• Title/Summary/Keyword: 기술적 체험활동

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인공지능 기술 기반 Hyper-Experience Art

  • Han, Jeong-Yeop;Lee, Yeon-Bin
    • Broadcasting and Media Magazine
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    • v.25 no.1
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    • pp.83-99
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    • 2020
  • 본 연구는 '인공지능이 그린 그림은 예술적 가치가 있는가?' '인공지능을 활용한 21세기의 현시대 예술은 무엇인가?' '어떻게 실현되는가?'라는 실천적 질문에서 출발하였다. 4차 산업혁명은 초실감(Hyper-Reality), 초지능(Hyper-Intellect), 초연결(Hyper-connect)로 '초(Hyper)의 시대'를 예고하고 있다. 이 혁명은 현시대 예술가에게 현실과 가상을 분간할 수 없는 혼합현실환경, 예술의 창작활동에 훌륭한 조수로서 역할을 할 수 있는 인공지능, 예술적 경험을 가상과 현실을 넘나들며, 언제 어디서나 즉각적으로 체험할 수 있는 기술을 제공한다. 실천적 질문에 대한 해답을 찾기 위하여 주관기관 홍익대학교, 참여기관 서울미디어대학원대학교, (주)브이알애드가 2018년 5월부터 2019년 12월까지 2년간 진행한 한국콘텐츠진흥원 문화기술 연구개발 지원사업 '인공지능 기반 창작 아틀리에 발굴 및 구축 기술 개발 프로젝트'를 통하여 인공지능 엔진(stNET, vidNET, hdtNET, omniNET)을 개발하였고 예술가와 4번의 전시를 통하여 성능 및 가치를 실증하였다. 인공지능은 그동안의 예술적 장르와는 차별화된 특이점을 가지고 있으며 응용 범위 또한 다양하다. 현시대 예술가에게 새로운 장르 개척의 훌륭한 조수로서 역할이 가능하다는 것이다. 그동안 현대 예술의 조형과 개념 미술에 한정적 메시지를 넘어, 인공지능기반 초 실감, 실 시간, 직관적 인터랙션을 통하여 직접적 예술 경험을 체험할 수 있다는 점에서, 현시대의 예술가에게 초 경험 예술(Hyper-Experience Art)의 시작인 동시에 새로운 장르 개척의 단초가 제공된다.

Comparative Analysis of Disaster Safety Education Contents of National Curriculum in Korea : Focusing on the 2019 Revised Nuri Curriculum and the 2015 Revised Curriculum (우리나라 국가수준 교육과정의 재난안전 교육내용 비교 분석 : 2019 개정 누리과정과 2015 개정 교육과정을 중심으로)

  • Sung, Mi-Young;Kim, Shin-Hye
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.92-100
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    • 2019
  • The purpose of this study is to analyze the 2019 Revised Nuri Curriculum and the 2015 Revised Curriculum for the comparative analysis of disaster safety education contents in the national level curriculum. The main results of this study are as follows: First, the content of disaster safety education for preschoolers in the 2019 Revised Nuri Curriculum was clarified as 'Knowing how to react in case of accident, fire, disaster, abuse, kidnap etc.' in 'Living safety' category of physical exercise and health sections. Second, in the 2015 Revised Curriculum, disaster safety education contents for elementary school students were found to have the difference between school year in same elementary school curriculum. For first and second graders, 'Disaster safety' was cleary presented in one of major categories of 'Living safety', which was newly created at the creative activity in the Revised 2015 Curriculum. On the other hand, for third to sixth graders, safety education is dispersed in the related subjects such as physical education, science, practical courses or in the creativity activity. Third, the safety contents in the Revised 2015 Curriculum for middle school and high school were also found to be dispersed in social studies, physical education, science, technology-home economics and creativity activity. The results of this study showed that the contents of disaster safety education in the national curriculum did not have continuity and systemicity from kindergarten to high school. Therefore, efforts should be made to ensure continuity and systemicity of disaster safety education contents when the national curriculum is revised in the future.

The Effect of Rope Play through Forest Experience on Children's Self-Confidence (숲체험 놀이에서 밧줄 놀이가 유아 자신감에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.255-262
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    • 2021
  • This study examined the effect of rope play through forest experience on children's self-confidence. Empirical analysis through the experimental design was carried out on an experimental group of 15 (seven male and eight female children) and a control group of 15 (nine male and six female children). Analysis of covariance (ANCOVA) for the effect between the experimental and control groups after the experimental treatment showed that the mean of the experimental group was significantly higher than that of the control group (F=357.350, p<.001). Rope play through forest experience has a statistically significant effect on the children's self-confidence. Consequently, rope play through forest experience between peers is a beneficial experience that helps improve children's self-confidence. Furthermore, it is a positive play activity to help them with a passive character boost to their self-confidence through cooperation between peers.

A Design and Implementation of Learning System to Support Indoor and Outdoor Field Trips Using RFID Mobile Device (RFID 모바일 기기용 실내.외 체험학습 시스템 설계 및 구현)

  • Yu, Jeong-Su;Baek, Hyeon-Gi
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.527-536
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    • 2010
  • Ubiquitous computing and mobile technologies provide much scope for designing innovative learning experiences that can take place in a variety of indoor and outdoor settings, such as botanical gardens, parks, museums and classrooms. In this paper, we present our own innovative work for bridging indoor and outdoor field-trip learning activities with the support of RFID with reader device on ubiquitous environments. The function of our system is based on strategically located RFID tags placed on objects around settings which are identified using the mobile device installed to an RFID reader. The mobile device reads the RFID tag and sends the learner's request to the field-trip learning system. And learners can be learning activities according to theirs learning levels. We also focus on the use of intelligent agents to customize learning contents for individual learners. The result of our experiment indicates that learner enjoyed learning where mobile devices are used in the system, supporting the learning activities in the context of which they are taking place.

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Hybrid Web Content Management System Implementation (하이브리드 웹 콘텐츠 관리 시스템 구현)

  • Park, Seon-Gyeong;Mun, Hyung-Jin
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.15-20
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    • 2019
  • The purpose of this study is to provide customized experience learning service platform that enables consumers to easily search for various content information about on - site experiential learning, exhibitions, events, and culture, and to provide services. To provide customized experiential learning information that meets the requirements of the consumer. Beacon technology implemented through this study is a BLE technology that broadcasts a URL in Eddystone format developed by Google. This means that even if a user does not install a separate application, Making it easier and faster to access. Based on this, when the database of local cultural contents is completed, it will be expanded to the whole country, and it is expected that more diverse and high quality self - directed cultural contents experiential learning activity education programs will be provided to consumers by diversifying contents and expanding the market.

Realistic Contents and Interaction Based Realistic Contents Service (상호작용 기반의 홀로그램 실감 콘텐츠 서비스연구)

  • Lee, Wan Jung;Shin, Eun Ji;Yoon, Hyun Sun;Choi, Hee Min;Cho, Dong Sik;Kang, Hoon Jong
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.10
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    • pp.429-438
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    • 2021
  • In recent, realistic content has been applied in various ways due to the development of display technology and hologram, the final realistic content technology, have been used limitedly in accordance with the growing public demand. However, most realistic content requires additional devices of HMD (head mounted device) or glasses type, and other realistic content display technologies deliver a single image plane in the experience space to the user, providing a monotonous content experience. Various realistic contents with hologram technology are introduced in this work. In addition, we propose an interaction based realistic hologram service based that combines projection mapping and floating holograms. Projection-mapped screens and multi-floating hologram device provide a three-dimensional volumetric space with extended depth orientation from the user's point of view, while allowing users' entire and partial motions to be recognizable through multiple sensors.

가상과 현실

  • Ju, Sang-Hyeon
    • TTA Journal
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    • s.133
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    • pp.44-49
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    • 2011
  • 인간은 누구나 지구상의 수십억 인구 중 하나의 구성원으로 살아가고 있으며, 그 현실은 자신의 마음대로 움직여주지 않을 뿐만 아니라, 그 활동반경 역시 제한적일 수 밖에 없다. 시간과 공간, 그리고 환경이라는 현실적 제약으로부터 탈피하기 위해 우리는 가상이라는 기술을 이용한다. 가상을 통해 우리는 원하는 대로 현실과 동떨어진 세계를 체험하는 흥미나 오락위주의 기술을 발전시켜 왔지만, 현실과 괴리, 게임 중독, 사회 부적응 등의 부작용을 가져왔다. 그러나, 최근 가상기술이 인간의 생활, 경제, 훈련, 교육, 의료, 국방 등에 다양하게 적용되면서 더 이상 가상기술이 현실과 독립적으로 떨어진 것이 아닌 현실과 혼합된 형태의 서비스로 변화해 왔다. 다시 말해 현실의 시공간적 제약을 가상으로만 해결하는 것이 아니라, 현실환경을 배경으로하는 서비스로 진화한 것이다. 가상쇼핑을 통해 실제물건을 구매하고, 가상드레스를 입어보고 맞춤형 의복을 만들어 내거나, 루부르박물관을 가상으로 투어하고, GPS를 이용하여 자신의 위치에서 가장 가까운 커피숍을 찾는 등 점차 가상기술이 현실로 침투해 오고 있다. 이제 보여야 믿는다 (seeing is believing)는 말은 구시대적 발상이 되었다. 보인다고 실제로 있는 것이 아니고, 안보인다고 진짜 없는 것도 아니다. 사람조차도 가상으로 만들어 실제의 사람들과 공존하는 세계를 보여준 "써로게이트"라는 영화가 아직은 먼 미래의 기술처럼 생각되겠지만, 이러한 혼합세계에 다가가기 위한 기술적 접근이 초보단계에서 이루어지고 있으며, 본 고에서는 이를 위한 가상현실 기반기술의 개발현황과 국가 정책방향에 대하여 살펴보고자 한다.

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Virtual Reality and the Space of Gu-Wun-Mong (사이버공간과 『구운몽』의 세계)

  • Jeon, Yi-Jeong
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.90-97
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    • 2011
  • The availability of computers and the wide network of the internet of the 'Information Society' has created a new space: Cyberspace. In this situations, the matters of individual identities and morality are more important problems. Korean classical novel, Gu Wun Mong, embodied the exploration process of identities in virtual spaces, has gravity of a situation. Seong Jin, the hero experienced the life of Yang so you went throughing virtual life, be born again. And he met eight taoist fairy in that virtual world. In this process, Seong Jin overcame a dualistic world of view and established identity of genuine truth-seeker. The 'Dream-fantasy' experience differentiation real world and virture world and give to Seong Jin a new identity, So You. Seong Jin used avatar, So You was free from limits of self and became obtain multiple personalities. Finally, Seong Jin realized the fact that real world and virtual one is the same, for development self-perception. Seong Jin's enlightment provided solutions for modern netizens, who is ambivalent about contradiction the real and virtual, infinity and clash of desire.

A Study on the Status of Experiential Exhibition Facilities in Exhibition Space - A focus on A Medium of Digital Media - (전시공간에서의 체험형 전시시설 현황 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Hyung-Sook;Park, Boo-Mee
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.293-302
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    • 2006
  • Since the late 20C, the development of informative electronic technology has expanded human beings' spatial recognition from three-dimension into multi-dimension. Also space has formed mutual organic relation with the human being, since they started having the image responding ability of experience and recognition. The mutual organic relation has appeared in exhibition space aggressively introduced informative electronic technology from existing physical space. Therefore, m carried out a compartive study into the status of exhibition facilities and the form of interaction focusing on exhibition facilities as a medium of interaction between information and users in experiential exhibition space to which informative electronic technology had been introduced. The ultimate purpose of the study was that the phenomena, which had been anticipated from happenings in mutual organic relation between human beings and space, was reflected on space as a place of various communication activities. Hereafter, researches and studies on further exhibition should be continued to clarify the mutual relationship between exhibition space and user trends not only through exhibition space but also through the study of user trends that are changing everyday.

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A Study of the Relationship between Willingness to Participate, Expected Behavior, and Participation Constraints in Urban Farming Utilizing Hydroponics - Focusing on the Rooftop Hydroponic Farmming Project at the GSES, SNU - (수경재배를 활용한 도시농업의 참여의지, 기대행동, 참여제약요인 관계 - 서울대학교 환경대학원 옥상 수경재배 체험활동을 중심으로 -)

  • Kim, Do-Eun;Son, Gwang-Ryul;Yu, Ga-Hyoun;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.76-89
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    • 2023
  • One of the technologies in urban agriculture, hydroponics cultivation, has primarily focused on technological development, resulting in a lack of research on urban agriculture's cultural utilization aspects, encompassing cultural values associated with urban residents' leisure activities. Therefore, this study aimed to identify the participation constraints perceived by school community members when implementing urban farming activities using hydroponics and understand the structural relationships between the variables that influence decision-making from the perspective of leisure activities in urban farming. As a result, participation constraints in urban farming activities utilizing hydroponics were first categorized into intrinsic, interpersonal, and structural factors. Second, the results of hypothesis model verification showed that interpersonal constraints significantly influenced the participants' willingness to participate and their expected behavior. This study found the multidimensional perceptions of school community members regarding hydroponic urban farming conducted in urban spaces, particularly rooftops, and revealed the influence of decision-making factors on participation when conducting urban farming activities using hydroponic cultivation.