• Title/Summary/Keyword: 진화 연구 경험

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Comparison of Pre- and In-service Elementary School Teachers' PCK about Questioning in Mathematics Class (수학적 발문에 대한 초등학교 예비교사와 현직교사의 PCK 비교)

  • Cho, Noorieh;Paik, Suckyoon
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.1
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    • pp.39-65
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    • 2013
  • This study intended to draw some suggests for the development of mathematics teachers' expertise through the comparison research of pre-service and in-service teachers' PCK about questioning in elementary mathematics class. For this purpose, questionnaire survey was conducted to some pre-service and in-service teachers about the PCK concerning the way how questioning during mathematics class. This survey revealed the following implications. First, from the perspective of mathematics classroom, it is still more important the practical knowledge about how to teach which is evolutionally developed passing through the experience and currier of teaching than theoretical knowledge itself. Comparing the teachers' PCK about the two related knowledge types of mathematics contents, in case of procedural knowledge related PCK it was more asked of teachers' expertise than the case of conceptual knowledge related PCK. Thirdly, in case of learners' incorrect answer, for the desirable teaching it should be a questioning focused on whether there being or not the systematic among the learners' incorrect answer, and in case of appreciating the learners' understanding about the presently taught contents the questioning should be constructed considering the relevant contents early learned.

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A Study on Content Marketing for Travel Brand Focus on Youtube Vlog Formed Travel Video - (여행 브랜드를 위한 콘텐츠 마케팅 연구 -여행 영상 형태의 유튜브 Vlog를 중심으로-)

  • Jo, Jang-Hwan;Park, Bo-ram
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.445-450
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    • 2019
  • lock in effect This study aims to examine the viewing pattern of travel vlog on video-sharing platform YouTube. Preliminary survey was conducted with in-depth interviews on the usability and sensibility aspects of creating pleasurable interfaces model. As a result, first, viewers obtains general information on travel using travel vlog. Second, there were difficulties from the informational quantity. Third, the contents marketing using travel vlog could have limitation when it comes to the consistency of product's exposure which common mass media advertisement format have. Improvements driven from this study may provide insight in contents marketing strategy to travel-related companies and provide practical help to creators in contents production.

Simulation Analysis to Optimize the Management of Military Maintenance Facility (군 정비시설 운용 최적화를 위한 시뮬레이션 분석 연구)

  • Kim, Kyung-Rok;Rhee, Jong-Moon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.2724-2731
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    • 2014
  • As the future national defense plan of government focus on advanced weapon system, military maintenance facility becomes more important. However, military maintenance facility has been managed by director's experience and simple mathematical calculation until now. Thus, the optimization for the management of military maintenance facility is suggested by more scientistic and logical methods in this study. The study follows the procedure below. First, simulation is designed according to the analysis of military maintenance facility. Second, independent variable and dependent variable are defined for optimization. Independent Variable includes the number of maintenance machine, transportation machine, worker in the details of military maintenance facility operation, and dependent variable involves total maintenance time affected by independent variable. Third, warmup analysis is performed to get warmup period, based on the simulation model. Fourth, the optimal combination is computed with evolution strategy, meta-heuristic, to enhance military maintenance management. By the optimal combination, the management of military maintenance facility can gain the biggest effect against the limited cost. In the future, the multipurpose study, to analyze the military maintenance facility covering various weapon system equipments, will be performed.

Strategy for Building Smart City as a Platform of the 4th Industrial Revolution (제4차 산업혁명 플랫폼으로서의 스마트 시티 구축 전략)

  • Park, Young Jae
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.169-177
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    • 2019
  • The city is experiencing various problems such as traffic congestion, environmental pollution, urban crime, and faces the limit of growth. Recently, various attempts to build a Smart City have been spreading around the world, in order to solve these problems. Smart City is attracting attention as the core platform of the future city with the $4^{th}$ industrial revolution. However, various definitions of smart city are mixed, and the methods and strategies for implementing smart city are changing or evolving due to the development of technology and the experience during that time. This study summarizes the definition of various smart city through literature review and suggests smart city building strategy that enables sustainable growth of cities as a platform of the $4^{th}$ industrial revolution era.

Why do We Listen to Books?: Exploring Factors Affecting the Purchase Intention of Audiobooks (우리는 왜 책을 듣는가: 오디오북 구매의도에 영향을 미치는 요인 탐색)

  • Kim, Hyoung-Jee;Kim, Junghwan
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.118-128
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    • 2021
  • As interest in the audiobook market is growing, this study examined the influence of audiobook usage on purchase intention. An online survey was conducted in December 2020 targeting those in their 20s to 40s with experience using audiobooks. PLS-SEM was employed and the results are as follows. First, information, relaxation, and convenience motivation of audiobooks had a positive impact on user satisfaction. Second, while innovativeness of users had a positive impact on satisfaction, multitasking did not significantly affect satisfaction. Third, satisfaction had a positive impact on continued use and purchase intention. Finally, the continued use intention positively affected the purchase intention. This study is significant as an early study on the use of audiobooks. It is also meaningful in that it explored the process of evolving books in accordance with changes in technology and market demand.

An analysis on Disney's animation Through Transbranding theory (트랜스브랜딩 이론을 통한 디즈니 애니메이션 <겨울왕국> 분석)

  • Lee, Min Kyung;Kim, Jai Beom
    • Design Convergence Study
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    • v.14 no.3
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    • pp.61-72
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    • 2015
  • This research attempts to provide greater understandings about 'Transbranding' theory by an analysis of , a 3D animation produced by Disney Studio released in 2013 partly in comparison with . Furthermore, this research shows the branding strategy of "Disney", reputed for its well-devised marketing strategy, in the era of Transmedia. This research analyzes the animation with four components of 「Transmedia Mix strategy」 and the 「2F(Flexible Fit) strategy」. In the 「2F(Flexible Fit) strategy」 analysis, is compared with another Disney-made animation . not just maintains the core values of Disney animations but also implements diverse strategies for developing the evolving interactions, the collaborative creation, and the multi-experience. has achieved successful branding identity/image by securing the strategic flexibility by differentiating itself from the existing Disney animations. Disney also establishes itself as a new and modern brand through 2F strategies.

GRINDING OPTIMIZATION MODEL FOR NANOMETRIC SURFACE ROUGHNESS FOR ASPHERIC ASTRONOMICAL OPTICAL SURFACES (천체망원경용 비구면 반사경 표면조도 향상을 위한 최적연삭변수 수치결정모델)

  • Han, Jeong-Yeol;Kim, Sug-Whan;Kim, Geon-Hee;Han, In-Woo;Yang, Sun-Choel
    • Journal of Astronomy and Space Sciences
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    • v.22 no.1
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    • pp.13-20
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    • 2005
  • Bound abrasive grinding is used for the initial fabrication phase of the precision aspheric mirrors for both space and ground based astronomical telescopes. We developed a new grinding optimization process that determines the input grinding variables for the target surface roughness, checks the grinding error magnitude in resulting surface roughnesses, and minimizes the required machining time. Using the machining data collected from the previous grinding runs and subsequently fed into the multivariable regression engine, the process has the evolving controllability that suggests the optimum set of grinding variables for each target surface roughness. The process model was then used for ten grinding experiments that resulted in the grinding accuracy of $=-0.906{\pm}3.38(\sigma)\;nm(Ra)$ for the target surface roughnesses of Zerodur substrate ranging from 96.1 nm (Ra) to 65.0 nm (Ra) The results imply that the quantitative process optimization technique developed in this study minimizes the machining time and offers the nanometric surface roughness controllability superior to the traditional, qualitative, craftsman based grinding process for the astronomical optical surfaces.

Epistemological Beliefs of Elementary School Teachers in Science Class According to Gender and Teaching Experience (초등교사의 과학 수업에 대한 인식론적 신념 -성별과 교직 경력을 중심으로-)

  • Kim, Nam-hoon;Yeo, Sang-ihn
    • Journal of The Korean Association For Science Education
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    • v.42 no.2
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    • pp.277-287
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    • 2022
  • This study aims to investigate the main effects and interaction effects of individual variables on the epistemological beliefs of elementary school science teachers. For this purpose, a survey was conducted on 338 elementary science teachers in the metropolitan area on gender, teaching career, and epistemological beliefs. Epistemological beliefs show significant differences not only in gender and teaching career, but also in the interaction between gender and teaching career. Depending on gender, female teachers are more integrated in knowledge than male teachers, and process is more important than outcome in learning. Depending on the teaching career, it was found that high-career teachers generally value the process rather than the results, as knowledge is integrated and constantly evolving, knowledge is acquired by individual reasoning and justified through external interaction. On the other hand, teachers with low career perceive that efforts are indispensable in learning compared to other groups. Depending on the interaction between gender and teaching career, elementary school teachers believe that the higher the teaching career, the more integrated and constantly evolved, but low-career male teachers believed that learning ability was born with experience, while high-career male teachers value the learning process. Based on this study, it is expected that many training sessions aimed at improving the quality of teaching and learning will provide more effective opportunities to develop elementary science teachers' epistemological beliefs, considering teachers' personal characteristics.

Development of Mobile Tour Game for Site-specific Cultural & Historical Tour Information Service (위치 기반 역사 문화 관광 정보 서비스를 위한 모바일 투어게임 개발에 관한 연구)

  • Kim, Hyun-Jeong;Schliesser, John;Kim, Min-Soo;Chung, Han-Kyung;Park, Jung-Hyun;Park, Young-Je;Shim, Jung-Wha;Kim, Young-Hee;Kim, Min-Jung;Cho, Shin-A
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.70-77
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    • 2007
  • 모바일 IT와 무선인터넷의 발달에 따라 디지털 컨텐츠를 담는 뉴미디어로서의 휴대폰의 가능성은 점차 확대되고 있으며, 모바일 컨텐츠 시장도 급속도로 성장하고 있다. 무선인터넷의 발달은 유선 인터넷 컨텐츠를 무선으로 확장하게 하였으며, 장소기반 관광 정보 (Location Based Information) 서비스가 우선적으로 구축되고 있다. 그러나, 현재 모바일 기기로 서비스되고 있는 대부분의 관광정보는 관광지에 대한 간단한 설명, 교통편, 숙박, 음식점 등 매우 실용적이고 일반적이어서 편리하긴 하지만, 그다지 사용하고 싶은 매력은 없는 정보에 그치고 있다. 본 연구는 기술적으로 진화하고 있는 유비쿼터스 도시 환경에서 모바일을 활용하여 어떠한 새로운 형태의 관광 컨텐츠가 가능해질 수 있을까 하는 질문에서 출발하였다. 본 논문은 정보통신연구 진흥원의 지원을 받아 진행했던 지역의 역사, 문화 정보 전달을 위한 모바일 투어 게임 "타임트렉" 프로토타입 개발에 관한 리서치, 컨셉, 프로세스를 정리한 것이다. "타임트렉" 프로젝트에서 추구했던 방향은 문화적, 역사적으로 중요한 장소를 투어하면서 모바일 미디어를 활용하여 보다 깊은 역사, 문화 정보를 새롭고 재미있는 방법으로 전달하고자 하는 것이었다. 특히, 사용자의 보다 적극적인 참여와 흥미유발을 위해 시간여행 능력을 가진 탐정이 과거로 시간여행을 통해 사건을 해결하는 롤플레잉 스토리 기반 게임과 물리적 장소에서 답을 찾아야 하는 오프라인 퀘스트 게임의 형식을 포함하는 모바일 투어 게임형태로 구축하였다. 이렇게 함으로써 관광객들에게 보다 그 장소에 대해 알고 싶어 하는 흥미를 유도하고 투어를 완료하게 유도함으로써 만족스럽고 새로운 관광 경험을 제공하는 것을 목적으로 하였다. 새로운 타입의 모바일 관광서비스의 프로토타입 개발에 있어 중점을 두었던 부분은 역사적으로 중요한 장소를 워킹 트레일로 구성하고 그 장소가 가지는 기본적인 문화, 역사적 정보에 오락적 요소(스토리와 게임 요소)를 자연스럽게 혼합하여 흥미로운 컨텐츠를 만들는 것이었으며, 또한 모바일이 가진 위치기반 서비스 기능을 활용하여 효과적으로 컨텐츠를 적재적소에 제시하는 인터페이스 구현에 중점을 두었다. 논문에서는 먼저, 기존의 국내외 모바일 관광정보서비스의 사례 및 연구 동향을 분석하고, 이에 따라 설정한 "타임트렉" 프로젝트의 방향성과, "타임트렉" 프로젝트에서 개발했던 프로토타입에 대하여 요약, 설명하였으며, 사용자 테스트 과정을 기술하였다. 그리고 마지막으로, 시장 세분화에 따른 관광 정보 서비스의 엔터테인먼트화 전략에 대해 논의하였다. 본 연구에서 시도했던 지역의 역사, 문화 관광을 위한 LBS 모바일 기술과 스토리, 게임 등 엔터테인먼트 요소의 결합은 관광객들에게 새로운 형태의 즐거운 관광 경험을 창출할 수 있으며, 관광 산업과 모바일 컨텐츠 산업의 결합이라는 새로운 접근의 장을 개척할 수 있을 것이다.

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.