• Title/Summary/Keyword: 정보 실재성

Search Result 96, Processing Time 0.026 seconds

Online Game: Its Time-Space Frame and Realities (온라인게임: 정보통신기술이 매개하는 시-공간 프레임과 실재성)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
    • /
    • v.12 no.1
    • /
    • pp.79-106
    • /
    • 2012
  • The paper discusses the issue of reality related to interaction between users and electronic figures that mediate by online game system. MMORPG(Massively Multiple Online Role Playing Game) has been known as virtual world that physically and electronically interconnect users and mechanical elements over huge area. Already game items have became a kind of reality for some users long time ago. How these figures could have been regarded as realities? It suggests to take place the temporality of practice around game world. Tremendous practices of human and machines produce their relations and these relations are reinforced self-referentialy. They could constitute their time-space frame that be situated a figure as the something in it.

  • PDF

An Analysis of Differences in Learning Participation and Presence according to Academic Achievement in the Flipped Learning-based Non-Face-To-Face Classes (플립러닝 기반 비대면 수업에서 학업성취도에 따른 학습참여 및 실재감 차이 분석)

  • Kim, Kyong-Ah;Kim, Ji Sim;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.01a
    • /
    • pp.139-140
    • /
    • 2022
  • 코로나 팬더믹의 장기화에 따른 비대면 환경에서 대면 수업의 실재감을 제공하는 다양한 교수·학습 방법에 대한 시도가 이루어지고 있다. 실제 수업 현장에서는 대면수업과 다른 환경에서 학습자의 수준과 특성에 맞는 수업 설계의 필요성 또한 대두되고 있다. 본 연구에서는 플립러닝을 기반으로 한 비대면 프로그래밍 수업에서 학업성취도에 따른 학습 참여 수준과 실재감의 차이를 분석하여, 맞춤형 학습역량 강화를 위한 교수 방안을 모색하는 데 그 목적이 있다. 강의 동영상 수업과 상호작용을 포함한 플립러닝 기반 실시간 수업을 혼합하여 수업한 후 설문을 통해 학업성취도에 따른 학습자들의 학습 참여 수준, 교수 실재감과 학습 실재감을 조사한 결과, 학업성취도 가장 높은 학습자일수록 학습 참여도 높고, 다음 수준의 학습자들이 교수 실재감과 학습 실재감은 가장 높은 것으로 조사·분석되었다. 이를 통해 학업성취도에 기반하여 학습자별 맞춤형 교수방안을 제시하였다.

  • PDF

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.177-194
    • /
    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

Learning Presence Factors Affecting Learning Outcomes in Facebook-based Collaborative Learning Environments (페이스북 기반 협력학습 성과를 예측하는 학습실재감 요인 규명)

  • Lee, Jeongmin;Oh, Seungeun
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.3
    • /
    • pp.305-316
    • /
    • 2013
  • Despite the potential implications of Facebook use, there is a distinct lack of empirically derived theory for designing learning environment. This may be because Facebook is a social tool and there has been limited opportunity for exploratory research regarding Facebook based learning. Therefore, the purpose of this study is to investigate learning presence factors affecting learning outcomes in Facebook-based collaborative learning. Forty two college students participated in the Facebook-based collaborative learning activity, and the data from thirty nine were used for step-wise multiple regression analysis. In addition focus group interview was conducted to examine learning presence of Facebook-based collaborative learning. The results reported that cognitive presence predicted significantly learning outcomes, however, social and emotional presence did not predict learning outcomes. The implication of this study and future research were discussed in this research.

The Effects of Task Value, Perceived Usefulness, and Teaching Presence on Learning Outcomes in Cyber University (사이버대학생의 학습성과에 대한 과제가치, 지각된 유용성, 교수실재감의 영향)

  • Lee, Jeong-Min;Yoon, Seok-In
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.3
    • /
    • pp.449-458
    • /
    • 2011
  • The purpose of this study is to investigate the effects of task value and perceived usefulness on learning outcomes. This study also examined the mediating effects of teaching presence in their relationships. As a result, task value and perceived usefulness significantly predicted learning outcomes (learning flow and learning persistence). In addition, teaching presence mediated between task value, perceived usefulness and learning outcome. This findings imply that task value, perceived usefulness, and teaching presence should be valued to enhance learning outcomes in Cyber university.

  • PDF

Impacts of Internet Blog Information on the Economic Landscape of Real Space: Case Study of Bookchon (지역에 대한 인터넷 블로그 정보와 지역 경제경관의 변화 - 서울 북촌을 사례로 -)

  • Lee, Keum-Sook;Seo, Wee-Yeun;Chae, Ji-Min
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.15 no.2
    • /
    • pp.206-227
    • /
    • 2012
  • This study investigates the interaction mechanisms and processes between cyber space and real space. In particular, we analyze the relationships between changes on the economic landscape of the Bookchon region and the information supply and demand for this area on the Internet Blogs. In order to obtain the behavioral data about how people get information for Bookchon area and the reaction afterward, we perform questionnaire survey. The results of analysis reveal that there are significant connection between real space and cyber space, Internet Blog in particular. Internet Blog is the major media obtaining information about Bookchon area for major portion of people. Most people visit Bookchon after searching informations about it via Internet Blog. In particular, young generations who possess better capability to treat social media. At the same time, female, student, and office workers show these attitudes very strongly. We introduce a conceptual model for the interaction processes between cyber space and real space based on the survey data analysis, and propose a simple theoretical model for the dynamics of the total number of visitors about specific place with the experience of cyber space visit.

  • PDF

A Study on Realism of a Digital Signage using 3D Hologram (3D홀로그램을 활용한 디지털 사이니지의 사실감)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.9
    • /
    • pp.1150-1157
    • /
    • 2020
  • It is expected that if a viewer feels the higher realism, it will increase efficiency at 3D hologram. Therefore, the purpose of this study is to analyze the effects of the evaluation factors on realism for digital signage using 3D holograms. For empirical analysis, the evaluation factors were derived and built up hypothesis(The evaluation factors of digital signage using 3D holograms will affect the realism). As a result of the experiment, Hypothesis 1 (Social presence) and 3 (Harmony with the space) were adopted while Hypothesis 2 (Graphic's elaboration) was rejected. Finally, research has shown that in order to improve the realism of digital signage using 3D holograms, the contents should be produced in consideration of presence so that the viewers could feel as if they were actually inside of contents rather than expressed extremely well made higher image resolution. Hence, the 3D hologram contents should be installed in a place where it would fit well with the space around it.

An Empirical Study of Diversity and Interoperability of Programming Languages (프로그래밍 언어의 다원성과 상호운영성의 실증적 분석)

  • Ko, Bongsuk;Lee, Byeongcheol
    • KIISE Transactions on Computing Practices
    • /
    • v.23 no.5
    • /
    • pp.304-309
    • /
    • 2017
  • Programmers use multiple languages to reuse legacy code best suited to their problems. However, it is quite challenging to develop error-free multilingual programs because new types of bugs occur since misunderstanding about language interfaces such as Java Native Interface (JNI) and Python/C. There is a considerable amount of research to overcome multilingual program bugs and errors but these researches have less consideration about substantiality of programming languages, language interfaces, and bugs to evaluate their analyses and tools. In this paper, we have identified and establish substantiality of multilingual programming research with empirical study about diversity and interoperability of programming languages in Ubuntu software ecosystem based on real-world statistical data.

Differences in the social presence of instructor by instructor's social intervention and its effects on learning satisfaction in an online university (온라인대학에서 교수자의 사회적 촉진활동에 따른 교수자 사회적 실재감의 차이 및 이들의 관계가 학습만족도에 미치는 영향)

  • Lee, Euikil;Kim, Yun-Jung
    • The Journal of Korean Association of Computer Education
    • /
    • v.18 no.3
    • /
    • pp.69-78
    • /
    • 2015
  • This study aims to analyze differences in the social presence of instructor by instructor's social intervention, the effects of the social presence of instructor on learning satisfaction, and learner characteristics related to the social presence of instructor. Data including subjects' demographic information, interactions, social presence of instructor, social presence of the course, and learning satisfaction were collected from 119 adult learners in an online university in Korea. The main findings of this study are as follows. First, the social presence of instructor was higher in the higher-aged group or active group on intranet message board than the lower-aged group or inactive group on the board. Second, instructor's social intervention increased the level of perceived social presence of instructor. However, the active group on the board has shown the highest level of perceived social presence of instructor, without instructor's social intervention. Third, there was a high correlation between instructor's social intervention and the social presence of instructor, while the variables affecting learning satisfaction were the social presence of instructor and social presence of the course. From the results of this study, it is suggested that instructors' social interventions be provided systematically for those who are not active in social interaction to enhance their learning satisfaction.

The Effect of e-Learning Contents' Information Presentation Method on Teaching Presence and Academic Achievement (e-러닝 콘텐츠의 정보제시방식이 교수실재감 및 학업성취도에 미치는 효과)

  • Kim, Jinha;Kim, Kyunghee;Lee, Seongju
    • The Journal of Korean Association of Computer Education
    • /
    • v.22 no.3
    • /
    • pp.79-87
    • /
    • 2019
  • This study examined the effect of e-learning contents with different dual-coding, media-richness, and cognitive-load degree on learning. To do so, after dividing summary and explanation presentation methods in e-learning contents according to information's quantity and kind, the effects on teaching presence and academic achievement were examined. The summary presentation method was produced as text type and text+illustration type and the explanation presentation method as audio type and audio+video type. The results of this study are as follows. First, in the summary method, the text+illustration type had significantly higher teaching presence than text type. Second, in the explanation method, the audio type was found to be significantly higher than the audio+video type. Third, the interaction between the summary method and explanation method was found to be significant in teaching presence and academic achievement.