• Title/Summary/Keyword: 3D 교육

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The Development of VR based Application for Realistic Disaster Prevention Training (현실감 있는 재난재해 예방 교육을 위한 VR 기반 앱 개발)

  • Kim, Taehoon;Youn, Junhee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.287-293
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    • 2018
  • The Korean peninsula has been known as an area that is free of volcanic disasters. However, recent observations and research results of volcanoes in Far East Asia, including Baedu Mountain and Japanese volcanoes, show that the Korean peninsula is no longer a safe area from volcanic disasters. Since 2012, the Korean government has been developing an IT-based construction technology, VDRS (Volcanic Disaster Response System), for effective volcanic disaster response system. The main users of VDRS are public officers in central or local governments. However, most of them have little experience and knowledge about volcanic disasters. Therefore, it is essential to develop education contents and implement training on volcanic disaster response for effective response in a real disaster situation. In this paper, we deal with the development of a mobile application based on virtual reality (VR) for realistic volcanic disaster response training. The objectives of training are the delivery of knowledge and experience for volcanic disasters. First, VR contents were generated based on spatial information. A 3D model was constructed based on a Digital Elevation Model (DEM), and visualization models for meterological effects and various volcanic disaster diffusion effects were implemented for the VR contents. Second, the mobile application for the volcanic disaster response training was implemented. A 12-step story board is proposed for volcanic disaster experience. The application was developed with the Unity3D engine based on the proposed story board to deliver knowledge of various volcanic disasters (volcanic ash, pyroclastic flows, volcanic mudflow etc.). The results of this paper will be used for volcanic disaster response and prevention training and for more realistic training linked with augmented reality technology in the future.

A study on the perception of 3D virtual fashion before and after COVID-19 using textmining

  • Cho, Hyun-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.111-119
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    • 2022
  • The purpose of this paper is to examine the change in perception of 3D virtual fashion before and after COVID-19 using big data analysis. The data collection period is from January 1, 2017, before the outbreak of COVID-19, to October 30, 2022, after the outbreak. Big data was collected for key words related to 3D virtual fashion extracted from social media such as Naver, Daum, Google, and YouTube using Textom. After the collected words were refined, word cloud, word frequency, connection centrality, network visualization, and CONCOR analysis were performed. As a result of extracting and analyzing 32,461 words with 3D virtual fashion as a keyword, the frequency and centrality of fashion, virtual, and technology appeared the highest, and the frequency of appearance of digital, design, clothing, utilization, and manufacturing was also high. Through this, it was found that 3D virtual fashion is being used throughout the industry along with the development of technology. In particular, the key words that stand out the most after COVID-19 are metaverse and 3D education, which are in high demand in the fashion industry.

The impact of Google SketchUp on spatial ability and 3D geometric thinking of 7th grade students in volume measurement of solid figures (공간 능력과 공간 기하적 사고에서 SketchUp활용의 효과 -중학교 1학년 입체도형의 측정 단원을 중심으로-)

  • Lee, Hyun Hui;Kim, Rae Young
    • The Mathematical Education
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    • v.52 no.4
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    • pp.531-547
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    • 2013
  • The purpose of the study is to examine how effects of activities using Google SketchUp on students' spatial ability and 3D geometric thinking in measuring the volume of solid figures. By comparing the results from pre- and post-tests between the experimental group and control group, we found that activities using Google SketchUp help students improve their spatial ability in the spatial orientation and visualization. In addition, more than half students in the experimental group moved from level 4 up to level 7 in thinking process of measuring the volume in terms of Battista(2004)'s levels. This study suggests that the instruction with Google SketchUp can help to improve students' spatial ability and 3D geometric thinking in the regular class in middle school. In addition, SketchUp can be an advanced technological tool to support students' self-directed learning, which create an efficient educational environment and a great opportunity to learn geometry in an effective manner.

Virtual Pottery Gallery Using Panorama Images (파노라마 영상을 이용한 가상 도자기 전시실의 구현)

  • 박경남;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.173-176
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    • 2001
  • In this study, we designed a virtual gallery using VRML authoring tool. With this system, we expect to provide a realistic and interactive environment where students can appreciate artistic work in their learning processes. Our system is implemented with several methods such as panorama images and 3D object modules with Photo Vista, Object Modeler and Reality Studio. We currently investigate how this virtual gallery can affect students aesthetic aspects with the intended realistic appreciation In their art education processes. In the following section, we describes how we implemented our virtual gallery with vrml authoring tools.

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Development and Effects of Virtual Geological Field Trip Program using 360° 3D Panorama Technique (360° 3D 파노라마 기술을 적용한 VFT 개발 및 효과)

  • Kim, Hee Soo
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.2
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    • pp.193-205
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    • 2015
  • In this study, a Virtual geological Field Trip(VFT) learning program using 3D panorama virtual reality techniques was developed to learn about the Gongju city 7 area located in Chungcheongnam-do, Korea. The developed $360^{\circ}$ 3D VFT program can show every face of observational points and interact as zoom-in, zoom-out and image rotation. For the educational effects of the materials, it is provided with a compass, a protractor, enlarged images, pop-up windows, etc.. The program was applied to the class of 35 gifted students in middle school to investigate the effectiveness of the program. The results showed that positive responses of the students were 90% or more. When geological field trip problems like cost, safety, distance occur in geological learning procedure of middle school science, this VFT program can become as a supplementary learning material and a solution.

A Study on Problem Solving of 3D Printing Production of Scaffold Using ADRIGE TRIZ Algorithm and DOE (ADRIGE 트리즈 알고리즘과 실험계획법을 이용한 인공지지체 3D프린팅의 제작문제 해결에 관한 연구)

  • Lee, Song-Yeon;Huh, Yong Jeong
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.2
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    • pp.92-97
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    • 2019
  • In this paper, we investigated the problems and solutions in the production of scaffolds using commercially available FDM 3D printers. We used ADRIGE TRIZ algorithm to systematically analyze the problems and suggest solutions. We printed scaffolds using suggested solutions. We measured the pore size and printing time of the scaffolds. We have confirmed that the printing precision is greater than 99% and the printing time is decreased by half. The suggested solutions proved its validity through experiments and showed satisfactory results.

APPLICATIONS OF THE SCHWARZ LEMMA RELATED TO BOUNDARY POINTS

  • Bulent Nafi Ornek
    • The Pure and Applied Mathematics
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    • v.30 no.3
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    • pp.337-345
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    • 2023
  • Different versions of the boundary Schwarz lemma for the 𝒩 (𝜌) class are discussed in this study. Also, for the function g(z) = z+b2z2+b3z3+... defined in the unit disc D such that g ∈ 𝒩 (𝜌), we estimate a modulus of the angular derivative of g(z) function at the boundary point 1 ∈ 𝜕D with g'(1) = 1 + 𝜎 (1 - 𝜌), where ${\rho}={\frac{1}{n}}{\sum\limits_{i=1}^{n}}g(c_i)={\frac{g^{\prime}(c_1)+g^{\prime}(c_2)+{\ldots}+g^{\prime}(c_n)}{n}}{\in}g^{\prime}(D)$ and 𝜌≠1, 𝜎 > 1 and c1, c2, ..., cn ∈ 𝜕D. That is, we shall give an estimate below |g"(1)| according to the first nonzero Taylor coefficient of about two zeros, namely z = 0 and z ≠ 0. Estimating is made by using the arithmetic average of n different derivatives g'(c1), g'(c2), ..., g'(cn).

A Case of IT Confusion Education: Simulation for Furniture Placement based on Virtual Reality (IT융합교육 사례: 가상현실에 기반한 가구배치 시뮬레이션)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.25-30
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    • 2015
  • Virtual reality is a combination of various studies, such as programming, simulation, and computer graphics. This type of new cultural paradigm requires novel concept of contents development and information exchange. This research uses 3D virtual reality technology in new equipment called I-Bench Mobile which let user to interact with the equipment for completing furniture disposition task. The simulation is manufactured in 3D with application of physics, and the ultimate goal of it is to increase customers' satisfaction by allowing them to enjoy snap shot function for arranging furniture at exact desired place. This research requires not only coding techniques but also educating process in both engineering and art, such as computer science, media art design, and visual communication; therefore, the development of software by facilitating Virtual/Augmented Reality technology in this research is a good example of fusion IT technique education.

Aligning Academic Library Makerspaces with Digital Literacy Education Spaces (디지털리터러시 교육 공간으로서의 대학도서관 메이커스페이스)

  • Chang, Yunkeum
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.1
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    • pp.425-446
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    • 2018
  • As makerspaces continue to be introduced in academic libraries in Korea, this study explores potential operating strategies of, and long-term justifications for, makerspaces as digital literacy eduational spaces and services at academic libraries. By examining related literature reviews and case studies of makerspaces, this study analyzes various programs and their respective creation, funding, development, and outcomes, including educational value and library-specific goals such as digital literacy and lifelong learning. This study also considers the perspectives of librarians at academic libraries in Korea who were asked about the purpose, impact, and limitations of makerspaces. Certain common themes appear: for example, it is necessary for makerspaces to resolve challenges related to stable funding, as well as staffing and training of professional librarians assisting with the on-the-ground operation of makerspaces. This study proposes that designing makerspaces for an academic library setting goes deeper than providing a collaborative environment with access to new technologies like 3D printers and laser cutters, and it may be uniquely appropriate to draw connections to libraries' objectives to provide digital literacy education and universities' mission to foster innovation and creativity among students.

JORDAN DERIVATIONS ON A LIE IDEAL OF A SEMIPRIME RING AND THEIR APPLICATIONS IN BANACH ALGEBRAS

  • Kim, Byung-Do
    • The Pure and Applied Mathematics
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    • v.23 no.4
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    • pp.347-375
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    • 2016
  • Let R be a 3!-torsion free noncommutative semiprime ring, U a Lie ideal of R, and let $D:R{\rightarrow}R$ be a Jordan derivation. If [D(x), x]D(x) = 0 for all $x{\in}U$, then D(x)[D(x), x]y - yD(x)[D(x), x] = 0 for all $x,y{\in}U$. And also, if D(x)[D(x), x] = 0 for all $x{\in}U$, then [D(x), x]D(x)y - y[D(x), x]D(x) = 0 for all $x,y{\in}U$. And we shall give their applications in Banach algebras.