Journal of the Korea Society of Computer and Information
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v.19
no.4
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pp.101-109
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2014
This paper aims to design and implement a collaborative learning system based on the augmented reality. The existing augment reality-based learning systems have just focused on interactivity between a system and learners without consideration of cooperability, thereby leading to an ineffective approach to encouraging an learning system to be more supportive and conducive of and to cooperation among learners. The collaborative learning system is a learning method, with which learners achieve a common objective through critical thinking and cooperative teamwork so as to seek solutions to such fulfillment. This requires positive interdependence, proactive interactions, a sense of responsibility shared by individuals as well as the group, and development of teamwork among learners. Educators and systems assume a critical role in helping the collaborative education be effective. An educator is responsible for defining a project at the outset of learning activities, organizing groups for learners, and providing evaluation criteria applied to a group's project activities. Meanwhile, a system shall support interactions to take place while facilitating learning activities. Furthermore, an educator shall provide a system for managing and evaluating activities involving interactions among learners. This paper suggests and embodies a collaborative learning system based on the augmented reality with consideration of the aforementioned collaborative education.
This research proposes a suitable classification and analysis standard for digital exhibition to analyze digital exhibition. Through the previous studies on digital exhibition classification, the necessity of the new standard is suggested and the analysis standard which can be easily applied to the change of concept and form of the newly emerging digital exhibition is established. Digital exhibition should take into account the elements of audience participation that naturally arise from exhibition planning and interactive storytelling format. Classification and analysis of existing digital exhibition spaces are conceptual classification based on keywords. This is because traditional exhibition methodology has been applied in the process of classifying exhibitions and works. However, in digital exhibitions, the interactive aspect between exhibition space, works, and visitors become so important that it is necessary to perform a performative classification between the works and the audience in the digital exhibition. Accordingly, the way of participating directly or indirectly in the exhibition classification should be considered based on what the audience feel. In this research, the interpretation of the classification and composition of the exhibition is based on Benjamin's argument which the classification of the sensory experience of the audience and 'Aktualisierung' closely related to the interaction with the audience. We also present analysis standard for digital exhibition according to the structure of the art exhibition narrative based on the narrative structure of Chatman. This classification methodology will provide the exhibition information in a way that can be easily understood by the visitors and it will be a precedent research that secures the expansion and accessibility of the digital exhibition.
It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.
Journal of Korean Classical Literature and Education
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no.33
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pp.45-82
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2016
Class, the fundamental unit of school education and the meeting place of teacher and students, plays an important role in study of the subject matter of education. Class criticism is material to the theory or method that helps researchers deeply understand and analyze class phenomena or teachers' actions during a class. In this study, I make a critique on the features of a classic novel class as attempt to expand on new prospects in the field of research on classical literature education. The classic novel class in this class criticism is typical one, which reads the work analytically. Nevertheless, the teacher turns the students' vague repulsion into empathy and helps them appreciate and internalize the work. Students' empathy and response are reflected in the interpreting-centered class because the teacher's insights about the work and experience, knowledge, and method of literature education are projected during the class. Especially, a situation in which the teacher spends a relatively long time narrating the background of the work clearly shows the value and meaning disseminated in a classic novel class. Based on the aforementioned, attempts to collect a variety of cases of a classic novel class and to understand the meaning of these cases have to be part of future research. The research on the attributes of a class such as criticism of classic novels enables us to renew introspection to discover classical literature education.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.9
no.2
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pp.481-491
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2019
The wall paintings of the Afrasiab Palace in Samarkand, Uzbekistan, located at the center of the Silk Road where the culture of the East and the West crossed from ancient times to the Middle Ages, have been unearthed in 1960s and attracted attention from academia. In particular, two characters wearing a Korean ancient hat (Jougwan), who were considered to be ancient Korean, were found in the western wall. The wall depicted the Coronation of King Barfuman of Sogdiana Kingdom in 7th century. It is being used as an important feed for studying the international situation and cultural characteristics at that time. This mural, which is now in the Historical Museum of Afrasiab, contain four different paintings at each side, and has its own cultural characteristics and elements. Nevertheless, there has been no development of storytelling and cultural contents using it. The purpose of this study is to find out how to develop and utilize cultural contents and characters based on the paintings of west wall of Afrasiab palace. To this end, we visited the museum and investigated the mural as well as surveyed many academic materials.
The curiosity of the human afterlife created many imaginations. The Death Angel's Character are also the product of this imagination. This is because we needed a connection between this world and the otherworld in human' imaginations. The Death Angel revealed in detail in Shamanistic Epics. First, It is the person who performs the task assigned by The King of the Otherworld. Second, It is a person who can go to this world and the otherworld. Third, It is the person who takes the deceased to the otherworld. Fourth, It is the person who takes out the soul of human and modify the life list. Fifth, It is the person who sympathetic and humane qualities. This The Death Angel's character is actively accepted in modern contents. The most representative works are <49 Days>, , . Contemporary content, but the otherworld and the afterlife were accepted. And The Death Angel played an important role. Of course, this process also happens that modern changes. Namely, Function and personality retains existing character. And the appearance and background change a modern sense. As a result, The Death Angel became a new character through the encounter between the past and the present.
Journal of Korea Entertainment Industry Association
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v.15
no.8
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pp.457-464
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2021
This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.
Hahoebyeolsingut Talnori, which is under permanent performance, has lost its relevance to folklore and rituals of the villagers and has secured the possibility of change depending on the actor's choice. This article seeks to expand the current stuck performance of Hahoe mask play, which has great significance as a play and play for the audience. To this end, We studied the possibility of expanding the performance of Hahoe Talnori by trans-identity of the Choragi. Chorangi character derides yangban, seonbi and monk, who are representatives of the establishment. Those who have a consciousness of potential transformation, those who passively represent the masses, and those who are tacitly authorized by the audience to ridicule the ruling class. The audience feels exhilarated by the super-cool, but at the same time reduces the limits. We transformed Chorangi who is clever but cannot overcome the limits of his status, into a character with a sense of transformation by applying the method of turnning identity and changing identity of the theory of trans-identity. And I applied the method of expansion of the media conversion storytelling theory to create a new Chorangi Madang that conforms to the audience's needs and the spirit of the times. In addition to the performance of Yangban Seonbi Madang(Act of Nobleman and Scholar) which ends with an ambiguous reconciliation, we wanted to complete it in a way that even today's audiences could accept by applying the function of the Hahoebyeolsingut Talnori ambassador and the principle of implementation. And We writed it in a script. This article is meant to be an experimental study that attempted to transform traditional performing arts in the context of new creation of tradition. Preservation and transmission of traditional performing arts are important, but it is necessary to move forward according to the trend and spirit of the times.
Mathematics textbooks as the main resources to support mathematical teaching and learning are used importantly in Korean lessons. Although the scope of mathematics textbook research has been expanded and the research has increased, few studies have analyzed the overall trends of mathematics textbook research in Korea. This study analyzes the overall trends of textbook research on 418 papers pertinent to mathematics textbooks published in domestic mathematics education journals. The results of this study showed that the proportion of textbook analysis research was the highest, followed by textbook use and textbook development research in order. There were more textbook studies at the elementary school level than at the middle or high school levels. Regarding textbook analysis studies, the most frequent topic was to analyze how specific mathematical concepts were presented in textbooks. Regarding textbook use studies, many studies asked both teachers and students to review the appropriateness of textbooks under development or analyzed the perception and use of specific activities of textbooks based on a survey. Regarding textbook development studies, the most popular topics included the directions and examples of new development, such as storytelling-based or electronic textbooks. This paper finally presented implications for textbook research in light of the domestic mathematics education context and the international mathematics textbook research trends.
Foreign tourists who are visiting Korea urban tourism destination have been continuedly growing and more various tourism products and service are requested to fit those foreign tourists' needs and wants. Accordingly, tourism contents and its satisfaction in urban tourism destination have been developing to provide more valuable products and service to tourists. This study was conducted to segment foreign tourists based on 4 different tourism urban destination contents, including destination facility contents, leisure entertainment contents, shopping contents, accommodation contents. Cluster analysis provided four different groups based on the mean score of urban tourism destination contents. MANOVA was conducted to identify whether ot not there are differences among the segmented groups in terms of travel performances and destination loyalty, Chi-square analysis were also conducted to see if there are differences among the segmented groups based on demographic informations. Theoretical and practical implication were discussed in the conclusion section. The results of this study would be helpful for tourism products planners and developers.
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