• Title/Summary/Keyword: 3D 교육

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Realization of 3D Human structure by Internet (인터넷을 기반으로 한 가상현실 환경에서의 3차원 인체 구현)

  • 강득찬;박무훈
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.7
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    • pp.1084-1088
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    • 2002
  • Currently, the lack of equipments for the medical practice and education made it impossible for the people in medical institution to carry out suitable experiments for observing human bodies .In this paper, the authors embodied three dimensional images and moving pictures for the human skeletal structure, digestive organs, cardiovascular system and their processes over the internet framework. The three dimensional images and moving picture made it possible for the general people as well as the specialists to observe and obtain informations with regard to the human body. Especially, the authors realized a framework for visualizing the human bodies in three dimensional images, via which a detailed and realistic architecture for the human body and its organs can be obtained. The system developed in this paper can be used in the practice and education of the people engaged in medical fields.

A Study on Tensile Strength of the 3D Printing Product According to the Nitrogen Concentration of Chamber Inside (챔버 내부의 질소 농도에 따른 3D프린팅 출력물의 인장 강도에 관한 연구)

  • Lee, Song Yeon;Huh, Yong Jeong
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.103-107
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    • 2022
  • Scaffolds are the structures that safely protect sensors in various parts of the body. Because of scaffolds must protect sensors from load, the tensile strength of the scaffolds must be higher than 750 kgf/cm2. Currently, the tensile strength of scaffolds made with the 3d printer is 714 kgf/cm2. We confirm that the tensile strength of the scaffolds increase using air with high nitrogen concentration. In this study, we conducted experiments to find nitrogen concentrations in which the tensile strength of the specimen is higher than 750 kgf/cm2. The nitrogen control device and the nitrogen concentration sensor were installed in the chamber type 3d printer. The nitrogen concentration inside the 3d printer was changed by 5 % from 80 % to 100 %. Specimens of ASTM D 638 standard were produced under changed nitrogen concentration. We measured the tensile strength of specimens. We compared the tensile strength of specimens produced under each nitrogen concentration. We confirmed that when air with nitrogen concentration of 90 % was used, the tensile strength of scaffolds were 762 kgf/cm2.

A case study on high school students' mental image in the process of solving regular polyhedron problems (정다면체 문제 해결 과정에서 나타나는 고등학교 학생들의 심상에 관한 사례연구)

  • Hong, Gap Lyung;Kim, Won Kyung
    • The Mathematical Education
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    • v.53 no.4
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    • pp.493-507
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    • 2014
  • The purpose of this study is to analyze how high school students form and interpret the mental image in the process of solving regular polyhedron problems. For this purpose, a set of problems about the regular polyhedron's vertex is developed on the base of the regular polyhedron's duality and circulation. and applied to 2 students of the 12th graders in D high school. After 2 hours of teaching and learning and another 2 hours of mental image-analysis process, the following research findings are obtained. Fisrt, a student who recorded medium high-level grade in the national scholastic test can build the dynamic image or the patten image in the process of solving regular polyhedron's vertex problems by utilizing the 3D geometry program. However, the other student who recorded low-level grade can build the concrete-pictorial image. Second, pattern image or dynamic image can help students solve the regular polyhedron's vertex problems by proper transformation of informations and the mental images while the concrete-pictorial image does not help. Hence, it is recommended that the mathematics teachers should develop teaching and learning materials about the regular polyhedron's duality and circulation and also give students suitable questions to build the various mental images.

Ensure intellectual property rights for 3D pringting 3D modeling design (3D프린팅과 3D모델링의 디자인에 대한 지적재산권 침해확인 방안)

  • Lee, Yong-keu;Park, Dae-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.305-308
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    • 2016
  • The 3D printing technology which is called new revolution of 21C is under the spotlight recently. The technology takes effects on general manufacturing industries, as well as the prototypes, education, health care, construction. and other industries. It seems that personalized products will be produced and distributed with the introduction of 3D printers. In the case the possibility of violating intellectual property rights, we propose a system that can prevent the violation.

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A Survey on the 3D Printer Users' Experiences of 3D Modelling Software and Proposal of 3D Modeling Software Development for Koreans (3D프린터 사용자들의 3D모델링 소프트웨어 사용경험 탐색 및 한국인을 위한 3D모델링 소프트웨어 개발제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.21-29
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    • 2017
  • While the second and the third industrial revolutions made it possible a few standardized designs to be extracted and produced in large quantities, the recent development of the 3D printing technology allowed many individuals to reflect their unique personal characteristics on their creative works and produce them in large quantities-i.e., personally customized designs and mass production of various designs. However, for the customized designs and the mass production of various designs through the 3D printing technology, the individuals should use a 3D modeling software and the supporting features of the software can significantly affect the type and shape of a creative work. In this study, we surveyed the individuals who design the creative works using 3D printers about the type of software that they use and the type of creative works that they design using the software, to propose a possible direction of new software that supports their activities. To do this, we first surveyed sixty members of the OpenCreators, which is the largest 3D printing creator community in South Korea, about the 3D modelling Software that they use for their 3D printing creations, the best 3D modelling software for the 3D printing, and the type of frequently printing creation using the best 3D modelling software. We then analysed the response results. As a result, we found that most of 3D printing creators in South Korea use Rhino and 123D Design. More specifically, the Rhino was being widely used by the people in the 3D printing industry to print prototypes, samples, and mock-ups, while the 123D Design was being mainly used for general purposes such as educational tools, accessories, and home interior accessories. Therefore, we believe it is necessary to develop the software in two separated categories, i.e. for the business, like the Rhino, and for the beginners, and educational and personal purposes, like the 123D Design. Finally, we stressed and proposed the necessity to support individual creators by developing an industry-specific 3D modeling software.

A Development and Application of the Objects on the Unit of 'Our Body' on Augmented Reality ('우리 몸' 단원에 대한 증강현실 교육콘텐츠의 제작과 적용)

  • Ryu, Hyejoo;Park, Heonwoo
    • Journal of Korean Elementary Science Education
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    • v.36 no.4
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    • pp.367-378
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    • 2017
  • Because the lessons of 'our body' are based on indirect experiences and simple experiments, various methods are needed to improve the learning effect. In this study, seventeen AR contents were created to be used in five subjects in the 5th grade elementary school. The learning contents implementation were made using QCAR (QualComm's Augmented Reality) and Unity 3D (Unity 3D) program, which are augmented reality software development kits (SDKs). In order to find out the applicability, we applied the developed contents to one grade 5 classroom equipped with internet environment. Participants were asked about their perception of the program and interviewed. As a result, the developed AR learning contents appeared to be available. It was expected to help improve learning and was pointed out that improvement of internet condition and development, also, was needed expansion of various contents should be complemented.

A Production of Edutainment Contents Using Augmented Reality (증강현실을 적용한 에듀테인먼트 콘텐츠 제작)

  • Jeong, Yeon-Chul;Cha, Jae-Gwan
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.79-87
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    • 2015
  • Education tools expressed in texts and images turned into the edutainment such as a education and playing experience. Augmented reality(AR) technology in the field of edutainment was possible to have an amused-education by maximizing experiences. Recently, it is also served in a variety of mobile applications which exploit AR technology. The paper is to describe on the practical measures for the experience of education through designing and implementing edutainment contents. The implementation makes use of a engine 'Vuforia', and a platform 'Unity 3D'.

A Protocol Analysis on the Characteristics of CAD Modeler to Aid Architectural Massing Education (건축형태구상교육을 위한 3차원 CAD모델러의 특성에 따른 프로토를 분석연구)

  • Hong S.-W.;Lee K.-H.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.4
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    • pp.293-302
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    • 2005
  • The research focused quantitative comparisons of protocols occurring in the architectural massing process using two different tools, three-dimensional(3D) modeler and traditional design tools, to aid architectural massing education. Through the protocol analysis from some experiments, the research identified the following conclusions: 1) Usage of traditional tools produced much higher protocol rate in proposing solution, evaluating proposed solution, explicitness of strategies. This result seemed to be from convenience of traditional tools causing faster visual cognitive cycle. 2) Usage of 3D modeler produced much higher protocol rate concerning attempts of making design vocabulary. The result indicated 3D modeler has relatively effective functions for mass generation and orientation, however it still has some weaknesses on display interface which cause designer's lower idea generations compared to traditional design tools.

Realization of 3D Human's bone and Alimentary Canal by WWW (WWW 기반의 가상현실 속에서 인체의 골격과 소화기관의 3D 구현)

  • 강득찬;김영희;고봉진;곽군평;권현규;박무훈
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.2
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    • pp.264-270
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    • 2002
  • Current]y, the lack of equipments for the medical practice and education made it impossible for the people in medical institution to carry out suitable experiments for observing human bodies. In this paper, the authors embodied three dimensional images and moving pictures for the human skeletal structure, digestive organs and their processes over the internet framework. The three dimensional images and moving picture made it possible for the general people as well as the specialists to observe and obtain informations with regard to the human body. Especially, the authors realized a framework for visualizing the human bodies in three dimensional images, via which a detailed and realistic architecture for the human body and its organs can be obtained. The system developed in this Paper can be used in the practice and education of the people engaged in medical fields.

A research on ways to use 3D printing technology for middle school informatics (중학교 정보 교과에서의 3D 프린터 활용 방안 연구)

  • Park, Hye Ran;Lee, Young Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.179-180
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    • 2016
  • 본 연구의 목적은 중학교 정보 교과에서 3D 프린터를 활용하는 방안을 제시하는 것이다. 연구는 문헌조사를 중심으로 이루어 졌다. 먼저, 3D 프린터에 관한 효과성과 각 과목별 활용사례에 관한 선행 연구를 분석하였다. 다음으로 중학교 정보 교과 교육 과정을 분석하였다. 이를 통해 중학교 정보 교과 영역 중 '문제해결과 프로그래밍' 영역이 3D 프린터를 활용하기에 가장 적합하다고 판단되어 해당 영역에서 3D 프린터를 활용할 수 있는 두 가지 방안을 제시하였다. 첫째는 3D 프린터를 프로그래밍의 도구로 활용하는 것이고, 둘째는 3D 모델링과 프린팅 자체를 통해 학습하는 것이다.

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