• Title/Summary/Keyword: 현실 맥락

Search Result 264, Processing Time 0.025 seconds

Pre-service teachers' conceptions about considering the realistic contexts in the word problems (실생활 문장제에서 현실맥락 고려에 관한 예비교사들의 인식 분석)

  • Lee, Jihyun;Yi, Gyuhee
    • The Mathematical Education
    • /
    • v.60 no.4
    • /
    • pp.509-527
    • /
    • 2021
  • We investigated whether and how pre-service teachers took the realistic contexts seriously in the course of solving word problems; additionally, we investigated how pre-service teachers evaluated students' realistic and non-realistic answers to word problems. Many pre-service teachers, similar to students, solved some of the realistic problems unrealistically without taking the realistic contexts seriously. Besides, they evaluated students' non-realistic answers higher than the realistic answers. Whether the pre-service teachers could solve problems realistically or not, they did not appreciate students' realistic considerations for the reasons that those were not fitted to the intentions of the word problems, or those were evidence of the flaws of the problem. Furthermore, the analysis of premises implied in the pre-service teachers' evaluation comments showed the implicit didactic contracts about realistic word problem solving that they accepted and also anticipated students to follow. Our analysis of the pre-service teachers' conceptions of realistic word problems can help teacher educators design the teacher program to challenge and revise pre-service teachers' folk pedagogy.

Context-aware Mobile AR System for Personalization, Selective Sharing, and Interaction of u-Contents in u-Space (지능형 정보 공간에서 u-콘텐츠의 개인화, 선택적 공유 및 상호작용을 위한 맥락 인식 증강 현실 시스템)

  • Suh, Young-Jung;Park, Young-Min;Shin, Choon-Sung;Yoon, Hyo-Seok;Chang, Yoon-Je;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.598-605
    • /
    • 2007
  • 본 논문에서는 지능형 정보 공간에서의 모바일 증강 현실 기반 환경 제어, u-콘텐츠의 개인화, 선택적 공유 및 협업의 개념을 포함하는 맥락 인식 모바일 증강 현실 (Context-aware Mobile AR) 시스템을 제안한다. 유비쿼터스 컴퓨팅 인프라의 발전으로 눈에 보이지 않는 컴퓨팅 리소스들로부터 획득되는 환경 및 개인의 맥락정보와 u-콘텐츠 활용의 용이성이 증가하고 있다. 하지만 사용자들이 눈에 보이지 않는 수많은 스마트 오브젝트들을 인지하기가 어려우며, 인터페이스의 복잡성으로 인하여 스마트 오브젝트들을 제어하는 것 역시 쉽지 않다. 또한, 다양한 u-콘텐츠의 획일적인 증강은 사용자에게 혼란만을 가중시키는 문제를 유발한다. 따라서, 제안된 시스템은 맥락 인지 기술과 모바일 증강 현실 기술을 접목하여 개인화된 스마트 오브젝트 컨트롤과 개인화된 u-콘텐츠의 증강 및 선택적인 공유를 가능하게 하고자 한다.

  • PDF

Context-based Design Methodology For Augmented Reality Contents (증강현실 콘텐츠의 맥락 기반 디자인 방법론 연구)

  • Lee, Jihye
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.2
    • /
    • pp.249-257
    • /
    • 2017
  • This research discusses user's context based design methodology for location-based AR contents design. A media contents regarding mobile service should be designed considering user's context in dynamic environment. In this regard, I would like to suggest user's context centered design method for augmented reality contents. There are two different research methods in conventional context-based design method. This research tries to totalize two methods. In this sense, this research investigated previous researches which make a new design method. And then, context-based design methods are compared and the pros of them are integrated so as to create a new context-based design method. This new methodology aims to be an effective design method of creating AR contents in the future.

CAMAR Companion : Context-aware Mobile AR System for supporting the Personalization of Augmented Content in Smart Space (CAMAR Companion : 스마트 공간에서 증강 콘텐츠의 개인화를 위한 맥락 인식 모바일 증강 현실 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.673-676
    • /
    • 2009
  • In this paper, we describe CAMAR Companoin, a context-aware mobile AR system that provides a user-adaptive assistance with an augmented picture according to the user's context in smart space. It recognizes physical objects and tracks the movement of those objects with a camera embodied to a mobile device. CAMAR Companion observes a mobile user's context, which is sensed by various kinds of sensors in environments, and infers user preference for the content in the situation. It recommends multimedia content relevant to the user's context. It overlays selected content over associated physical objects and enables the user to experience the content in a user-centric manner. Furthermore, we have developed the prototype to illustrate how our system could be used for a mobile user's well-being care applications in smart home environments. In this application, we found that our system could perceive a user preference even though a user's context is changed dynamically, and then adapt the multimedia content with respect to the user's context effectively. As such, the proposed user-adaptive system has the potential to play an important role in developing customized user interfaces in mobile devices.

  • PDF

CAMAR 2.0 : 맥락인지 모바일 증강현실과 응용

  • Yun, Hyo-Seok;Lee, Won-U;Kim, Hye-Jin;Han, Jong-Hyeon;Park, Jong-Hui;U, Un-Taek
    • Information and Communications Magazine
    • /
    • v.29 no.4
    • /
    • pp.37-45
    • /
    • 2012
  • 본고에서는 모바일 증강현실의 새로운 연구 방향으로 맥락인지 모바일 증강현실(CAMAR 2.0)을 제시하고 이를 반영한 응용을 소개한다. CAMAR 2.0은 사용자, 환경, 사회적 관계등을 포함한 통합맥락 정보를 활용하여 다양한 크기의 실내/외 객체에 증강 콘텐츠를 이음매 없이 정합하고, 사용자들의 직관적인 콘텐츠 저작과 선택적 공유를 통해 지속발전 가능한 증강현실 생태계를 구성할 수 있게 한다. CAMAR 2.0 개념의 이해를 돕기 위해 이전 모바일 증강현실 응용과 비교하고, 미술관/박물관 시나리오를 통해 필요 기술을 설명한다.

A Framework for Context-Aware Mobile Augmented Reality System Development (맥락인식 모바일 증강 현실 시스템 개발을 위한 프레임워크)

  • Hong, Dong-Pyo;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.109-114
    • /
    • 2008
  • In this paper, we propose CAMAR Core Platform as a framework for context-aware mobile augmented reality system development after brief introduction of limitations in the previous mobile augmented reality (AR). There have been many research activities on mobile AR due to recent enhancement of functionalities of mobile devices and development of relevant technologies to mobile augmented reality. In order to be used in ubiquitous computing environment, however, mobile AR systems should be able to utilize available contextual information, augment personalized contents, and share the augmented contents with other users. Thus, the proposed CAMAR Core Platform can provide such functionalities to those who want to develop CAMAR systems. To show the feasibility of the proposed framework, we show several applications based on the framework.

  • PDF

Context-aware U-VR Simulator for Linking Real and Virtual Environments (현실환경과 가상 환경을 연동하는 맥락 인식 기반 U-VR 시뮬레이터)

  • Oh, Yoo-Soo;Kang, Chang-Gu;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.310-314
    • /
    • 2009
  • In this paper we propose the U-VR Simulator which seamlessly connects entities in real and virtual environments by exploiting context, based on the concept of ubiquitous virtual reality. Using the U-VR Simulator, a smart home environment can be simulated and new virtual entities such as sensors, actuators, and services can be added to existing real entities. The proposed approach is fast and cost-effective because the simulator effectively utilizes both existing and simulated devices. In addition, our approach allows application developers to rapidly develop U-VR applications and extend them to relevant domains. As a future work, we will expand our simulator to intelligently augment virtual entities into real environments.

  • PDF

A study on Consumer's Reaction to User Context Characteristics in AR Advertisement (모바일 증강현실 광고의 맥락특성에 따른 수용자 반응)

  • Cho, Yong-Jae
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.84-92
    • /
    • 2015
  • Advertisement market using the augmented reality has been rapidly increasing recently due to integration with LBS(location based services). This study was conducted to examine the effect and acceptance intention of mobile augmented reality advertisement through TAM(Technology Acceptance Model). 'Contextual feature,' which is a characteristic of augmented reality advertisement, was selected as an outside effective variable, and perceived usefulness and perceived ease of use, which are the core variables of TAM, and attitude of advertisement and advertisement acceptance intention were selected as important evidences of Technology Acceptance Process. Also, the relationship between each evidences were investigated. As a result of the investigation of the outside influence on the acceptance model of augmented reality advertisement, it was shown that the contextual feature of augmented reality advertisement had meaningful influence on perceived usefulness and perceived ease of use, and it was also shown that it has positive influence on the attitude of advertisement and acceptance intention of advertisement.

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
    • /
    • v.22 no.3
    • /
    • pp.397-407
    • /
    • 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.

Rectangular Marker Recognition using Embedded Context Information (맥락 정보를 이용한 장방형 마커 인식 및 증강현실 응용)

  • Lee, Won-Woo;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.74-79
    • /
    • 2009
  • Fiducial markers have been used frequently in augmented reality applications. However, they represent only ID information to identify a marker, and thus they have limitations when we have multiple types of markers. In this paper, we propose a new marker design for augmented reality applications. We embed a marker’s context, such as type, size, orientation, and ID, in the barcode that has been used just for storing an ID. BY embedding the context information, it is possible to recognize multiple types of markers at once and to render corresponding contents with proper scale. Our marker design can be used in a mobile augmented reality environment where many unknown types of markers may exist.

  • PDF