• Title/Summary/Keyword: 재미 한인

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Responsive Digital Heritage Experience with Haptic Deformation (햅틱 변형을 이용한 반응형 디지털 문화 체험)

  • Lee, Beom-Chan;Park, Jeung-Chul;Kim, Jong-Phil;Lee, Kwan-H.;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.210-218
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    • 2006
  • 본 논문은 광주과학기술원(GIST)에서 개발하고 있는 전남지역 '운주사'의 천불천탑 설화를 근간으로 한 반응형 가상 문화 체험 시스템(Responsive Multimedia System for virtual storytelling)의 햅틱 변형 상호작용에 관한 것이다. 기존의 디지털 문화재 체험 시스템은 사실적인 체험을 제공하기 위해 시각 및 청각 기술 개발에 많은 연구 및 노력이 이루어져왔다. 그러나 최근 인간의 인지 체계의 중요 요소인 촉감 상호작용의 중요성이 증대 됨에 따라, 본 논문에서는 가상 문화재 체험을 위한 햅틱 변형 알고리즘 및 상호작용 시스템을 개발하여 가상 불상을 만져보고 그 표면을 변형시키게 함으로써 몰입감을 증대하고 재미를 주는 시스템을 제공하였다. 아울러 체험의 몰입감 증대를 위해 본 시스템은 시/청각과 더불어 청각 효과를 가미하여 체험 시 발생되는 주변 환경의 소리(새, 물, 바람소리)를 제공하고, 기존의 문화체험 시스템과의 차별성을 위해 3 차원 입력장치를 이용하여 체험자가 직접 가상 불상을 변형시키면서 체험자 고유의 작품을 만들어낼 수 있는 상호작용을 제공한다. 따라서 제안된 햅틱 변형 상호작용 시스템은 체험자의 능동적 참여 및 흥미 유발을 통하여 문화 유산에 대한 교육적 효과 및 관심 증대에 기여할 수 있을 것이라 여겨진다.

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A Study on how to activate the Gwacheon National Science Museum's regional tour program (국립과천과학관의 지역순회프로그램 활성화 방안 연구)

  • Yoo, Kyung-Suk
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.443-450
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    • 2020
  • This study was started to find a way to activate the regional tour program of the Gwacheon National Science Museum, which covers a relatively wide area among public service organizations with the theme of science. In addition to the permanent exhibition program, the Gwacheon National Science Museum has been conducting tour programs in Gyeonggi and Gangwon Province since 2018 for residents in underprivileged regions who are unable to visit the Science Museum for geographic and environmental reasons, but it lacks awareness and effectiveness compared to other areas such as culture, welfare for the elderly, and education. As a result of the study, the first was an opportunity for a very special experience. The second was the joy of the few, A total of 3 upper units and 5 lower units were derived. This has positive effects such as increasing interest in science and expanding opportunities for experience. but it can be seen that it is urgent to supplement such as systematic promotion and improvement of the quality level of contents through professional artists.

Analysis of Non-Computer Majors' Difficulties in Computational Thinking Education (Computational Thinking 교육에서 나타난 컴퓨터 비전공 학습자들의 어려움 분석)

  • Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.49-57
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    • 2015
  • The purpose of this study is to provide considerations through investigation and analysis about non-computer major learners' difficulties in computational thinking education. In recent, the importance of human resources development in convergence based on computational thinking is increasing internationally and a Korean university is selecting CT as a mandatory subject. I taught CT with Scratch at C university in Seoul for two semesters in 2014 and investigated and analyzed what difficulties non-Computer majors felt in the process of CT education. The result showed they felt the following some difficulties in order: the concept of variable and list; to think a idea and implement it; which commands should be selected. The pleasure and the interest can be apply to decrease difficulty, because they affect self-programming ability and self-CT capability each other statistically. Although Scratch is an easy and an intuitive programming language, it is needed to consider to provide appropriate learning time to student for using and applying commands.

Relationship of Acculturation to Demographics and Dietary Habits Among Korean Americans (재미 한인의 문화 적응도에 미치는 인구통계학적 요인과 식생활 습관과의 관련성)

  • 김정선;심영자
    • Korean Journal of Community Nutrition
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    • v.6 no.2
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    • pp.243-249
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    • 2001
  • This study investigated how acculturation varies with demographic variables and is related to dietary habits among Korean Americans. The respondents were 162 Korea Americans aged at least 18 years old residing in the Greater New York metropolitan area. The level of acculturation was measured using a modified Suinn-Lew Asian Self-Identity Acculturation(SL-ASIA) scale. Acculturation was operationally defined to be composed of 6 factors, which are language, media use, friendship, food, pride, and ethnic self-identity. Each factor in the level of acculturation was identified by how it is related to demographics and dietary habits in the method of correlation coefficients and stepwise multiple regressions analyses. The reliability of the modified SL-ASIA scale was high as measured by Cronbach alpha of .92. The level of acculturation was related to place of birth, age, length of residence in the U.S., and education. The younger, the longer they had lived in the U.S., and the more they were educated, the more acculturated. Acculturation could be predictable for 52% of its variance with all demographic variables. Among the 6 factors in the level of acculturation, five of them, language, media use friendship, food, and ethnic self-identity were correlated with dietary habit changes after immigration and type of meals. All 6 acculturation factors could predict 21% of change in dietary habits. the information from this study can be used to describe usual describe usual dietary habits according to various aspects of acculturation to better understand the dynamics among acculturation, demographics, and dietary habits.

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Comparing Organizational Commitment, Nursing Organization Culture, and Job Satisfaction of Korean Nurses Working in Korea and the U.S. (한국간호사와 재미한인간호사의 조직몰입, 간호조직문화, 직무만족도 비교)

  • Kim, Young Im;Geun, Hyo Geun
    • Korean Journal of Occupational Health Nursing
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    • v.24 no.1
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    • pp.19-30
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    • 2015
  • Purpose: This study was conducted to examine the differences in organizational commitment, nursing organization culture, and job satisfaction of Korean nurses employed in Korea and the United States, and to determine how these variables were associated with selected study characteristics. Methods: An exploratory cross-sectional study was performed with a convenience sample of 357 nurses from Korea and the U.S. Data were collected by using a web site survey and self-reported questionnaire. Descriptive statistics, t-tests, ANOVA, and Pearson's correlation coefficients were used for data analysis. Results: In comparison to Korean American nurses (KAN), Korean nurses (KN) were younger, single, worked more time, took a charge role or higher, and had less turnover experience. After controlling for age and marital status, nursing organization culture and job satisfaction of KN were significantly lower than those of KAN, respectively (F= -26.02, p<.001; F= -4.87, p=.028). Significant relationships among selected socio-demo-health and work-related characteristics and the three variables were higher for KN. Conclusion: Higher organizational commitment and nursing organization culture from all Korean nurses were related their perceived high level of job satisfaction. Recommendations for further study include exploring a larger sample size of a variety of different types of nursing organizations and staff as well.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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Study on the development for social DMB app service (소셜 DMB 서비스 앱 개발에 관한 연구)

  • Won, Chung-ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.7 no.2
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    • pp.69-81
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    • 2014
  • SBS has developed "Social DMB App" and now the service through Android market, where the viewers can produce and share their emotion related in program using twitter while watching real-time DMB broadcasting program at the same time. Previously, it is difficult to combine TV and social media because of the difference of family shared medium and individual service. But, DMB, individual mobile broadcast service, can offer new interest to the viewer by integrating social media service and broadcast. The service base was provided to the viewer where they can use original contents of broadcasters by constructing social circle and they are able to express and share their emotion through social DMB app. In this paper, introduce of development technical for social DMB app service include of configuration app servic, link of DMB broadcasting and facebook.

Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.1-8
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    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

Analysis of Communicative Features in an Excellent Elementary English Class Using COLT and TALOS (COLT와 TALOS 활용 동영상 분석으로 살펴본 우수 초등영어수업의 의사소통성 양상)

  • Yoo, Hee-yeon;Kim, Jeong-ryeol
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.269-279
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    • 2018
  • The purpose of this research is to investigate how an elementary English class is presented in terms of communicative properties using COLT and TALOS because previous studies mainly used COLT. A lack of TALOS has shown on the previous studies. Also, this study takes a close look into whether the English class is communicative or not communicative since previous studies criticized in that elementary English classes are not communicative. For the purposes of this research, COLT part B and TALOS low-inference were used to analyze one elementary English class which had won the grand prize at English class contest. The result of this study revealed that the class is communicative in terms of high quantity and quality of students utterances, high ratio of students' discourse initiation, students' unpredictable information giving utterances and extension of utterances. Findings from this study revealed the good elementary English class characteristics of this class: students' participation, focus on affective atmosphere, students-directed activities, and unconscious internalization of target expressions through repetition.

Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.