• Title/Summary/Keyword: 디자인 교육

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Metaverse Augmented Reality Research Trends Using Topic Modeling Methodology (토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석)

  • An, Jaeyoung;Shim, Soyun;Yun, Haejung
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.123-142
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    • 2022
  • The non-face-to-face environment accelerated by COVID-19 has speeded up the dissemination of digital virtual ecosystems and metaverse. In order for the metaverse to be sustainable, digital twins that are compatible with the real world are key, and critical technology for that is AR (Augmented Reality). In this study, we examined research trends about AR, and will propose the directions for future AR research. We conducted LDA based topic modeling on 11,049 abstracts of published domestic and foreign AR related papers from 2009 to Mar 2022, and then looked into AR that was comprehensive research trends, comparison of domestic and foreign research trends, and research trends before and after the popularity of metaverse concepts. As a result, the topics of AR related research were deduced from 11 topics such as device, network communication, surgery, digital twin, education, serious game, camera/vision, color application, therapy, location accuracy, and interface design. After popularity of metaverse, 6 topics were deduced such as camera/vision, training, digital twin, surgical/surgical, interaction performance, and network communication. We will expect, through this study, to encourage active research on metaverse AR with convergent characteristics in multidisciplinary fields and contribute to giving useful implications to practitioners.

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.

Science Teachers' Brain activation and functional connectivity during scientific observation on the biological phenomena (생명현상에 대한 과학적 관찰에서 나타나는 과학 교사들의 두뇌 활성 및 기능적 연결)

  • Lee, Jun-Ki;Byeon, Jung-Ho;Kwon, Yong-Ju
    • Journal of The Korean Association For Science Education
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    • v.29 no.6
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    • pp.730-740
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    • 2009
  • The purpose of this study was to investigate secondary science teachers' brain activation and functional connectivity during scientific observation on the biological phenomena. Twenty six right-handed healthy science teachers volunteered to be in the present study. To investigate science teachers' brain activities during the tasks, 3.0T fMRI system with block design was used to measure BOLD signals in their brains. The SPM2 software package was applied to analyze the acquired initial image data from the fMRI system. The results have shown that the left inferior frontal gyrus, the bilateral superior parietal lobule, the left inferior parietal lobule, the left precuneus, the left superior occipital gyrus, the right middle occipital gyrus, the right precuneus, the left inferior occipital gyrus and bilateral fusiform gyrus were significantly activated during participants' scientific observation. The network model consisted of eleven nodes (ROIs) and its ten connections. These results suggested the notion that scientific observation needs a connective cooperation among several brain regions associated with observing over just a sensory receiving process.

Clothing Purchase Behavior of Adolescents by the Consumer Awareness (청소년의 소비자 의식과 의복구매행동)

  • 김종희;조현주
    • Journal of Korean Home Economics Education Association
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    • v.15 no.2
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    • pp.67-78
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    • 2003
  • To investigate the consumer awareness and clothing purchase behavior of adolescents, questionnaire was administered to 639 middle and high school students in Daegu. The results were as follows. 1. The consumer awareness of adolescents was analyzed to 4 factors. consciousness of right. consumer information, brand-orientedness and responsibility. Respondents were clustered into three groups : utility-oriented group, brand-oriented group, and consumerism-oriented group. 2. Respondents bought their clothes at specialty stores primarily. They used ´products´, ´family's or friends advices´, and ´purchase experiences´ as information sources. The important criteria for selecting clothes were ´design´, ´price´, and ´suitability´ for oneself. Dissatisfactions after purchasing clothes were with ´price´, ´service´, ´sewing´, and ´size´. The complaining behaviors which respondents did mainly were ´telling friends about dissatisfaction with their purchased clothes´, ´asking for change dissatisfying products or asking for refund´ and ´asking for mending´. 3. Information sources were categorized into 3 factors: ´neutral information source´, ´personal information source´ and ´commercial information source´. Criteria for selecting clothes were factor-analyzed into ´harmony´, ´fashion´ and ´management of clothes´. ´The factors of dissatisfactions with purchased clothes were ´appearance´, ´quality´ and ´service´. 4. The differences by the consumer awareness in clothing purchase behaviors among consumer groups : In information sources. criteria for selecting clothes, complaining behaviors. purchasing places. three consumer groups were different significantly.

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A Study on the Application of Graphic Metaphor to the Web Interface - concentrating on the homework supporting domains for higher classes in the elementary schools- (웹 인터페이스에서의 그래픽 메타포 활용에 관한 연구 -초등학교 고학년 숙제도우미 영역을 중심으로-)

  • 이미경;김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.385-394
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    • 2003
  • An investigation by KRNIC (Korea Network Information Center) on the real state of usage of internet has shown that 96.9% of children investigated had experiences of using internet. Especially the firstly ranked item that had been answered by children as a necessity of internet was 'Studying to solve tasks' rated by 83.9%. As seen from the research result, the need as a homework sonics is actually so dominant that it cannot be ignored when considering the profitability at the area of education contents, but any profound research has not been accomplished yet. Internet has been positioned as a more effective and fruitful learning tool, and also all activities done by users for exploring informations and choosing learning items under the on-line circumstances are based on the successive mutual reactions between users and computers. Up to now much of the web based learning circumstances has been introducing the User Interface using metaphor, and the same is found dominantly from the sites for children. But in spite of the availability of metaphor mentioned above the current status is much lack of profound researches about metaphor interface; and what is more, in the case of the site for elementary school students the gap of the ability recognizing metaphor is very large between lower classes and higher classes according to the degree of mental growth but that is used to be simply ignored, then a common concept is adapted to interface for all grades of classes and moreover for infant and kindergarten without any objections. Based on foregoing problems this research has put the main focus on the groping and presenting desirable directions on the prospect design of interface for children-oriented sites by analyzing the status of practical usage of metaphor interface in the field of the sites for children-oriented learning sites with concentration upon homework supporting domains.

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Original expression of the creative chidren's picture-book (창작그림동화의 독창성 연구)

  • 안경환
    • Archives of design research
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    • v.11 no.1
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    • pp.185-197
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    • 1998
  • The domestic publishing market has heen ranked at No.7 in the word publishing market(stastics material in Cultu re and Gymnastics m inistrv )Es pe cia Ill'. publishing quantity of children'book is about to reacb No.3. Such a publishing condition i." showing that Korean publishing world has limit,llion of kind and genre despite of its quant.iative improvement On the ot.her hand. t',reign juvenile publi."hing has multi-publishing form, which is a simultaneous publishing with dolls, audio stuff, game programs and CD-ROM t.itles. Even the animation is considered as of the publication at the planning s tsge. However, when we take a look at domestic condition we come to know that Korean juvenile publishing has been occupied mostly by the studying book. Also, the cautious book selection by the well educated parents in l990's has brought up the change of juvenile publishing world. Such a presen t condition bears of juvenlie publi.,;hing world. Such a present condition bears problem, which is the checking 190 translat.ions among the published picture- books of the last ye ar children's book Nevertheless, there was a sucessful domestic planned creative picture book last year. That is "Puppy s shit", which was sold out 15 000 copies and be st se ller of children's book. Whe n we take a look at the commercial success of "Puppy s shit", it is possible that domestic work holds a position in the publishing market. "Puppy s shit" is the story about valuable nature with Korean styled illustration, which tells the prefemece of Korean book in do mestic pu blis hin f.i market. With the motto "Finding prospect of the Korean creative children's book", this paper was went throu gh. By searchinf.i for creative com ponent.s of picture-book planning such as theme, story, illustration, and edit design through the foreign picture-book "What 1 want. to know from the little mole is who made it on top of his head"-and domestic creative picture/book 'Puppy's shit", this study tried to tell a couple of things like followings publication of Korean creative picture book in t.he world. professional and more artistic inner fabric and originality(the relatio nship be tween stort and illu,tration), improvement of illustration through new formative language with well expressed con ten t, planning improvem ent of Korean creative pictive picture book including literary, artistic and educative component and finally examples of planning, artict and educative component and finally example, of planning the good book with a story and illu,;tration which can in the long run improve the value of life for the children.h can in the long run improve the value of life for the children.

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A research on remodelling of the laboratory of S high school of broadcasting for converting into specialized one in the section of broadcasting industry (방송 산업 분야의 특성화고등학교로 전환을 위한 S방송고등학교의 실험.실습실 리모델링에 관한 연구)

  • Oh, Seung-gyun;Lee, Myung-Eui;Lee, Yong-soon;Kim, Jinsoo
    • 대한공업교육학회지
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    • v.34 no.1
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    • pp.87-112
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    • 2009
  • The aim of this research is to suggest the model of reconstruction and remodelling of S high school of broadcast for converting into a specialized one in the section of broadcast industry. The method of reconstruction of the laboratories by each department is as follows. First, the names of laboratories, ground plans, and perspective drawings are designed according to the principle of constructionism. Second, each department is recommended to install 7 laboratories. For the department of broadcasting facilities, a laboratory of processing broadcasting machines, a laboratory of broadcasting machines, and a laboratory of screen picture machines are needed. For the department of broadcasting, electricity, and communication, a laboratory of image and sound edition, a laboratory of broadcasting and communication, a laboratory of broadcasting system, and a laboratory of stage illumination. For the department of broadcasting stage construction, a laboratory of broadcasting stage building, a laboratory of broadcasting stage design, a laboratory of broadcasting stage decoration and etc. Third, an office room is designed by department in the form of seminar room and places for practice is formed by department to be a laboratory. Fourth, a room for industrial-educational cooperation is installed by department, by which education of industrial-educational cooperation is carried out harmoniously. And one example of a remodeled laboratory by one department is shown with laboratory name, ground plan, perspective drawing, and running method. Especially employment of teachers working both school and business, professional club which is concerned with broadcasting technique, and attraction of enterprise in school is suggested as important elements to manage broadcasting laboratories efficiently. Finally, it is desirable for us to attract private capital, that is, Build-Transfer-Lease(BTL) because much budget is required for purchasing the broadcasting equipments and remodelling the laboratories to succeed as specialized high school on broadcasting section.

A Survey on the 3D Printer Users' Experiences of 3D Modelling Software and Proposal of 3D Modeling Software Development for Koreans (3D프린터 사용자들의 3D모델링 소프트웨어 사용경험 탐색 및 한국인을 위한 3D모델링 소프트웨어 개발제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.21-29
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    • 2017
  • While the second and the third industrial revolutions made it possible a few standardized designs to be extracted and produced in large quantities, the recent development of the 3D printing technology allowed many individuals to reflect their unique personal characteristics on their creative works and produce them in large quantities-i.e., personally customized designs and mass production of various designs. However, for the customized designs and the mass production of various designs through the 3D printing technology, the individuals should use a 3D modeling software and the supporting features of the software can significantly affect the type and shape of a creative work. In this study, we surveyed the individuals who design the creative works using 3D printers about the type of software that they use and the type of creative works that they design using the software, to propose a possible direction of new software that supports their activities. To do this, we first surveyed sixty members of the OpenCreators, which is the largest 3D printing creator community in South Korea, about the 3D modelling Software that they use for their 3D printing creations, the best 3D modelling software for the 3D printing, and the type of frequently printing creation using the best 3D modelling software. We then analysed the response results. As a result, we found that most of 3D printing creators in South Korea use Rhino and 123D Design. More specifically, the Rhino was being widely used by the people in the 3D printing industry to print prototypes, samples, and mock-ups, while the 123D Design was being mainly used for general purposes such as educational tools, accessories, and home interior accessories. Therefore, we believe it is necessary to develop the software in two separated categories, i.e. for the business, like the Rhino, and for the beginners, and educational and personal purposes, like the 123D Design. Finally, we stressed and proposed the necessity to support individual creators by developing an industry-specific 3D modeling software.

The Making of Local Socio-economic Space and the Role of Local Government, In Case of Taegu and textile industry (지역사회.경제 공간의 형성과 지방정부의 역할, 대구시와 섬유산업의 경우)

  • Park, Kyu-Taeg
    • Journal of the Korean association of regional geographers
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    • v.7 no.3
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    • pp.91-106
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    • 2001
  • Local government takes an active role in the (re)making of local socio-economic space. To support such an argument, the three different actions by the local government of Taegu, urban planning and local industrial districts, the establishment of special educational institutions, and textile festival are analyzed. The division of the city's space into residential, commercial, and industrial area by local government constrained the location of local manufacturing industries. It also forced textile industry to move to the outskirts of Taegu. As the education level in South Korea rose after the late 1970s, the local government of Taegu as well as local industrial capitalists had to do something to acquire a stable supply of labor to local manufacturing industries, particularly textile one. After the late 1970s, the special classes for the education of local workers, especially textile ones were established within vocational high school and company-operated high schools were also built in Taegu. Finally, local government started a program of textile festival in 1985. Through textile festival, local government as well as local textile business people tried to reproduce textile industry as the main economic activity of Taegu.

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The Influence of Number of Targets on Commonness Knowledge Generation and Brain Activity during the Life Science Commonness Discovery Task Performance (생명과학 공통성 발견 과제 수행에서 대상의 수가 공통성 지식 생성과 뇌 활성에 미치는 영향)

  • Kim, Yong-Seong;Jeong, Jin-Su
    • Journal of Science Education
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    • v.43 no.1
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    • pp.157-172
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    • 2019
  • The purpose of this study is to analyze the influence of number of targets on common knowledge generation and brain activity during the common life science discovery task performance. In this study, 35 preliminary life science teachers participated. This study was intentionally made a block designed for EEG recording. EEGs were collected while subjects were performing common discovery tasks. The sLORETA method and the relative power spectrum analysis method were used to analyze the brain activity difference and the role of activated cortical and subcortical regions according to the degree of difficulty of common discovery task. As a result of the study, in the case of the Theta wave, the activity of the Theta wave was significantly decreased in the frontal lobe and increased in the occipital lobe when the difficult difficulty task was compared with the easy difficulty task. In the case of Alpha wave, the activity of Alpha decreased significantly in the frontal lobe when performing difficult task with difficulty. Beta wave activity decreased significantly in the frontal lobe, parietal lobe, and occipital lobe when performing difficult task. Finally, in the case of Gamma wave, activity of Gamma wave decreased in the frontal lobe and activity increased in the parietal lobe and temporal lobe when performing the difficult difficulty task compared to the task of easy difficulty. The level of difficulty of the commonality discovery task is determined by the cingulate gyrus, the cuneus, the lingual gyrus, the posterior cingulate, the precuneus, and the sub-gyral where it was shown to have an impact. Therefore, the difficulty of the commonality discovery task is the process of integrating the visual information extracted from the image and the location information, comparing the attributes of the objects, selecting the necessary information, visual work memory process of the selected information. It can be said to affect the process of perception.