• Title/Summary/Keyword: 체험형 교육

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Hybrid Web Content Management System Implementation (하이브리드 웹 콘텐츠 관리 시스템 구현)

  • Park, Seon-Gyeong;Mun, Hyung-Jin
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.15-20
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    • 2019
  • The purpose of this study is to provide customized experience learning service platform that enables consumers to easily search for various content information about on - site experiential learning, exhibitions, events, and culture, and to provide services. To provide customized experiential learning information that meets the requirements of the consumer. Beacon technology implemented through this study is a BLE technology that broadcasts a URL in Eddystone format developed by Google. This means that even if a user does not install a separate application, Making it easier and faster to access. Based on this, when the database of local cultural contents is completed, it will be expanded to the whole country, and it is expected that more diverse and high quality self - directed cultural contents experiential learning activity education programs will be provided to consumers by diversifying contents and expanding the market.

The Effect of Virtual Human Lecturer's Human Likeness on Educational Content Satisfaction: Focused on the Theory of Experiential Economy (가상 휴먼 강사의 인간 유사도가 교육 콘텐츠 만족감에 미치는 영향: 체험경제이론을 중심으로)

  • Gong, Li;Bae, Sujin;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.524-539
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    • 2022
  • With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.

Developing Play Cube System for Virtual Content Management (가상콘텐츠 운용을 위한 플레이큐브 시스템 개발)

  • Baik, Min-Ju;Hong, Sung-Wook;Choi, Lee-Kwon;Lee, Byong-Kwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.424-427
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    • 2018
  • 다양한 가상 교육용 콘텐츠 및 기능성 게임 솔루션의 경우 다양한 플랫폼 및 기능을 제공해야 운용이 가능하고 이러한 콘텐츠는 하드웨어 및 다양한 센서를 포함해야 한다. 본 연구에서는 가상 체험형 콘텐츠에서 공동 및 자주 사용하는 센서 및 하드웨어 솔루션을 운용할 수 있도록 플레이 큐브(Play Cube) 시스템을 제안한다. 플레이큐브는 육면체의 공간에서 각종 센서 및 장비를 제공해 다양한 교육용 콘텐츠를 운용하는 시스템이다.

Construction Status and Proposal for Information Communication Facility of Childcare Center -After COVID19, focusing on IT Technology Utilization- (어린이집 정보통신설비 구축현황 및 제안 -COVID19 이후 IT기술활용 중심으로-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.43-50
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    • 2020
  • The purpose of this study is to examine the case of constructing information and communication facilities in daycare centers and to propose an educational environment that can foster young talents who can lead the era of the fourth industrial revolution. In particular, after COVID19, a method was proposed to create an information and communication environment suitable for children to receive personalized education, and to create an environment for experiential education if possible, and at the same time to enable averaging of customized learning. Since there has been no research on information and communication facilities in daycare centers, we intend to place significance on starting, and in the future, to foster creative and contextual children, we will reduce the movement of teachers through smart speakers and mobile devices, and tailor the educational environment through AI data. I think that the design of the daycare center should be changed in the direction of making the product. To this end, the CM role of information and communication supervision is needed, and it is hoped that it will become a design standard for daycare centers after COVID19 by developing research on daycare centers.

Cross-covariance 3D Coordinate Estimation Method for Virtual Space Movement Platform (가상공간 이동플랫폼을 위한 교차 공분산 3D 좌표 추정 방법)

  • Jung, HaHyoung;Park, Jinha;Kim, Min Kyoung;Chang, Min Hyuk
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.5
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    • pp.41-48
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    • 2020
  • Recently, as the demand for the mobile platform market in the virtual/augmented/mixed reality field is increasing, experiential content that gives users a real-world felt through a virtual environment is drawing attention. In this paper, as a method of tracking a tracker for user location estimation in a virtual space movement platform for motion capture of trainees, we present a method of estimating 3D coordinates of the 3D cross covariance through the coordinates of the markers projected on the image. In addition, the validity of the proposed algorithm is verified through rigid body tracking experiments.

Case Study of Online Education Using Virtual Training Content (가상훈련 콘텐츠를 사용한 온라인 교육의 사례 연구)

  • Huh, Jun-young;Roh, Hyelan
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.1-8
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    • 2019
  • Virtual Training is an educational exercise in which the environment or the situation is virtually implemented for specific training and proceed like a real situation. In recent years, the virtual reality technology has developed rapidly, and the demand for experiencing situation that are not directly experienced in the real world is increasing more and more in virtual reality. Particularly, there is an increasing demand of contents for hands-on training and virtual training for equipment training that replaces high-risk and high-cost industry training. The virtual training contents have been developed and utilized for the purpose of technical training. However, it is known that virtual training is more effective when it is used as a supplementary training material or combined with e-learning contents rather than replacing one training course with virtual training contents because purpose and effect are different from general technical training course. In this study, we explored the development method for effective utilization of electrohydraulic servo control process, which is the virtual reality contents developed in 2017 in combination with e-learning contents. In addition, in order to establish a teaching and learning strategy, we actually develop and operate a case studies using virtual training contents. Surveys and case studies are conducted to investigate the effects of teaching and learning strategies applied in the classroom on students and their educational usefulness.

A Study on the Development of Experiential Nature Education Program in the Urban Forest Park - A Case Study of Yeongheung Park in Suwon - (도시 산림공원의 체험형 자연교육 프로그램 개발 연구 - 수원 영흥공원을 대상으로 -)

  • Chang, Ye-Na;Kim, Sung-Hee;Han, Bong-Ho;Choi, Jin-Woo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.6
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    • pp.12-23
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    • 2019
  • The purpose of this study was to develop and study an experiential natural education program that could emphasize the importance of the natural environment by providing natural experience opportunities using the natural resources of the urban forest parks using Youngheung Park in Suwon, Gyeonggi Province as a target site. The research target was limited to Suwon Yeongheung Park, which had the potential to become a place for education, where urban forest conservation and sustainable use already coexist. The natural education resources derived by surveying and analyzing the basic environment and the ecology of plants and animals in Suwon Yeongheung Park were organized to establish program goals, directions, and themes. Suwon Yeongheung Park is a water-rich forest that forms an ecological system of wetlands, including rice paddies, muknon wetlands, and dungbun, near a valley area. The U-shaped walkway was smoothly formed along the ridge and includes Doran-gil, which is among the Palochrome Road, designated by the city of Suwon. The soil is acidic, with a pH 4.40, due to urban pollution and acid rain, and is not good for plant growth. Most of the artificial forests, natural forests, and arable land were found using land use and extant life surveys. Old trees were distributed in artificial forests, the oak clusters in natural forests, and the fields and darrinones were distributed in the arable areas. As the forest vegetation declined, the cedar forest was underway, and the cedar trees and red bean pear trees were cultivated due to their adaptability to the urban environment. There are 13 large of 180 sacks, one being 109 centimeters in diameter, the largest silvery tree, and 105 oak trees, provide food and shelter for animals. Six species of waterfowl that used the 22 kinds of forest wetlands, while four species of amphibians and two species of reptiles reside in the wetlands. Natural Monument No. 327, Mauryuk, Class II Endangered Wildlife, was also observed in the wetlands. Eight other species of surface dragonflies and three species of butterflies were observed. By systemizing the resources, members, and characteristics of the forest ecosystems in Suwon Yeongheung Park based on five criteria, the program for a hands-on natural education was presented with the aim of understanding the urban forest ecosystem in Suwon Yeongheung Park, having an affinity with the city, and recognizing its relationship with the community and society. However, further research is needed as there are limitations of research on programs characterized by different ages and classes.

EDISON Platform to Supporting Education and Integration Research in Computational Science (계산과학 분야의 교육 및 융합연구 지원을 위한 EDISON 플랫폼)

  • Jin, Du-Seok;Jung, Young-Jin;Lee, Jong-Suk Ruth;Cho, Kum-Won;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.466-469
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    • 2011
  • Recently, a new theoretical and methodological approach for computational science is becoming more and more popular for analyzing and solving scientific problems in various scientific disciplines such as Computational fluid dynamics, Chemistry, Physics, Structural Dynamics, Computational Design and applied research. Computational science is a field of study concerned with constructing mathematical models and quantitative analysis techniques and using large computing resources to solve the problems which are difficult to approach in a physical experimentally. In this paper, we present R&D of EDISON open integration platform that allows anyone like professors, researchers, industrial workers, students etc to upload their advanced research result such as simulation SW to use and share based on the cyber infrastructure of supercomputer and network. EDISON platform, which consists of 3 tiers (EDISON application framework, EDISON middleware, and EDISON infra resources) provides Web portal for education and research in 5 areas (CFD, Chemistry, Physics, Structural Dynamics, Computational Design) and user service.

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Disparities in Perceived Constraints and Loyalty Based on Motivation to Visit Ecologically Sensitive Area(ESA) - Visitors to DMZ Pyeonghwa Nuri-gil - (생태민감지역 트레일 방문동기별 지각된 제약요인과 충성도 차이 - DMZ평화누리길 방문객을 대상으로 -)

  • Yoo, Mi-Na;Kim, Hyoung-Gon;Lee, Jung-A;Chon, Jin-Hyung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.1
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    • pp.57-68
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    • 2012
  • This research was conducted to understand the extent to which visitors to the DMZ Pyeonghwa Nuri-gil Trail(located in one of the most Ecologically Sensitive Areas(ESA) of Korea) are motivated by perceived constraints and loyalty to the trail. Self-administered questionnaires were distributed to the participants of the '2010 DMZ Border Trekking Course', which resulted in collecting 317 valid responses. For statistical tests, the respondents were divided into three clusters(accidental, activity-driven, and nature-driven) by their motivation for the visit. ANOVA was conducted to examine if the three groups differ in terms of the perceived constraints and loyalty to the DMZ Pyeonghwa Nuri-gil Trail. The results showed that nature-driven visitors were more likely to perceive "psychological constraints" than accidental or activity-driven visitors. As for loyalty, accidental visitors displayed the lowest level of loyalty while nature-driven visitors indicated the highest level of loyalty. These results illustrate that nature-driven visitors not only have the strongest desire to experience and learn about ESAs but also possess the highest sense of loyalty to the trail. It can further be argued that nature-driven visitors are the ones with the greatest concern for the trail's well-being. The paper concludes with the contention that understanding the demand and characteristics of trail visitors is critical to the future development of the trail.

Design of CT-CPS Based Programming Lesson Using NetsBlox for Elementary School Students (초등학생을 위한 NetsBlox를 활용한 CT-CPS기반 프로그래밍 수업 설계)

  • Lee, Seung-Chul;Kim, Tae-Young
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.3-6
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    • 2018
  • 2015 개정 교육과정에 따라 2019년 3월부터 초등학교 5~6학년 학생을 대상으로 소프트웨어 교육이 실시된다. 궁극적인 소프트웨어 교육의 목표는 컴퓨팅 사고력을 갖춘 창의 융합형 인재를 양성하는 것이다. 이를 위해 초등학교에서는 알고리즘과 프로그래밍의 체험을 통해 소프트웨어 기초 소양을 함양하는 것을 목표로 한다. 이러한 컴퓨팅 사고력을 수업에 효과적으로 적용하기 위해 전용주(2017)는 소프트웨어 및 컴퓨팅에 관련된 사고과정과 원리를 실생활의 소재와 관련지어 창의적이고 능동적으로 그 해결방안을 구현해가는 과정으로 제시할 수 있는 수업 구성 원리인 CT-CPS 수업 모형을 개발하였다. 또한 교육부는 2015 개정 교육과정 실시 전, 소프트웨어 교육을 위한 선도학교를 전국에 지정하여 운영하였다. 선도학교에서의 소프트웨어 교육과정을 분석한 결과 주로 컴퓨팅 사고력의 구성요소 중 알고리즘과 자동화에 초점이 맞춰져 있었다. 엔트리와 스크래치와 같은 블록 프로그래밍 도구를 사용한 코딩교육과 로봇교육을 주로 실시했고, 실제 문제에 대한 학생들이 자료를 직접 다루는 시간은 찾아보기 힘들었다. 컴퓨팅사고력 향상을 위해서는 학생들이 실제 자료를 수집, 분석, 표현해보는 활동이 반드시 필요하다. 이에 본 연구에서 NetsBlox을 활용하고자 한다. NetsBlox는 학생들에게 익숙한 블록형 프로그래밍 도구로 실제 데이터를 온라인상에서 쉽게 받아와서 수집, 분석, 표현을 하게 도와주는 역할을 한다. 따라서 본 연구에서는 초등학생을 위한 NetsBlox를 활용한 CT-CPS기반 프로그래밍 수업을 설계하고자 한다.

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