• Title/Summary/Keyword: 교육적 스토리

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A Study on The Application of VR Technology for The Contents of Petroglyph Museum (VR기술을 활용한 암각화 박물관의 콘텐츠 개발 연구)

  • Kang, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.443-453
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    • 2016
  • The Petroglyph is a drawing on the rock which reflects the art, religion, myth, and life style of prehistoric society. Recently lots of researches have been studied to develop the contents applying the petroglyphs in the fields of exhibition, education, entertainment, and commercial. This research aims to find some possible VR contents based on the petroglyphs text. The review on the Ulsan petroglyph museum which is the first and the only petroglyph museum in Korea was the first step. Some limitation and problems were found in the current contents which could be overcome by using VR technology. The next step was the overall review of VR system and devices, and then I analyzed five cases of VR contents which specifically applied to the cultural heritages. Based on the analysis of case studies I propose some possible VR contents more immersive and interactive covered with whole range of petroglyphs context, environmental, social, cultural, technical and artistic.

ElggSpace: Extension of Elgg SNS for Supporting Collaborative Workspace (ElggSpace: 협업 워크스페이스를 지원하는 Elgg SNS의 확장)

  • Cha, Won-Jun;Park, Jongmoon;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.631-637
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    • 2014
  • Recently, SNS is widely used for various purposes such as fast decision making or effective business process in educational institutions or enterprise as well as general services for social networking. Unfortunately, all of existing general SNS platforms do not provide user groups with workspaces for sharing information in a hierarchical way, nor support the functionality of workspace backup for migrations. In this paper, we present a collaborative workspace environment named ElggSpace which extends the Elgg SNS platform with the C3ware collaborative middleware. With the help of C3ware, ElggSpace systematically supports collaborative workspaces that enable user groups to share massive resource in cloud storages. In addition, ElggSpace allows high-level access controls for resources management and the functionality of resource backup, supporting effective collaboration.

The Excavation and Making Storytelling of Cultural Landforms around Shincheon (stream), Guemho River in Daegu (대구 신천과 금호강 일대의 문화지형 발굴과 스토리텔링 구성)

  • JEON, Young-Gweon
    • Journal of The Geomorphological Association of Korea
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    • v.17 no.3
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    • pp.17-30
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    • 2010
  • This paper aims to excavate and make storytelling of cultural landforms around Shincheon, Geumho river in Daegu and then to build the strategy for making its application. The main results are as follows. 1) There are main cultural landforms such as Yongdubawi(龍頭岩, river cliff), river cliff, rock shelter(岩蔭), sheeting joint landform, river cave, tor, etc. around Shincheon. 2) there are main cultural landforms such as riverine wetland, ferry, point bar, river cliff, Hwadam(畵潭, pool), Donghwacheon(stream), Mutae(無怠), Chimsan(hill), Yeonamsan(hill), Sanghwadae(river cliff), etc. around Geumho river. 3) It is necessary to excavate and restore cultural landforms around Shincheon and Geumho river for protection, Also the valuable cultural landforms should be designated as cultural assets in order to prevent damage. 4) Considering from application of cultural landforms around Shincheon, natural observation site need to be designed for experiencing culture, history and ecological environment. However, in viewpoint of application of cultural landforms around Geumho river, it is much better to plan a few of Geumho river cultural landform trails for self-guided tour.

Examining the Current Status Quo of Children's Science Exhibits and Exploring the Direction of Development in Children's Science Museum Exhibition (국내 어린이 중심 과학전시 현황 파악 및 발전방향 모색)

  • Jeong, Da-Hye;Park, Young-Shin
    • Journal of the Korean earth science society
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    • v.38 no.6
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    • pp.448-463
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    • 2017
  • The study aims to suggest the direction of improvement in presenting the exhibition space by examining the current status quo of children's science exhibitions in order to enhance the educational effectiveness Children's Science Museum. For this purpose, the children's science museum exhibition and exhibition space were categorized into three themes largely according to the exhibition contents, and an analysis framework was developed to analyze exhibition media and exhibition space. For the research subjects, we selected 7 exhibition halls targeted at children in Korea, collected data via video-taping, and analyzed based on the framework of analysis. When analyzing the display situation in which the exhibits have the contents of 'body', 'peripheral things', and 'natural phenomena', we found that the exhibits are composed of too difficult contents to understand, which do not fit the children's developmental level, and the major media used are observational and explaining media. Additionally, concerning the exhibition space, there is a tendency to rely on the installation elements and color effect. It is also difficult to deduce the contents of the exhibits and the entire story. We suggest that the entire exhibition planning be carefully made from the beginning to improve the current status and enhance the educational effectiveness of the Children's Science Museum with the help of experts.

A Case Study(II) on Development and Application of 'Literature-Art-Science' Integrated Education Programs ('문학-미술-과학' 융합교육 프로그램의 개발 및 적용 사례 연구(II))

  • Choi, Byung Kil
    • Korea Science and Art Forum
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    • v.32
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    • pp.319-334
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    • 2018
  • This research is a case study to make sure the enhancement of students' imagination and creativity through developing and applying the Literature-Art-Science Integrated Education Program. Its research object was totally 25 persons of 29 students of the 1st to the 4 th Grades from Gunsan Sulsan Elementary School. Its research period lasted for 4 months from September to December, 2017, and I, as the research place, used the art room at Gunsan Sulsan Elementary School. The programs were totally 10 sessions with a unit of 1 session per each grade for 2 hours from 1:00 to 3:00 in the afternoon from Monday through Friday. I fixed ten themes of this program-eight plane modeling, and two solid modeling, and finished the work of storytelling during summer vacation. And I arranged their levels as low:middle:high(3:5:2) ones. The former was 'A Film of Monster Gorilla'(L), 'Learning the Spirit of Gyeongju Choi's Family'(M), 'A Tale of My Friend Made of Natural Materials'(L), 'The Reading of My Dream'(M), 'Gathering the Objects in My Mobile'(M), 'A Mock Trial of Marrying Off'(M), 'Painting My Favorite Children's Poem'(H), and 'Painting My Favorite Children's Song'(H), and the latter was 'Seeking for a Bluebird in My Mind'(L), and 'Making My Cherished Object' (M). Then I used the unique art expression technique per each theme, which were in sequence marbling, Korean paper art, combine painting, collage, imaginary painting, imaginary painting, play dough art, imaginary painting techniques. And I delivered to the students the scientific knowledge in terms of growing or manufacturing processes of materials used for making artworks. Prior to and after the processing this program, I surveyed about the students' ability of integrated thinking and emotional experience by 'Figure B Type' and 'Figure A Type' of The Torrance Tests of Creative Thinking, and took statistics with the resultant data. And I executed a paired t-test in order to verify the significance of mean difference in the result of investigation with those data. From the analyzed result according to the elements of creativity and the mean quotients of creativity, there showed a significant difference (t=3.47, p<.01) in 'fluency', and also a significant difference(t=3.59, p<.01) in 'creativity.' Judging from the statistic values of two fields such as the student's ability of integrated thinking and emotional experience, I estimate that over the majority of the students showed the enhancement in self-confident creative expression as well as higher interest and concern through this program. The result that I arranged and analyzed the making process of artworks, the photos of the resultant, etc. as such is as follows : Firstly, from this program being proceeded as art-centered STEAM class, the student's systematic problem-solving ability was improved in his ability of integrated thinking to transform the literary contents into artistic one. Secondly, the student obtained the emotional experience such as interest in the class, self-confidence, intellectual satisfaction, self-fulfillment, etc. through art-centered STEAM class using ten art expression techniques. Thirdly, the student's mind willing to cooperate, communicate with his friends, and care for them was ripened in the process of problem-solving. Fourth, the student's self-confidence was further instilled when presenting famous artists and their artworks in the introduction and finale of ten art expression techniques. Likewise, the statistic values on the fields of student's ability of integrated thinking and emotional experience illustrate that over the majority of the students showed improvement in the ability of creative expression with confidence as well as higher interest and concern upon this program.

A Study on the Visual Image and Verbal Texts in Television Public Service Advertising (TV공익광고에 나타난 영상이미지와 언어에 관한 연구)

  • Shin, In-Sik
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.111-122
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    • 2005
  • Public Service Advertising(PSA) is the integrated marketing concept including strategy and technology in all its aspects that pursue the changes of community to seek an agreement of its members by the intentional and the target oriented way. PSA to the exclusion of commercial intention reflects the current social flow and subject since it is focused to the social issue. PSA plays an important role in creating the further cultural value, and also affects present cultural value to advertising message. In this aspect, this study is very valuable to design the plan for further effective management of advertisement and to analyze communication strategy of PSA. This study is to make dear the nature of PSA by the analysis of contents of visual image and linguistics' factors in actual produced and broadcasted TV advertising, called 'Protection of environment' In the results, PSA related the environment is working to linguistic-centered persuading message corresponding to visual factor, this intends to educate and instruct the consumers in 1980's. PSA, therefore, shows a non-description nature without story line and a hero(heroin) on it. In contrast, after 1990's, PSA was made up image-centered and maximized the effectiveness public campaign through the activating consumer's judgement and intervention. We are able to know that it contributes to considering and persuading the consumer to suggest the story format through the visual way to deliver the message. This study of relationship between visual image and linguistics is a common trend appeared in all media including today's advertising, and may be a remarkable result to present proper direction of PSA campaign.

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A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

A Study on the Email Management of Undergraduate Students (대학생의 이메일 관리 행태 연구)

  • Jiyoon Han;Hye-Eun Lee
    • Journal of the Korean Society for information Management
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    • v.40 no.1
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    • pp.149-173
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    • 2023
  • This study examines email records management patterns of undergraduate students and their perceptions of university email policy. The research collected data from 317 undergraduate students using a survey based on the five essential elements of email records management: common elements, email creation, email management, email preservation, and perception. Also, an in-depth interview was conducted with 6 undergraduate students, according to the method of university email service: Google, Microsoft, and in-house webmail. As a result, undergraduate students used email as an address book, cloud storage, file storage, and collaboration tool, and they had difficulties in systematically managing the email records according to the records lifecycle. Also, there was a tendency to prefer using an external email platform that can use additional functions to in-house webmail that has limitations in mobile service and preservation of attachments. Thus, this study suggests ways to help undergraduate students manage their email records, including maintaining graduates' email accounts, providing sufficient email storage, and providing email records management training and guidelines for undergraduate students.

Multi-perspective of Korean Folk Paintings (민화의 다시점을 활용한 애니메이션 표현기법 연구)

  • Kim, Do-Yeon
    • Cartoon and Animation Studies
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    • s.9
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    • pp.112-126
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    • 2005
  • This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.

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The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.