• Title/Summary/Keyword: 메타

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Geographical Metacognition in the Reading Maps Inquiry Activity (중학생의 '지도 읽기' 탐구활동에서 나타나는 지리적 메타인지)

  • Kang, Chang-Sook
    • Journal of the Korean association of regional geographers
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    • v.11 no.2
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    • pp.263-277
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    • 2005
  • Since the 1980's, metacognition has been one of the core subjects in the studies on teaching-learning. There have been significant considerations about the metacognition in the reaching-learning become increasingly important in relation with learner's thinking. Though, metacognition has now become important concept used in learning process, there have not been sufficient researches in geographic education. The purpose of this parer is to define metacognition concept in geograpbic education. First, the concept of metacognition in geograpbic education, alike in the other education, can be classified as metacognitive knowledge and metacognitive function. Metacognitive knowledge can be categorized as knowledge about self, task, and strategy. Metacognitive function can be categorized as function about monitoring, evaluating and controling. Next, based on geographical metacognition concept, this paper is researched the characteristics of geographical metacognition in the students' reading maps inquiry activity.

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The Effects of Problem Solving Activities of STEAM Program on Middle School Students' Metacognition (STEAM 프로그램의 문제해결활동이 중학생의 메타인지에 미치는 영향)

  • Kang, Changik;Kang, Kyunghee
    • Journal of Science Education
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    • v.40 no.1
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    • pp.17-30
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    • 2016
  • The purpose of this study was to investigate the effects of problem solving activities of STEAM program on metacognition of middle school students. The subject was 63 middle school students. This study was designed single group pre-posttest. A single-group t-test was performed for analyzing difference between the pre-post test on metacognition. In the result of this study, there was significant difference between pretest and posttest on middle school students' metacognition. Also there was significant difference on metacognitive knowledge and metacognitive regulation. The analysis on the subelements of metacognition showed significant difference between pretest and posttest. The multiple regression analysis to investigate the relation of sub-elements of metacognition was performed in this study. The result of the analysis showed high explanatory power among metacognition subelements. This result suggests that the problem solving activities of STEAM program can have a positive effect in promoting metacognition. of the learner.

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A Study on the Typology and Advancement of Cultural Leisure-Based Metaverse (문화 여가 중심의 메타버스 유형 및 발전 방향 연구)

  • Ko, Sun Young;Chung, Han Kun;Kim, Jong-In;Shin, Youngtae
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.8
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    • pp.331-338
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    • 2021
  • Metaverse is a compound word of 'meta' and 'universe', which means transcendence and the world. It is a digital world where daily life and economic activities are possible. While the Metaverse is being actively used as an alternative space to enjoy leisure life since COVID-19, not much academic research on Metaverse in Korea has been done yet. Based on the previous research on Metaverse in Korea and overseas we conducted a typology analysis on cultural leisure-based Metaverse and a study on its key features. Considering the current situation in which the Metaverse era is blooming we also investigated the development trends of the Metaverse and related technologies at home and abroad. We also presented the direction of advancement of the cultural leisure-based Metaverse. This study differentiates itself from previous domestic and foreign studies by discovering and analyzing theoretical models, frameworks and features in terms of society, collaboration, and leisure use through case studies. It is meaningful that this research presents directions on further Metaverse research that reflect the current information technology (IT) and changes in life.

The Christian Understanding and Application of Metaverse: Focusing on the the Characteristics of Metaverse (메타버스(Metaverse)의 기독교적 이해와 적용: 메타버스의 특성을 중심으로)

  • Park, Kunchun;Bong, Wonyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.511-523
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    • 2022
  • This study attempts an appropriate Christian understanding and application of the metaverse. To this end, the general concept, type, and utilization of the metaverse were examined, and the main characteristics of the metaverse were analyzed in three main categories by the association of the concepts and the common factors. Based on this, the main focus of the Christian understanding of the metaverse found in this study is, first, the "transcendental worldview" of the metaverse. Applications include restructuring the Christian worldview and creating a Christian metaverse environment for future generations. Second, it is a "fusion and composite on- and offline" understanding of the metaverse. An integrated on- and off-line understanding of the church, worship, mission, and the missional acceptance of the metaverse are its applications. Third, in the metaverse, it is an "extension of the functionality of the avatar." This presents its application tasks, such as establishing human identity, expanding the concepts of empathy and communication, and expanding Christian ethics and economic views. At the heart of the Christian understanding of the metaverse is worldview, mission, and understanding on human being.

Discussing Metaverse Ethics with a Movie on Metaverse, 'Ready Player One' (메타버스를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.665-675
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    • 2022
  • After the COVID-19 pandemic, there has been growing interests in metaverse technology and social use of virtual reality platforms in non-face-to-face environments, but social issues and ethical concerns raised by metaverse have not been sufficiently discussed. In this paper, we discuss the social functions of the metaverse by examining the movie 'Ready Player One', and investigate the ethical problems that may arise in various implementation of metaverse. We identify the potential ethical problems that could occur in the context of metaverse including identity fragmentation, metaverse violence and crime, and mismanagement of personal information. We also propose some promising approaches to tackle these ethical problems ranging over descriptive ethics, normative ethics, and analytical (meta) ethics.

A Study on the Current Status of Metaverse Utilization in University Libraries and Librarian Perceptions (대학도서관의 메타버스 활용 현황 및 사서 인식조사 연구)

  • Jae-Ryeong, Oh;Sung-Sook, Lee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.4
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    • pp.159-180
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    • 2022
  • Recently, services using metaverse in various fields are increasing, the technology is behind the metaverse is rapidly developing. Consequently, it is necessary to provide metaverse services in university libraries. Therefore, this study examined the status of using metaverse in domestic university libraries and the librarians response to it. To this end, the cases of foreign libraries and domestic university libraries were analyzed. Furthermore, an interview was conducted with nine librarians of the university library, who has running metaverse service, to collect data on the current status of the university library metaverse and perceptions of it to identify difficulties and requirements of running the service. Based on the results, it is proposing to get the differentiation of metaverse service, acquire professionals, activate education, expand the browsing feature, and select proper platforms as a way to vitalize the metaverse of domestic university libraries. It is expected that this study will help to running or planning the metaverse service of the university library.

A Study on Designing Metadata Elements for the Management of Digitized Records (디지털화 기록 관리를 위한 메타데이터 요소(안) 설계)

  • Jiin, Seo;Jee-Hyun, Rho
    • Journal of Korean Society of Archives and Records Management
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    • v.22 no.4
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    • pp.1-24
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    • 2022
  • This study aims to design the metadata elements for managing and maintaining digitized records resulting from digitization. The digitized records were first defined and characterized, then assigned as copies and surrogates for source records. Next, the factors to be considered when designing metadata elements for digitized records were determined by comparing standards from different countries like the United States and the United Kingdom. As a result of the comparison, establishing a relationship between digitized records and source records, expanding the automatically extracted metadata elements following resource characteristics, and creating metadata for digitization processes and projects were set to be the key tasks of metadata design for managing digitized records. Furthermore, the metadata elements for digital records and digitization processes were designed individually, and the elements to be added for each entity were proposed by referring to standards from other counties.

MXF-based Broadcast Metadata Authoring and Browsing (MXF 기반 방송용 메타데이터 저작 및 브라우징)

  • Lee Moon-Sik;Jung Byung-Hee;Park Sung-Choon;Oh Yeon-Hee
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.276-283
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    • 2006
  • This paper analyzes metadata workflow from creation to browsing, and discusses metadata authoring and browsing technology. Unlike usual multimedia authoring, broadcast metadata authoring means metadata editing synchronized with video. In order to make practical application of other systems, the result is in XML or MXF(Material eXchange Format) based on common metadata scheme. The MXF Browser developed with the consideration of broadcast metadata that is time-synchronized with AV content provides not only metadata authoring capability but also advanced content browsing services such as summary playback and highlight browsing based on metadata multi-track.

A Study on the Metadata Interoperability among MARC 21, Dublin Core and ONIX Metadata Elements (메타데이터간 상호운용성을 위한 비교 연구 - MARC, Dublin Core, ONIX 메타데이터요소를 중심으로 -)

  • 윤세진;오경묵
    • Journal of Korean Library and Information Science Society
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    • v.33 no.2
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    • pp.277-302
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    • 2002
  • What is introduced in this paper is current and important issues for efficient interoperability between different metadata such as Dublin Cere, MARC 21, and INDECS. Five major principles have been suggested here for effective interoperability between metadata based on the contents of crosswalking in White Paper of NISO. An INDECS based metadata framework, ONIX is compared to MARC and Dublin Core.

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New Metamaterial Structure for High Gain Metamaterial Patch Antenna (고 이득 메타매터리얼 패치안테나를 위한 새로운 메타매터리얼 구조)

  • Lee, Nam-Ki;Yang, Seung-In
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.4
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    • pp.25-30
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    • 2010
  • Our new metamaterial structure patch antenna improves the gain of ordinary metamaterial patch antenna. The structure of new metamaterial cover is made by removing central $7{\times}7$ lattices out of $9{\times}9$ lattices. Also, the metamaterial covers can be easily fabricated using ordinary substrates. Measurement results of a patch antenna, a metamaterial patch antenna and our proposed metamaterial patch antenna show that the gain of the proposed metamaterial patch antenna is about 3dB higher than that of the ordinary metamaterial patch antenna.