• Title/Summary/Keyword: 디자인체험

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Fostering Primary Pre-service Teachers' Computational Thinking through Self-Assessment (초등예비교사를 위한 컴퓨팅 사고력 자기평가 방법)

  • Kim, Misong;Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.61-70
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    • 2018
  • It is urgent in the context of the Fourth Industrial Revolution that students become creative and integrative thinkers. In this vein, in the last few years, drawing upon constructivism as an innovative learning paradigm, new coding curricula using MIT's Scratch have been introduced in the number of countries to enhance computational thinking (CT). However, constructivism encouraging collaborative and active learning may not be explicitly utilized in instructional design focusing mainly on learning to code as technical skills - some of which exist today in large numbers of school and after-school code activities. To respond to such a misleading way of developing CT through coding, the present study aims to propose the benefits of CT self-assessment rubrics for primary pre-service teachers within a CT course entitled "Problem Solving by Computational Thinking". Our findings show how meaningful collaborative CT self-assessment in a group impacts their learning of CT. We end this paper with the discussion of implications of our findings for CT assessment towards a new paradigm in education.

An Instructional Model for the Improvement of Decision Making Skills in the 'Technological Innovation and Invention' Unit of Technology·Home Economics Curriculum (고등학교 기술·가정과 '기술 혁신과 발명' 단원에서 의사결정능력 향상을 위한 수업 모형 개발)

  • Seo, Joung-Wan;Lee, Yong-jin
    • 대한공업교육학회지
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    • v.41 no.1
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    • pp.108-127
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    • 2016
  • We confront incessant choices in life. A person or a group stands at a crossroad continuously and make decisions under limited conditions in each time in order to achieve a goal. These series of processions are referred to as decision making and dominates our actions. Based on this view, the decision making is crucial and it secures its own position in school education as well as in real life. The purpose of this study is to develop decision making skills instructional model that can be applied to improve decision making skills in technological subjects. The components of decision making skills in technological education was problem recognition, problem identification, alternative production, alternative assessment, optimum selection, optimum evaluate. An instructional models for improvement of decision making skills in technology education and examination was designed according to the components of decision making skills in technological education. Depending on the components of decision making skills developed a teaching material to experience each step. And in the teaching material was to verify the improved decision-making skill. Accordingly, a decision making instruction model in technology is expected to contribute to enhance students' decision making skills.

Transforming a Buffer Green into an Urban Park as Multi-functional Green Infrastructure - A Case of the Buffer Green of Sinmae Market in Daegu, Korea - (입체적 도시기반시설로서 완충녹지의 공원화 계획 - 대구광역시 신매시장 완충녹지 공원화 계획을 사례로 -)

  • Kim, Miyeun;Min, Byoungwook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.2
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    • pp.101-112
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    • 2021
  • In Korea, efforts have been made continuously to improve the environment of traditional markets concerning the issues of urban regeneration. In particular, many old cities and traditional markets face a lack of parking spaces. As a solution to this, attempts are being made to prepare underground parking spaces by designing urban planning facilities in three-dimensional ways and utilizing the upper part as a more meaningful space. This study is about the master plan to use the upper green area while creating an underground parking lot at 571 Sinmae-dong, Suseong-gu, Daegu. This green area was defined as a space with dual values, 'defensive green space' that needs to be ecologically protected, and 'active cultural space' where walking flows to the market and various events are concentrated. Three specific design strategies to balance these values were presented. First, to prevent indiscriminate occupation and damage by people and maintain a healthy green environment, securing the maximum amount of undivided green space in the site was suggested. Second, a space layout and a topography and planting patterns that can overcome the morphological characteristics of narrow and long-shaped sites enable the experience of abundant green spaces. Third, providing space to strengthen the connections with nearby urban facilities such as Sinmae Market and Gosan Library can also intensively accommodate cultural activities in various cities. This study has academic significance in providing implications for urban regeneration projects with similar contexts in the future.

A Study on the Awareness of Visitors to King Mu Trekking Course Program of Iksan (익산 무왕길 탐방프로그램 이용자의 인식에 대한 연구)

  • Park, Yool-Jin
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.4
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    • pp.80-93
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    • 2018
  • The following results could be obtained from the research on awareness and satisfaction of the tourists who joined the program 'A Journey in Search of King Mu's Road'. With regard to awareness of the site tour program, tourists replied that they participated in the program mainly because of their interest in education for their children. They expressed great needs for the municipal government office to maintain walkways, signboards and guide maps as well as to reinforce safety facilities as a measure to increase satisfaction with the site tour on the part of visitors and tourists. In terms of satisfaction with operation and management of the site tour program, the contents of the program were highly appreciated while it turned out necessary to rediscover garden culture resources and to develop and operate an expanded internal tour course for tourists to look around inside the relics by utilizing the recently excavated Baekje historical resources. As a consequence, it might be expected possible to experience and educate the local history and garden culture thanks to the historical culture and environmental values that have been preserved in the Baekje cultural circles. Moreover, the importance of walking trips will be recognized for its effects to allow those who get tired from daily life to come into contact with nature, practice self-reflection and care for their health as well.

A Study on Image Representation of Bisexual Lighting (바이섹슈얼 라이팅(Bisexual Lighting)의 영상 표현 연구)

  • QIAO, YINA
    • Trans-
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    • v.11
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    • pp.119-142
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    • 2021
  • Video was a cultural practice based on image. The audience longs to experience new things, not everyday things through by video images. There are many components of the image, but among them, color, a visual representation, plays a big role. Since the advent of color films, color has constantly evolved as an important component of visual art and has become an important role in innovative visual art design. According to film history data, filmmakers were interested in color since the film was created in 1895, but in the early stages of film development, film colors were only black and white. Because these two colors no longer satisfy viewers, more natural colors began to emerge from the film as it was colored. However, with the development of historical paintings, the lack of artistic creation and the public's level increased, making people more active in using colors because simple reproduction of natural colors alone does not satisfy people. The colors in the video are both techniques of expression and can be understood by mind and thought. It is also an indication that colors do not just exist, but they work strongly on human psychology. Now people are so motivated by repetitive and unimportant information that they find that the human intuitive system simplifies the information they receive unconsciously that they have certain customs and characteristics when they see things. Color is part of the film language, or color language can express the film's ideological themes or portray vivid characters in the film, and people are receiving more intuitive messages. This study analyzed the basic color components of bisexual lighting, namely, pink, blue, and purple, and analyzed how human psychology is affected through color, combining the scenes from the video. The purpose of this paper is to explore what color language bisexual lighting is expressed using color properties in images and how bisexual lighting interacts with human psychology through color.

Representative Emotions Felt Regarding Traditional Korean Ceramic Tableware (한국 전통의 도자 식기에서 느껴지는 대표 감성)

  • Park, Eun Jung
    • Smart Media Journal
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    • v.11 no.8
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    • pp.47-54
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    • 2022
  • It is necessary to discover Korea's diverse traditional culture and publicize it to the world to continue the Korean Wave and develop it in a more positive direction. The present study proposes methods for publicizing little-known 'traditional Korean ceramic tableware' by focusing on Hansik, which is the most frequently published in the British Oxford Dictionary among Korean traditional cultures and can best represent Korean food. To this end, the present study measured cultural recipients' emotions regarding traditional Korean ceramic tableware to derive the 'representative emotions felt regarding traditional Korean ceramic tableware' as a method to reflect it in the design. First, the Delphi Technique was carried out based on 182 emotional vocabulary items collected from existing studies to create 33 groups of emotional vocabularies with similar concepts. In addition, among the emotional vocabularies included in each of the 33 groups, those of overlapping concepts were regrouped based on the characteristics of traditional Korean ceramic tableware, and the most appropriate emotional vocabularies were extracted and reduced to 75. A survey was carried out with 135 cultural recipients experienced with traditional Korean ceramic tableware to derive 32 representative emotions felt regarding traditional Korean ceramic tableware. Finally, from the results of a factor analysis of 32 representative emotions, this study classified vocabulary into six emotion categories including 'aesthetic, pleasure, freshness, ownership, satisfaction, and comfort'. The six emotion categories and 32 representative emotions derived from this study's results can be utilized to measure emotional levels felt by cultural recipients while using traditional Korean ceramic tableware.

Development and Application of a High School-University Linked Maker Education Program Using Smart Clothing Technology: Development of Emotional Eco-bag Applying E-textiles and Transfer Dyeing (스마트의류 테크놀로지를 적용한 고교-대학 연계 메이커교육 프로그램 개발과 적용: 전자섬유와 전사염을 적용한 감성에코백 개발)

  • Kang, Da-yae;Lee, Jung-soon
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.129-142
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    • 2022
  • This study evaluates a program developed for a high school-university linked class. The program combines maker education and smart clothing technology, which has great potential. First, in the preparation stage, the dyeing design course incorporates the contents of previous studies on smart clothing and maker education. Second, in the development stage, a program was developed to make emotional eco-bags by applying the transfer dyeing technique using transfer paper for inkjet printers and smart clothing technology using conductivity thread and LED bulbs. Third, in the implementation stage, the class was offered to 17 high school students who want to major in clothing and textiles. Lastly, the class was evaluated. The program had a 4.95 satisfaction level as measures on a five-point scale. Furthermore, this paper suggested an advanced program with Lilypad Arduino. In conclusion, through this study, it was confirmed that the emotional eco-bag development program applied with conductive yarn and transfer dye could more easily produce smart clothing technology, thereby expanding the thinking of high school students regarding the clothing major.

A Research on the Scenography of the Musical 『All Shook Up』 - Focusing on the Design Construction Process and Performance Application Cases - (뮤지컬 『All Shook Up』의 연출적 시노그래피 연구 - 디자인 구축 과정과 공연 적용 사례를 중심으로 -)

  • Park, Geun-Hyung;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.175-187
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    • 2020
  • The purpose of this study is to discuss the elements and meanings of the performative scenography which has been revealed through the new directorial interpretation and deconstruction process of the musical 『All Shook Up』. The performative scenography characteristics after postmodernism aim to create individual active perceptions and various social meanings through audience's voluntary and particular emergence. To this end, the theoretical foundation of scenography was examined by periods in advance. Based on this, I attempted to establish performative scenography for synthesized scenic and media design through the reconstruction process for the 『All Shook Up Travelers』. As a result, I set up visual narrative based world of 『All Shook Up Travelers』 which was produced by text-based intense images for a direct medium in order to expand actors' inner narrative and established unique performative scenography of its own: 1. enhancing the adapted one's narratives for the actors' and audience's co-existence and detachment, 2. delivering its own independent meanings which have double meanings, 3. encouraging audience's critical and active perception experiences through collage and montage of media.

Study on Activating a Sustainable Carbon-neutral Community through Resident Participation based on the Evaluation of Changwon City's Carbon-neutral Village Project (창원시 탄소중립마을 사업평가를 통한 지속가능한 주민참여형 탄소중립마을 활성화 방안 연구)

  • Yu Mi Jang;Sung Jun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.569-577
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    • 2023
  • This study selected seven carbon-neutral villages, considering the characteristics of each region, including all five administrative districts of Changwon City, and proposed activation plans based on business evaluations through surveys of local residents and FGIs with leaders. The analysis showed that carbon-neutral education was the most important factor for activating carbon-neutral villages, with a response rate of 91.9% for 17 multiple-choice questions, followed by legal (ordinance) arrangements at 79.3% and village organization building at 74.1%. Based on this, the following activation plans through the participation of residents who are involved in the project of creating a carbon-neutral village in Changwon City were proposed. First, the characteristics of each carbon-neutral village model were classified into a resource circulation-based model, an environmental creation-based model, an environmental education and experience event-based model, and an energy efficiency-based model. Second, it is necessary to create and present carbon-neutral village growth stage guidelines for the growth of carbon-neutral villages. Third, manuals and teaching materials related to carbon neutrality, such as theories, issues, and practices, need to be produced and distributed for leaders and activists to easily apply and access for self-government operation of the village. Finally, if a carbon-neutral support center that is legally installable in Changwon City is established, it is expected that the lives of local residents will become more sustainable for carbon-neutral living in preparation for climate crises.

Development of an Immersive Virtual Reality-Based Bathroom Self-Remodeling System

  • Mi-Young Song
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.63-72
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    • 2024
  • The size of the home interior market is growing rapidly as interest in interiors and self-interiors has increased due to the recent rapid increase in single-person households. Most of the Bathroom remodeling is done by requesting an offline interior contractor and then visually checking it in the final completion stage, so it is not easy to re-construct even if the customer is dissatisfied. Therefore, this study developed an immersive virtual reality-based Bathroom self-remodeling system that can visually check space and design from the design stage to the final stage by incorporating VR technology to feel realistic in virtual reality. The bathroom structure may select the basic structure of the predefined bathroom space or freely set the size of the bathroom space. For furniture items, you can choose the washbasin, toilet, bathtub, shower booth that are essential elements of the bathroom and others(mounting rack, trash bin, handle). The tile texture may change the texture of the selected tile at a desired wall position by selecting various textures. In particular,, the texture of the wall tile can be varied by selecting horizontal, vertical and inclined directions at the desired angle according to the needs of the user and the contractor. As a future research project, this system will enable indoor sharing between users who are physically far away in real-time, allowing direct experience in virtual spaces, connection to purchases, and request estimates.