud of by effectively delivering KIGAM's various research activities and achievements to people. About 49.9% of external publics recognized that there was relevance between research achievements of geo-technology and national brand. On the contribution of research achievements of geo-technology to promoting Korea's power of science and technology, 42.3% gave positive answers. On research achievements of mineral resources technology, just 14.4% replied they saw such results. As alternatives to promote the degree of recognition for brand, we suggested development of beneficial message, operation of brand management committee, promotion of involvement of research achievements of mineral resources technology about people-friendly subjects, development and distribution of "board game for education on mineral resources technology" for youths, activation of location PR, activation of online Q&A bulletin board, finding out star researchers, and president's PI activities.

The development of a bluetooth based portable wireless EEG measurement device (블루투스 기반 휴대용 무선 EEG 측정시스템의 개발)

  • Lee, Dong-Hoon;Lee, Chung-Heon
    • Journal of IKEEE
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    • v.14 no.2
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    • pp.16-23
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    • 2010
  • Since the interest of a brain science research is increased recently, various devices using brain waves have been developed in the field of brain training game, education application and brain computer interface. In this paper, we have developed a portable EEG measurement and a bluetooth based wireless transmission device measuring brain waves from the frontal lob simply and conveniently. The low brain signals about 10~100${\mu}V$ was amplified into several volts and low pass, high pass and notch filter were designed for eliminating unwanted noise and 60Hz power noise. Also, PIC24F192 microcontroller has been used to convert analog brain signal into digital signal and transmit the signal into personal computer wirelessly. The sampling rate of 1KHz and bluetooth based wireless transmission with 38,400bps were used. The LabVIEW programing was used to receive and monitor the brain signals. The power spectrum of commercial biopac MP100 and that of a developed EEG system was compared for performance verification after the simulation signals of sine waves of $1{\mu}V$, 0~200Hz was inputed and processed by FFT transformation. As a result of comparison, the developed system showed good performance because frequency response of a developed system was similar to that of a commercial biopac MP100 inside the range of 30Hz specially.

A Study on Evaluation of the Reading Culture Promotion Project and Develpment Direction of Smart Era at the National Library for Children and Young Adults (국립어린이청소년도서관의 독서문화진흥사업 평가와 스마트 시대 발전방향에 대한 연구)

  • Kang, Ji Hei;Cha, Sung-Jong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.203-221
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    • 2020
  • This study closely analyzed changes in the educational environment and changes in the needs of children's and young people's reading culture programs, which are directly beneficiaries of the promotion of reading culture as they enter the fourth industrial revolution. It also comprehensively evaluated the reading culture promotion project for children and adolescents promoted by the National Children and Youth Library and proposed a reading culture promotion project that meets the needs of the smart era. This study investigated the cases of various domestic and foreign reading culture promotion projects to divulge trends. The authors invited experts from public libraries and school libraries with experience of the reading culture promotion projects and performed Focus Group Interviews (FGI). The authors evaluated individual reading culture program based on the PDCA method (Plan, Do, Check, Act). Based on the data obtained through case studies and expert evaluations, the development plan of reading culture promotion project and the strategy of promoting new projects to be pursued in the National Children and Youth Library were presented. By gathering the results of the research, 'Interactive e-book making platform production / distribution business', 'Game-type reading program production / distribution business', 'Habruta reading culture dissemination project using backward learning method', 'Youth coding branding "Teen-Start -Up"' were proposed as new services.

The effect of empathy training game on the children's prosocial behavior (게임을 활용한 공감훈련이 초등학생의 친사회적 행동 증진에 미치는 영향)

  • Kim, Hyung-Hoe
    • The Korean Journal of Elementary Counseling
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    • v.4 no.1
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    • pp.263-284
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    • 2005
  • The purpose of this study was to examine the effect of game-centered empathy training on the prosocial behaviors of elementary schoolers in a bid to suggest how their prosocial behaviors could be boosted. The research questions were posed as below: 1. Does game-based empathy training improve the overall empathy of school children? 2. Does game-based empathy training have a better effect on the cognitive empathy of school children or their emotional empathy? 3. Does game-based empathy training enhance the prosocial behaviors of school children? The subjects in this study were 62 children in their fourth year of D elementary school in Eumseong-gun, north Chungcheong province. They were divided into an experimental group and a control group, and a survey was conducted before and after the experimental group under-went empathy training for about six weeks. The instrument used in this study was David(1980)'s Interpersonal Reactivity Index adopted by Park Sung-hee(1996) to suit school children. Another instrument was Park Sung-hee (1997)'s inventory to assess the prosocial behaviors of children. The collected data were analyzed by SPSS 10.0 for Windows program, and reliability analysis and t-test were employed. The findings of the study were as follows: First, as for the effects of the game-based empathy training on the overall empathy of the elementary school youngsters that included both emotional and cognitive empathy, both groups got lower scores in posttest than in pretest. The experiment produced unexpected results, as the experimental group got significantly lower scores. This fact indicated that the game-based empathy training was ineffective. Second, the game-centered empathy training didn't exercise any influences on their cognitive and emotional empathy. The experiment had a reverse impact on the cognitive and emotional empathy of the experimental group, which implied that the training served as a factor to deteriorate the two types of empathy, and the hypothesis posed in this study was rejected. Therefore, which type of empathy could make a better progress by being exposed to the training couldn't definitely be determined. Third, the game-based empathy training didn't serve to Improve the prosocial behaviors of the elementary schoolers. There was no change in the experimental group, and this fact signified that there's something wrong with the attempt to develop school children's empathy to step up their prosocial behaviors. Based on the above-mentioned findings, the following conclusion was reached: First, the game-centered empathy training had no effects on boosting the overall empathy of the school children. Second, the game-centered empathy training couldn't be said to be effective in improving either cognitive empathy or emotional one. From a viewpoint of relativity, that could be said to affect emotional empathy more than cognitive one. Third, the game-based empathy training wasn't effective in improving prosocial behaviors. Rather, that resulted in interrupting the promotion of prosocial behaviors.

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Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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A study on the risks of terrorism raids in domestic occurring through of the Islamic State of IS terrorist groups (IS테러단체의 공습확대에 따른 자국 내 테러발생 위험성에 관한 연구)

  • Oh, Sei-Youen;Yun, Gyeng-Hui
    • Korean Security Journal
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    • no.42
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    • pp.277-308
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    • 2015
  • Recently the Japanese hostage crisis with Syria, the stake of the pilots IS of the terror group's affiliates like Kim incident occurred while urinarado IS not an exception anymore in connection with terrorism will not be able to do. In addition, particularly against terrorist groups worldwide, IS being a hero has been marginalized and wants uncritical drugs aimed at teens, such as dialog or game IS through SNS joined nationals as well as other countries, while recommending domestic complaints until the people power or luck, put the older brother can sign up for any terror group IS the terrorist group's terrorist acts while making the environment a national mark by foreigners or immigrants can be caused by the situation. Therefore, in this study, this IS serious for the terrorist acts of the terrorist group, IS due to the expansion of the domestic terrorist group caused the terror raids of about the dangers of foreign countries to review the case, and the incident has sought ways to prevent and respond to the rapporteur. The result IS due to the expansion of the domestic terrorist group caused the terror raids of the dangers of sex exists and that causes a response to the implements are as follows. First of all, IS brokering for the site of the terrorist group's approach to counter-terrorism Act will be a, and the next, each agency and terror for the information exchange and cooperation and serves as a reexamination of terror occurred through the quick and appropriate measures should be the language. Finally, the duties related to terrorism for teens, especially education and strengthen the safety program development and against terrorism should be carried out.

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A study on the Continuous Intention to Use of Augmented Reality Applications: Focusing on the Technology Acceptance Model2(TAM2) (증강현실 애플리케이션 지속사용의도 연구: 기술수용모델2(TAM2)를 중심으로)

  • Yun, Sung-Uk;Kim, Geon;Kim, Hyun-Tae
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.383-394
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    • 2021
  • This study examines the determinants that affect the continuous intention to use of augmented reality applications by applying the technology acceptance model2(TAM2). A survey was conducted on 241 people, and the main results were derived by performing confirmatory factor analysis, correlation analysis, and path analysis using SPSS 21.0 and AMOS 21.0 programs. Presenting the results, it was found that the user's interface, interactivity, and relative advantage of the augmented reality application had a positive effect on perceived usefulness, and technological self-efficacy had a positive effect on perceived usefulness and perceived ease. Perceived ease of use had a positive effect on perceived usefulness, and both perceived usefulness and perceived ease had a positive effect on continuous intention to use of augmented reality applications. In future research, it will be necessary to verify the user effect of augmented reality applications by applying the fields of education or games.

Analysis of the Awareness and Needs of Early Childhood Teachers for Developing of Young Children's Creativity Program Using Physical Computing (피지컬 컴퓨팅을 활용한 유아 창의성 프로그램 개발을 위한 유아교사의 인식 및 요구 분석)

  • Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.89-97
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    • 2021
  • The purpose of this study was to examine the awareness of early childhood teachers for early childhood creativity programs using physical computing in an effort to provide future direction for program development. The findings were as follows: First, 43.8 percent of teachers answered they were neutral about the need for these programs, while 40.5 percent replied these programs were necessary. Second, 73.8 percent thought the utilization of physical computing tools would be useful. Third, the largest group thought that the programs should be provided for five-year-olds. Regarding the frequency of programs, once or twice a week were considered most appropriate. Concerning the length of each activity, 20 to 30 minutes was identified as ideal, and study subjects preferred small group activities. In regard to the most effective theme for these programs, tools for daily life were considered best. As for educational content to be included in program planning, scientific inquiry and experiment were viewed as best, followed by the design/ production/utilization of creative works, game and play, and producing and playing musical instruments. Evaluation by a creativity test was chosen as the most desirable evaluation method.

A Deep Learning-based Hand Gesture Recognition Robust to External Environments (외부 환경에 강인한 딥러닝 기반 손 제스처 인식)

  • Oh, Dong-Han;Lee, Byeong-Hee;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.5
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    • pp.31-39
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    • 2018
  • Recently, there has been active studies to provide a user-friendly interface in a virtual reality environment by recognizing user hand gestures based on deep learning. However, most studies use separate sensors to obtain hand information or go through pre-process for efficient learning. It also fails to take into account changes in the external environment, such as changes in lighting or some of its hands being obscured. This paper proposes a hand gesture recognition method based on deep learning that is strong in external environments without the need for pre-process of RGB images obtained from general webcam. In this paper we improve the VGGNet and the GoogLeNet structures and compared the performance of each structure. The VGGNet and the GoogLeNet structures presented in this paper showed a recognition rate of 93.88% and 93.75%, respectively, based on data containing dim, partially obscured, or partially out-of-sight hand images. In terms of memory and speed, the GoogLeNet used about 3 times less memory than the VGGNet, and its processing speed was 10 times better. The results of this paper can be processed in real-time and used as a hand gesture interface in various areas such as games, education, and medical services in a virtual reality environment.