The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.
The changes in media environments have impacted on the ways in which knowledges are formed and transmitted and therefore the relevance of the traditional school subjects have been increasingly questioned. In this context, the discourses of the reformation of the 21st century schooling have focused on convergence education and media literacy education. Therefore, it is worth paying attention to the fact that the practices of transdisciplinary integrated curriculum focusing on digital media content are grown voluntarily in schools. This research is a case study of a convergence educational project that was initiated by a middle school teacher who designed and implemented a unique program of the transdisciplinary class of Korean focusing on reading webtoons with the linked program of a 'Book Club Activity' that was a part of 'Creative Experiential Activitites'. Based on the analysis of the documents, participatory observation of a main event and the interview with the teacher, this article discusses how the webtoon-focused convergence education project might have achieved meaningful connections between a subject-focused learning and a creative experiences-focused learning; between in and out of school learning spaces; between the real and imaginative worlds; and between the boundaries of the popular culture and the arts. The main finding of the research can be summarized as follows: Firstly, webtoon as the subject of the study can be an effective medium of transdisciplinary integrated curriculum. Secondly, the convergence project based on webtoons can create meaningful learning spaces in and out of school environments in terms of creating more learner-participatory learning culture as well as connecting students' everyday lives, popular arts and their learning about culture. Another important finding of this research is the rediscovery of the teacher's role in terms of mediating the voices of students as readers in the process of constructing and implementing the integrated curriculum.
Kim, Jeong Taek;Yi, Su Hyun;Kim, Jong Il;Bae, Sang Won
Journal of Korean Society for Geospatial Information Science
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v.22
no.3
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pp.137-143
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2014
Recently, as new paradigm for government operation called government 3.0, government is actively operating policy opening and sharing public data. In addition, the Ministry of Land are operating an open platform integrated map service (the VWorld) which provides a variety of video contents such as the country's national spatial information, traffic information and three-dimensional building for the public. According to W3C Foundation's Open Data Status Report(2013), our country has the evaluated results that the part of the government's policy support and planning is good while the part of the data management is vulnerable. So our country needs the quality improvement for the data management. In addition, a digital aerial photograph image data is required to be up-to-date for the three-dimensional spatial object data. In this paper, we present the method for enhancement of the accuracy of vertical position and for maintainment of up-to-date vertical position. Our methods evaluate the data quality and analyze the cause of error of measurement utilizing the national standard quality assessment method. The result of research shows that the accuracy of vertical position is improved if the height of the building captain is adjusted by the quality assessment values and a three-dimensional model has up-to-date data if reconstruction and extension information of construction register is utilized.
In this study, the problems In the current HDTV programming strategies were critically inquired into and reform measures were sought through in-depth interview with HDTV programming staff and program directors of the three major terrestrial broadcasting systems that are in their fourth year of HDTV broadcasting, and through analysis of the characteristics of HDTV programming. The analysis of this study showed that the time allocated to HDTV programs far exceeded the thirteen hours per week set by the Korean Broadcasting Commission. However, the percentage of HDTV programs broadcasted during the prime time was low, which as a result, limited the opportunity for the audiences to experience HDTV. furthermore, the low percentage of programs such as documentaries, sports, movies, etc. that are preferred by early adopters and through which the features of HDTV including high quality of picture, wide screen, etc. can be fully applied and shown did not appear to help in accelerating the popularization of HDTV In order to improve these problems, despite their having to bear the initial production costs, the broadcasting systems must come up with an aggressive strategies for the programming of documentaries, sports programs and dramas in order to strengthen the competitiveness in HDTV production and secure future adopters, and together with this, full support from the policy planning authorities and companies manufacturing electric home appliances, the other leaders in DTTB(Digital Terrestrial Television Broadcasting) transition, are necessary in order to promote the production of HD contents.
As a leading institution for conservation science in Korea, the National Museum of Korea (NMK) has conducted diverse efforts in this field through conservation treatment, analysis, research, and other relevant affairs over the past four decades. However, conservation science at the NMK has been facing difficulties due to insufficient human resources for handling its extensive collection, decrepit equipment, an expanding number of requests for support from other institutions, and increasing calls for enhancing its functions. In view of these challenges, this study diagnosed the current situation and examined the functions required in order to suggest plans for the development of conservation science at the NMK. In this regard, it reviewed current activities at the museum and conducted case studies of overseas institutions to propose five functions to be enhanced or introduced at the NMK. First, the NMK should refine the existing functions of conservation treatment and enhance its support for conservation science. In addition, it is recommended to introduce and develop advanced analysis and diagnosis involving valuations, conservation environment management to counter climate change, and content-based digital conservation/restoration. The functional enhancements and introduction of the new functions as described above would help the NMK develop into a leading center for conservation science in Asia.
Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.
Rapid changes in modern society after the COVID-19 have highlighted artificial intelligence talent as a major influencing factor in determining national competitiveness. Accordingly, the Ministry of Education planned a large-scale SW·AI camp education project to develop the digital capabilities of 4th to 6th grade elementary school students and middle and high school students who are in a vacuum in artificial intelligence education. Therefore, this study aims to develop a camp-type SW·AI education program for students in grades 4-6 of elementary school so that students in grades 4-6 of elementary school can acquire basic knowledge in artificial intelligence. For this, the meaning of SW·AI education in elementary school is defined and SW·AI contents to be dealt with in elementary school are: understanding of SW AI, 'principle and application of SW AI', and 'social impact of SW AI' was set. In addition, an attempt was made to link the set elements of elementary school SW AI education and learning with related subjects and units of textbooks currently used in elementary schools. As for the program used for education, entry, a software coding learning tool based on block coding, is designed to strengthen software programming basic competency, and all programs are designed to be operated centered on experience and experience-oriented participants in consideration of the developmental characteristics of elementary school students. In order for SW·AI education to be organized and operated as a member of the regular curriculum, it is suggested that research based on the analysis of regular curriculum contents and in-depth analysis of SW·AI education contents is necessary.
Kim, Sun-Hee;Cho, Young-Sik;Kim, Bo-Young;Han, Yong-Su
Journal of Korea Entertainment Industry Association
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v.15
no.5
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pp.163-173
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2021
This study tried to develop and implement a class model that can apply the teaching method that can operate learner-centered classes in university education to the class operation of the entire university, not individuals. For the development of the instructional model, the final model was derived through analysis of prior research, expert review, derivation of instructional model and design principles, pilot operation, primary questionnaire analysis, model and design strategy revision, and secondary questionnaire analysis. Shift_N+1 class consists of 6 models, and each model was divided into 3 parts. It was a preliminary learning using video, a face-to-face class for question-and-answer and in-depth learning on the core content, and feedback and process evaluation for individual student. We have built our own computer system so that we can implement this every week. The teaching method model that can apply the learner-centered curriculum to all classes at the university was standardized. The Shift_N+1 teaching method seeks to maximize the learner-centered learning effect by reflecting the characteristics of the subject, and to improve the quality of education by identifying students' achievements by week.
In this study, we are purposed to find the educational effect of practical training using a 3D printed structure-based blind box on multidimensional radiographic image interpretation. The subjects were 83 (male: 49, female: 34) 2nd year radiological science students who participated in the digital medical imaging practice that was conducted for 3 years from 2020 to 2022. The learning method used 3D printing technology to print out the inside structure of the blind box designed by itself. After taking X-rays 3 times (x, y, z axis), the structure images in the blind box were analyzed for each small group. We made the 3D structure that was self-made with clay based on our 2D radiographic images. After taking X-rays of the 3D structure, it was compared whether it matches the structural image of the blind box. The educational effect for the practical training surveyed class faithfulness, radiographic image interpretation ability (attenuation concept, contrast concept, windowing concept, 3-dimensional reading ability), class satisfaction (interest, external recommendation, immersion) on a 5-point Likert scale as an anonymous student self-writing method. As a result, all evaluation items had high positive effects without significant differences between males and females. Practical education using blind boxes is a meaningful example of radiology education technology using 3D printing technology, and it is expected to be used as content to improve students' problem-solving skills and increase satisfaction with major subjects.
In order to help the understanding of web novel users, this study was intended to quantitatively verify the user's behavioral types according to the characteristics of web novels. For this purpose, the direction of the study proceeded as follows. First, the motives of web novel users were investigated by referring to the motives of other digital content users. In addition, specific behavioral types of users were also collected. As a result, the motivation for using web novels was found to be 'interpersonal relationships and information acquisition with others', 'leisure activities', and 'escape from reality/relieve tension'. After that, the groups were classified as to whether there was a difference between groups according to the motives of use. As a result, the 'hobbies' type, a group with a particularly high motivation for using leisure activities, the 'stress relief' type, a group with very high escapism and tension relief characteristics, and a group with high interpersonal relationships and information acquisition with others The 'communication' type was classified as a 'multipurpose' type with high overall motivation characteristics. Then, in order to find out the specific characteristics between the types, personas were constructed based on the different behavior type data. Through this, the theoretical contribution of this study is meaningful in that it revealed the motives of web novel users. As a practical contribution, the persona was formed by combining the users' motives and behavioral patterns and visualized to be close to the actual representative users. These results are expected to help improve the web novel service by providing useful indicators for actual writers, platform managers, and users.
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