• Title/Summary/Keyword: 3D 교육

Search Result 1,645, Processing Time 0.034 seconds

Inquiry Problem Solving Characteristics among Categories with Science Process Skills and Concepts by High School Student's Protocol Analysis (고등학생의 프로토콜 분석을 통한 과학 탐구능력과 개념 중심의 탐구능력 대범주별 과학 문제 해결 특성)

  • Lee, Hang-Ro
    • Journal of The Korean Association For Science Education
    • /
    • v.19 no.3
    • /
    • pp.355-366
    • /
    • 1999
  • In this study, the characteristics of science inquiry problem solving were analyzed in the interactions between science process skills and science concepts by each related its category. Nine types of problem solving, which were based on two elements and the thinking aloud were found largely by protocol analysis, but six types when integrated similar thinking processes. There were quite differences in the representative types between students who succeeded and failed when science inquiry items were solved in the abilities of recognizing problems and generating hypotheses or those of drawing conclusions and evaluating. But there were not complete differences in those types between students who succeeded and failed when they were solved in the abilities of designing and performing experiments or those of interpreting and analyzing data. The data were divided into independent variables: $D_1,\;D_2,\;D_3,\;D_4,\;D$ and $C_1,\;C_2,\;C_3,\;C_4,\;C$ and dependant variables; $E_1,\;E_2,\;E_3,\;E_4,\;E$. The former consisted of the content-free science process skill achievement levels by each category of science inquiry skill and the science concept achievement levels, the latter the science inquiry problem achievement levels by each category of science inquiry skill. The regression equations were acquired within the 0.05 significant level by regression analysis: $E_1=0.03+0.16D_1+0.29C_1,\;E_2=-0.203+0.21D_2+0.45C_2,\;E_3=-0.32+0.13D_3+0.47C_3,\;E_4=0.61+0.09D_4+0.29C_4,\;E=-1.41+0.13D+0.47C$(E : the achievement of science problems, D : the achievement of science process skills, C : the achievement of science concepts).

  • PDF

Study on Development of Digital Ocean Information Contents for Climate Change and Environmental Education : Focusing on the 3D Simulator Experiencing Sea Level Rise (기후변화 환경교육을 위한 디지털 해양정보 콘텐츠 개발 방안 연구 - 해수면 상승 체험 3D 시뮬레이터를 중심으로 -)

  • Jin-Hwa Doo;Hong-Joo Yoon;Cheol-Young Lee
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.5
    • /
    • pp.953-964
    • /
    • 2023
  • Climate change is undeniably the most urgent challenge that humanity faces today. Despite this, the level of public awareness and understanding of climate change remains insufficient, indicating a need for more proactive education and the development of supportive content. In particular, it is crucial to intensify climate change education during elementary and secondary schooling when values and ethical consciousness begin to form. However, there is a significant lack of age-appropriate, experiential educational content. To address this, our study has developed an innovative 3D simulator, enabling learners to indirectly experience the effects of climate change, specifically sea-level rise. This simulator considers not only sea-level rise caused by climate change but also storm surges, which is a design based on the analysis of long-term wave observation big data. To make the simulator accessible and engaging for students, we utilized the 'Unity' game engine. We further propose using this simulator as a part of a comprehensive educational program on climate change.

3D Knowledge Retrieval for e-Learning Construction (이러닝 구축을 위한 3D 지식 검색)

  • Kim, Gui-Jung;Han, Jung-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.7
    • /
    • pp.63-69
    • /
    • 2010
  • This research does focus on supporting all of formal, or informal learning at real time. From industry or education field, learning training is according to worker's current situation or business context. And according to worker's current situation, or business flow, 3D immersion knowledge visualization is effective in the individual ability and the learning progress For this, workers listen to compound knowledge coaching advices at real time. Therefore we developed the realistic 3D based knowledge retrieval method to identify and retrieve multidimensional relation easily.

Implementation and Analysis of 3D Fish Encyclopedia for Children Education in Mobile Environment (모바일 환경 유아교육용 3D 어류백과 시스템의 구현 및 흥미도 분석)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.8 no.2
    • /
    • pp.355-361
    • /
    • 2013
  • Various study for technology of agmented reality by using mobile has been progressed in aspect of advantages for mobility and popularity, recently as technology of agmented reality is developing day by day. Mobile agmented reality is technology imaginary informations are grafted into reality by using mobile. That can induce new learning experience showing high interest and interesting for infant education. This thesis is a fishes encyclopedia for infant that was made by displaying pictures as 3D fish model. 3D fish model is possible to turn on the six axis and enlarge and reduce by demand of users. Furthermore, it was made for inducing interesting about book for infant by inserting various sound effect. The resort of using system for infant shows interest and interesting over four times in case infant will learn with fishes encylopedia not previous books.

Improvement of the Accuracy of Fringe Pattern Profilometry 3D Measurements through Phase Correction (위상 보정을 통한 Fringe Pattern Profilometry 3D 측정의 정확성 개선)

  • Kim, Ho-Joong;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.389-392
    • /
    • 2016
  • As technologies evolve, 3D measurement techniques using cameras have been developed continuously. In 3D measurement, high accuracy, fast speed, and easy implementation are very important factors. Recently, 3D measurement using multi-frequency fringes has been widely used. This method is generally a method of measuring the height of a image obtained by projecting a sine wave through the projector. The sine wave is produced by software. However, this sine wave is not a perfect sine wave by gamma of projector. This is given a bad influence on the height measurement, and can not measure the correct height. In this paper, we propose a method for correcting the phase of the sine wave to avoid being affected gamma. Through this method it will be able to make more accurate height measurement.

  • PDF

Recent progress in astronomy education in Makerspace situation

  • Kim, Yonggi;Kim, Hyoungbum
    • The Bulletin of The Korean Astronomical Society
    • /
    • v.46 no.2
    • /
    • pp.73.2-73.2
    • /
    • 2021
  • 본 연구는 지능정보기술을 천문교육에 활용하여 어떻게 천문교육에 활용할 것인가에 대한 방안을 모색해보았다. 3D프린터, 레이저커팅기, 빅데이터, 인공지능, 드론 등 지능정보기술을 확보한 메이커스페이스 공간에서 이들 기술을 활용하여 천문교육 프로그램을 개발해보는 일은 4차산업혁명시대의 핵심역량을 함양하는데 크게 기여할 것으로 판단된다. 또한 2021년 8월에 중기부 사업으로 선정된 충북대 Pro 메이커스 센터를 중심으로 메이커스페이스 환경에서 다양한 천문교구 개발 및 개발된 천문교구를 활용한 프로그램이 개발되어 형식교육의 현장 뿐만 아니라 비형식 교육의 현장에 다양하게 적용될 계획이다. 이에 향후 메이커스페이스 환경에서 대중천문프로그램이 어떻게 발전될 것인가에 대한 견해 및 토론도 발표될 예정이다.

  • PDF

A Study on the Application of the Digital Architecture Model Fabrication for Digital Design Education (디지털 설계교육을 위한 디지털 건축모형제작 기술 적용에 대한 연구)

  • Ha, Seung-Beom;Lee, Kang-Bok
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.12 no.1
    • /
    • pp.25-33
    • /
    • 2012
  • Ever since the local interior and architecture design industry adopted Digital fabrication modeling tool for its design operation in early 1990's, working environment has been changing. The Purpose of study is to analyze the digital Architecture fabrication modeling for digital design education in academy course. Digital Design Tools, Digital Space and Form, Digital Materiality and Digital Production. The Digital fabrication modeling is and important role in a traditional design process and digital design process. It is comprised of digital input devices(3D digitizer, 3D design tools) and digital output devices(cutting plotters, laser cut, CNC machines, 3D printers). Digital input devices can be shift a traditional design process to digital design process. Digital output devices are the principle of digital fabrication by CAD/CAM. Also, the result of this study provide the fundamental data for physical resources and digital design curriculum in KAAB.

Studies on the 3D Animation production For Electric Safety Education (전기안전 교육용 3D애니메이션 제작)

  • Cho, Hyeon-Seob;Min, Jin-Kyoung;Kim, Dae-Sung;An, Seung-Hyeok
    • Proceedings of the KAIS Fall Conference
    • /
    • 2006.05a
    • /
    • pp.324-326
    • /
    • 2006
  • 국내 전력소비량은 1961년 전원 개발을 본격적으로 추진한 이래 세계12위 규모로 성장하였다. 그러나 전력사용 증가에 따른 전기화재, 감전 및 설비사고 등 전기재해 역시 계속 증가하여 전체 화재 사고 중 전기로 인한 화재비율이 선진국과 비교하여 크게 높은 실정이다. 본 연구에서는 전기안전에 관한 국민의식 제고를 목표로 전기안전 교육을 위한 3D애니메이션프로그램을 제작하여 전기 안전문화를 조성하는 홍보매체로 활용할 수 있도록 연구를 수행하였다.

  • PDF

A Study On Analysis and Availability of Unity 3D Engine (Unity 엔진의 분석 및 유용성에 대한 검토)

  • Yoon, Seok-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.01a
    • /
    • pp.323-326
    • /
    • 2014
  • 본 논문에서는 Unity 3D 엔진을 심층 분석하여 게임개발 교육현장에서의 유용성을 검토하였다. Unity 엔진을 이용하면 필드의 제작, 캐릭터 애니메이션 세팅, 스크립트 작성, Asset 관리, 레벨 디자인 등 많은 작업을 하나의 통합 환경에서 수행할 수 있다. 또한 컴파일 과정을 거치지 않아도 게임을 제작하는 도중 언제라도 실행해 볼 수 있기 때문에 개발에 걸리는 시간을 단축 할 수 있다. 본 연구의 초점은 게임 앱 설계 관련 프로젝트의 수행이나 교육용 게임 개발의 학습 모형을 제시하기 위한 과정이다.

  • PDF