• Title/Summary/Keyword: 예술-공학교육

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Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

Facial Expression Research according to Arbitrary Changes in Emotions through Visual Analytic Method (영상분석법에 의한 자의적 정서변화에 따른 표정연구)

  • Byun, In-Kyung;Lee, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.71-81
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    • 2013
  • Facial expressions decide an image for the individual, and the ability to interpret emotion from facial expressions is the core of human relations, hence recognizing emotion through facial expression is important enough to change attitude and decisions between individuals within social relations. Children with unstable attachment development, seniors, autistic group, ADHD children and depression group showed low performance results in facial expression recognizing ability tasks, and active interventions with such groups anticipates possibilities of prevention and therapeutic effects for psychological disabilities. The quantified figures that show detailed change in position of lips, eyes and cheeks anticipates for possible applications in diverse fields such as human sensibility ergonomics, korean culture and art contents, therapeutical and educational applications to overcome psychological disabilities and as methods of non-verbal communication in the globalizing multicultural society to overcome cultural differences.

Empirical Exploration on the Component Factors of Creativity·Character for College Students (대학생 창의·인성 구성요인에 관한 경험적 탐색)

  • Lee, Ji-Sun
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.26-37
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    • 2017
  • This study aims to theoretically and empirically establish the characteristics and component factors of creativity character of college students. Putting together preceding researches related to the concept and structure of creativity character through the theoretical approach, the in-depth interview and open survey were conducted targeting 70 specialists in education, education engineering, consultation meeting, and researchers' meeting about creativity character of college students. In the results, as creativity character for college students, creativity was classified into cognitive creativity and affective creativity while character was classified into moral character, social character, and emotional character. Especially, the creativity character of college students emphasized the importance of character more than creativity. Through such results, it aims to suggest a new perspective on creativity character of college students, and moreover to provide basic data to set up the research direction to develop a tool to measure creativity character of college students for follow-up researches. Also, it is considered to establish the theoretical, empirical foundation contributing to the establishment of teaching-learning method and education engineering qualitatively enhanced in the site of college.

Time Management Status of Small Contractors and Suggestions on Education for Time Management in Colleges (소규모 건설회사의 공정관리 현황과 대학의 공정관리 교육방안)

  • Jang, Myung-Houn;Yi, Yong-Kyu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.413-422
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    • 2016
  • A construction manager tries to complete a construction project within its duration and budget using available resources. Schedule networks such as Bar-chart and CPM(critical path method) are used to finish the project within the duration. A survey shows that small contractors prefer Microsoft Excel to commercial time management softwares to manage construction time in their fields, because the Excel is useful to control cost with schedule and few time management experts works in the small contractors. A college produces talented graduates who are able to manage time of a construction project. But the quality and quantity of college eduction for time management is insufficient. Another survey shows that majors in Architectural engineering of local national universities have the curriculum for time management, and teach mainly the theory of network scheduling and how to make the network schedule. The several majors have classes for the theory and exercise of commercial time management softwares in several majors. It is necessary to educate time management experts able to use Bar-chart and commercial time management softwares for the small contractors.

Interaction Analysis Between Visitors and Gesture-based Exhibits in Science Centers from Embodied Cognition Perspectives (체화된 인지의 관점에서 과학관 제스처 기반 전시물의 관람객 상호작용 분석)

  • So, Hyo-Jeong;Lee, Ji Hyang;Oh, Seung Ja
    • Korea Science and Art Forum
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    • v.25
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    • pp.227-240
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    • 2016
  • This study aims to examine how visitors in science centers interact with gesture-based exhibits from embodied cognition perspectives. Four gesture-based exhibits in two science centers were selected for this study. In addition, we interviewed a total of 14 visitor groups to examine how they perceived the property of gesture-based exhibit. We also interviewed four experts to further examine the benefits and limitations of the current gesture-based exhibits in science centers. The research results indicate that the total amount of interaction time between visitors and gesture-based exhibits was not high overall, implying that there was little of visitors' immersive engagement. Both experts and visitors expressed that the current gesture-based exhibits tend to highlight the novelty effect but little obvious impacts linking gestures and learning. Drawing from the key findings, this study suggests the following design considerations for gesture-based exhibits. First, to increate visitor's initial engagement, the purpose and usability of gesture-based exhibits should be considered from the initial phase of design. Second, to promote meaningful interaction, it is important to sustain visitors' initial engagement. For that, gesture-based exhibits should be transformed to promote intellectual curiosity beyond simple interaction. Third, from embodied cognition perspectives, exhibits design should reflect how the mappings between specific gestures and metaphors affect learning processes. Lastly, this study suggests that future gesture-based exhibits should be designed toward promoting interaction among visitors and adaptive inquiry.

Service Model Development for Art Education Platform (예술교육 매칭 플랫폼 구축을 위한 서비스 모델 개발)

  • Suh, Hyunju;Kim, Jinah;Kim, Yeonjung;Moon, Nammee;Kym, Hyogun
    • The Journal of Information Systems
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    • v.28 no.3
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    • pp.227-247
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    • 2019
  • Purpose The purpose of this study is to identify the needs of art education suppliers and consumers and develop service models for an art education platform. In order to overcome the limitations of existing services limited to instructor-student customizing functions, our services take into account comprehensive relationships among various stakeholders and activities that constitute the art ecosystem Design/methodology/approach We reviewed the relevant reference and conducted interviews and surveys with stakeholders of art education market, so that identified the demand and functional priorities. Findings We identified the demand and functional priorities for customizing to as to develop major service models(i.e. service models for lessons, cubes, and businesses) for the art education platform.

Evaluation of thermal environment in large scale indoor space of the nation museum of korea (국립중앙박물관의 대공간 열환경 분석)

  • 황원택;조춘식
    • The Magazine of the Society of Air-Conditioning and Refrigerating Engineers of Korea
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    • v.28 no.1
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    • pp.16-24
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    • 1999
  • 박물관은 인류가 이룩한 물질문명과 정신문화의 집적을 특정한 주제를 중심으로 표현하는 문화공간으로서 한 나라의 문화수준을 측정할 수 있는 장소이며, 역사적으로 가치 있는 조형예술을 보존하고 계승할 수 있다는 점에서 중요한 의미를 지닌다. 현대사회에 들어오면서 박물관은 사회적 변화에 따른 가치관의 변화와 함께 관람자의 시각적 및 행태적 기능과 사회 문화적이고 사회 교육적인 기능을 통합하는 방향으로 나아가고 있다. 이에 대하여 자료를 가장 최적의 상태로 보관, 전시하여 보존에 가장 유리한 환경을 조성함과 동시에 이를 관람하는 사람들이 유물의 특성을 쾌적한 상태에서 쉽게 파악할 수 있는 환경을 조성해야 한다.

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Implementation of an Image-based Korean Beef Grade Discrimination Automation Algorithm (이미지 기반 한우 등급 판별 자동화 알고리즘 구현)

  • Minji Kim;Junseok Oh;Eunchae Jeon;Yonghyun Kwon;YoungGyun Kim
    • Annual Conference of KIPS
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    • 2024.05a
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    • pp.444-446
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    • 2024
  • 한국의 육류 소비량이 늘어감에 따라 한우의 수요 및 공급도 점차 늘어가고 있다. 한우는 육질 등급(QG)과 육량 등급(YG)으로 나누어 판별되며 근내지방도, 고기 색, 지방색, 조직감, 성숙도, 도체 중량, 배최장근 단면적, 등지방두께 등 여러 항목을 고려한다. 현재는 주로 등배근을 맨눈으로 확인하는 수동 판별 방식이 사용된다. 하지만 평가사가 정확하게 판단하기 어렵고, 작업자의 부주의로 인한 육류의 오염 등 시간과 비용의 문제점이 있다. 본 연구에서는 이러한 문제점들을 한우 등급 판별 자동화로 해결하기 위해 한우의 등심 단면 이미지를 활용하여 등배근의 근내지방도를 산출하고 한우 등급을 자동 판별하는 알고리즘을 구현하였으며 평균 정확도는 79.2%를 달성하였다.

The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

Exploring the Research Trend Changes on Convergence Education of Before and After 2011 in Science Education (2011년 전후의 과학교육분야에서의 융합교육 연구동향의 변화 탐색)

  • Song, Youngwook;Paik, Seoung-Hey
    • Journal of The Korean Association For Science Education
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    • v.40 no.5
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    • pp.531-542
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    • 2020
  • The purpose of this study is to explore the research trend changes of convergence education since 2011 compared to the convergence education research that has been steadily continuing in science education. The trend in convergence education were investigated by comparing the number of publications, research subjects, research content, and topic linkages with previous studies, and using the network analysis method to check recent research trends. In the field of science education, the number of papers related to convergence education has been published more than 8.0% steadily, and it has been increasing since 2012, then decreasing again from 2015 and gradually increasing again from 2017. The subjects of study were high in elementary school students, while those in middle school, high school, and university students were low. While the number of in-service teachers increased, the number of pre-service teachers decreased, and the literature and public increased somewhat. In study content, effectiveness studies decreased, while development studies increased, and theoretical and perception studies appeared similar. In thematic linkage, the intra-science linkage was 23.9%, and the extra-science linkage was 76.1% and engineering/technology and art were high in extra-science linkage. In network analysis, elementary, science, STEAM, and program words have a high frequency of appearance and appear together with other words to lead the network. The educational implications of the research trend of convergence education will be more emphasized in the field of science education in the future, and in order to take root in the education field, research on secondary students should be more actively studied. In addition, it is necessary to move away from research on STEAM-centered program development and effects, and to increase research to establish the philosophical basis and theoretical of convergence education.