• Title/Summary/Keyword: 증강학습

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Effect of Augmented Reality Contents Based Instruction on Academic Achievement, Interest and Flow of Learning (증강현실 콘텐츠 기반 수업이 학업성취, 학습흥미, 몰입에 미치는 효과)

  • Noh, Kyung-Hee;Jee, Hyung-Keun;Lim, Suk-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.1-13
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    • 2010
  • The purpose of this experimental study is to find out the effect of augmented reality contents based instruction on academic achievement, interest and flow of learning. The subjects were 142 students of five classes, sampled from 6th graders of an elementary school. Three classes(86 students) were taught by augmented reality based instruction and the other two classes(56 students) were taught by textbook based instruction for 2 weeks. The experimental design of the study was the pretest-posttest control group design. The results are summarized as follows: First, there is a significant difference in academic achievement between two groups. Augmented reality based instruction group accomplished higher achievement than textbook based instruction group. Second, there is no significant difference in general interest of learning between two groups. But in the interest of lessons taken by students themselves, augmented reality based instruction is more effective than textbook based instruction. Finally, there is a significant difference in learning flow between two groups. Augmented reality based instruction group showed higher learning flow than textbook based instruction group.

Making Contents of the Science Education for the Element Schoolchildren based on the AR(Augmented Reality) (증강현실 기반의 초등과학교육 콘텐츠 제작)

  • Lee, Jae-In;Choi, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.514-520
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    • 2011
  • Technological development, a diverse range of media adapting to new technology has been developing. Augmented Reality Technology provides realistic information through the stereoscopic 3D images and it has been riding a wave of learner interest as an educational media which can broaden their learning experience through direct operating activity. The biggest reason why the Augmented Reality has gained such attention is because of its unique way of suggesting learning information that unlike the existing educational media, the Augmented Reality provides additional digitalized information while its users are looking at the actual object. Based on the domestic and foreign cases of development for educational contents using the Augmented Reality Technology, this thesis suggests the utilization of Pop-up books and multi-augmented Digilog Books that are ways to maximize the educational effects of the Augmented Reality. Through the development of smartphone applications that are propagating lately at a rapid rate, users can now use the Augmented Reality educational contents in a way that is easier than ever.

CDBSMOTE : Class and Density Based Synthetic Minority Oversampling Technique (CDBSMOTE : 클래스와 밀도기반의 합성 소수 오버샘플링 기술)

  • Bae, Kyung-Hwan;Rhee, Kyung-Hyune
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.629-632
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    • 2021
  • 머신러닝의 성능 저하에 크게 영향을 미치는 데이터 불균형은 데이터를 증강하거나 제거하여 해결할 수 있다. 본 논문에서는 지도학습에서 쓰이는 정답 데이터를 기반으로 새로운 데이터 증강기법인 CDBSMOTE을 제안한다. CDBSMOTE을 사용하면 임의의 값을 사용하지 않고, 기존의 데이터 증강기법의 문제점이었던 과적합을 최소화하며 지도학습 데이터를 효과적으로 증강시킬 수 있다.

The Effect on the Contents of Self-Disclosure Activities using Ubiquitous Home Robots (자기노출 심리를 이용한 유비쿼터스 로봇 컨텐츠의 효과)

  • Lee, Tae-Jun;Kim, Su-Jung;Han, Jeong-Hye
    • 한국정보교육학회:학술대회논문집
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    • 2008.01a
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    • pp.129-135
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    • 2008
  • 본 연구는 인간의 자아표현 욕구와 창조적 욕구로 인해 자신을 대체할 산물들을 끊임없이 만들어 내는 과정에서 중요하게 작용되는 자기노출라는 심리를 이용하여 아바타와 학습자의 얼굴을 합성하는 증강가상을 통하여 가상세계에서의 현실감을 부여함으로써 학습자의 몰입을 유도하여 그 교육적 효과를 증대하고자 하였다. 이를 실증하기 위하여 컴퓨터기반으로 컨텐츠를 개발한 후, 로봇 컨텐츠로써의 활용을 위해 컨버팅하고 자동 로딩을 통한 학습자의 사진을 아바타와 합성시켰다. 실험 결과 자기노출기반 컨텐츠의 효과는 모든 집단의 경우에서 학습에 대한 집중도에는 긍정적인 영향을 주었으며, 학업성취도에는 유의미하지는 않지만 긍정적 효과를 가지는 것으로 나타났다. 이는 교육용 로봇을 활용한 자기노출 개념 적용에 대하여 긍정적인 결과라고 보여지는데, 보다 유의미한 결과를 얻기 위해서는 단순히 사진을 찍어 로딩시키는 증강가상보다는 얼굴검출을 통한 실시간 증강가상과 같이 증강가상 효과의 증대가 필요하다고 하겠다.

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Augmented Reality Authoring Tool and Marine Life Culture Contents for 3D Realistic Experience-Based Learning (3D 실감 체험학습을 위한 증강현실 저작도구 및 해양생물 문화콘텐츠)

  • Won, Yong-Tae;Kim, Ha-Dong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.70-80
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    • 2012
  • The marine life culture contents added with fun and learning factors are created in a 3D space, and the development of augmented reality contents concerning marine life resources in islands and the utilization method of experience-based learning are proposed. As a WYSIWYG-based authoring tool, an augmented reality authoring tool was made to easily use a authoring tool through a node structure and drag & drop. Marine life contents add the animation effect through a marker and event factors such as the change of modeling data, and also, they support real experience-based learning with the narration of marine life. Based on around 50 species of marine animals augmented reality contents, a marine animal AR book can be utilized as a textbook for elementary school classes, and as a 3D image education utilizing augmented reality, it enhances a learning effect by allowing realistic observation, various ways of thinking, and the maximum flow.

Augmented reality trends in educational research: Through a systematic review of Korean literature (증강현실기반 교육 연구 동향: 국내 연구에 대한 체계적 문헌고찰을 통하여)

  • Kim, Hannah
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.397-407
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    • 2018
  • Augmented reality offers a great potential in teaching and learning through enhancing situated cognition and building indirect experience. However, existing systematic reviews are limited to studies conducted outside of Korea and fail to reflect the Korean trends. This study attempts to understand the augmented reality trends of educational research in Korea through a systematic review. The content types are also reviewed regarding situated learning. The results show that Korean studies tend to target preK-12 while many global research focus on K-16. In addition to Humanities & Arts and Science, Korean studies explored in special education. Concerning educational effects, numerous Korean studies investigated on individual learning and less focused on collaborative or situated learning. Moreover, many Korean studies used object-controlling contents. Lastly, challenges and suggestions for future research are addressed.

Development of Augmented Reality Programming Class Model for Project Learning (프로젝트 학습을 위한 증강현실 프로그래밍 수업모형 개발)

  • Kim, Se-Min;Ryu, Chang-soo;Lee, Choong-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.677-678
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    • 2017
  • Currently, vocational high schools are trying to learn through project learning and similar courses. This is to nurture talented students who can be directly involved in the industrial field. In this study, we modified the existing ADDIE model, designed the model for the class, and operated the actual augmented reality programming class to verify the validity. As a result of the operation, the learners' satisfaction and achievement were high, and the ability to solve the problem was improved as it was developed in the actual field. In this study, it is meaningful to develop a teaching model closely related to the field through the project learning using the augmented reality programming.

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Study on the Improvement of Machine Learning Ability through Data Augmentation (데이터 증강을 통한 기계학습 능력 개선 방법 연구)

  • Kim, Tae-woo;Shin, Kwang-seong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.346-347
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    • 2021
  • For pattern recognition for machine learning, the larger the amount of learning data, the better its performance. However, it is not always possible to secure a large amount of learning data with the types and information of patterns that must be detected in daily life. Therefore, it is necessary to significantly inflate a small data set for general machine learning. In this study, we study techniques to augment data so that machine learning can be performed. A representative method of performing machine learning using a small data set is the transfer learning technique. Transfer learning is a method of obtaining a result by performing basic learning with a general-purpose data set and then substituting the target data set into the final stage. In this study, a learning model trained with a general-purpose data set such as ImageNet is used as a feature extraction set using augmented data to detect a desired pattern.

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Information provide and learning system using augmented reality of exhibition environment (전시 환경의 증강현실을 이용한 정보제공&학습 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.545-553
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    • 2016
  • In this study, we propose an information providing and learning system using augmented reality in the exhibition (museum, performance) environment. In a typical exhibition space, a description of a picture or a photograph is provided in a printed matter or a space in the form of an information space (explanatory space), or an auxiliary explanation using an 'audio guide' or a 'docent' program. Augmented reality technology is applied to the exhibition space in the form of a fusion of these methods, and the description of the exhibition is provided to the user in various forms such as text, picture, audio and image, thereby providing stereoscopic information and learning. We apply the augmented reality technology in a specific exhibition space and utilize it as a tool of providing information and learning using image description of pictures.

The Effects of AR(Augmented Reality) Contents on User's Learning : A Case Study of Car manual Using Digital Contents (증강현실기술(AR) 콘텐츠가 사용자의 학습적 효과에 미치는 영향: 자동차 매뉴얼 디지털콘텐츠 제작을 중심으로)

  • Won, Jong-Seo;Choi, Sung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.17-23
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    • 2017
  • The purpose of this study is to find out the effects of AR digital contents on user learning context. More and more companies using digital contents for their products. Especially, some companies using AR (Augmented Reality) digital contents as a manual of their car. This Application affords diverse information to customers who want to know usage of its interface. Using this application, the study shows the effects of using AR digital contents on user's absorption, physical presence, immersion.