• Title/Summary/Keyword: 3D 교육

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Education and Application of Modeling on 3D Structure using Geogebra (지오지브라를 이용한 3차원 구조물의 모델링 교육과 응용)

  • Chung, Tae-Eun;Kim, Tae-Hwan
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.2
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    • pp.93-103
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    • 2015
  • In this study, we organize and explain various ways to construct 3D models in the 2D plane using Geogebra, mathematical education software that enables us to visualize dynamically the interaction between algebra and geometry. In these ways, we construct three unit vectors for 3 dimensions at a point on the Cartesian coordinates, on the basis of which we can build up the 3D models by putting together basic mathematical objects like points, lines or planes. We can apply the ways of constructing the 3 dimensions on the Cartesian coordinates to modeling of various structures in the real world, and have chances to translate, rotate, zoom, and even animate the structures by means of slider, one of the very important functions in Geogebra features. This study suggests that the visualizing and dynamic features of Geogebra help for sure to make understood and maximize learning effectiveness on mechanical modeling or the 3D CAD.

A Study on Educational Use of Second Life for Health impairment Children (건강장애 아동을 위한 세컨드라이프의 교육적 활용에 관한 연구)

  • Kim, Da-Jeong;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.227-234
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    • 2010
  • 교육과학기술부의 실태조사(2008)에 따르면 건강장애 아동의 비율은 전체아동의 2.3%에 불과하다. 하지만 질병으로 인한 초 중 고등학교학교 과정 유예아동을 포함한다면 건강장애로 인하여 특수교육을 받아야 하는 아동의 비율은 훨씬 높아지게 된다. 한편, 린덴랩이라는 미국 IT기업에서 2003년 개발된 3D 가상현실 사이트인 세컨드라이프의 열기가 여전히 높다. 그 이유로는 사용자가 직접 세상을 만들 수 있도록 함으로써 현실을 살아가는 사용자들의 요구를 충분히 충족시켜 주는 것을 들 수 있다. 건강장애 아동의 경우는 일상생활에서 보통의 사람들보다 많은 제약을 받아야 하기에 가상현실을 통하여 좀 더 다양한 욕구를 충족시킬 수 있을 것이다. 따라서 본 연구에서는 세컨드라이프의 다양한 교육적 활용 사례를 제시하고 건강장애 아동의 교육에 세컨드라이프를 적용시켰을 때의 장단점을 분석한다.

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A study on invention.intellectual property education content reflection status and needs analysis in secondary vocational education (중등단계 직업교육에서의 발명.지식재산 교육내용 반영 실태 및 요구 분석 연구)

  • Lee, Byung-Wook;Lee, Chan-Joo;Lee, Sang-Hyun
    • 대한공업교육학회지
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    • v.39 no.2
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    • pp.1-18
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    • 2014
  • This study took existing invention intellectual property related textbooks being utilized in secondary vocational education, analyzed the formation status of 'key learning elements' reflection ratio and drew optimum key learning elements formation ratio by invention intellectual property education content required in secondary vocational education in the future. For this, the study task was set up as 'what kind and how much of invention intellectual property key learning elements are in the invention intellectual property textbook education content now and what is the desirable ratio of each key learning elements in the future'. To resolve this task, 3 specialists analyzed the invention intellectual property education content reflection status and optimum reflection ratio by invention intellectual property education content required in the future is suggested by Delphi survey. The results of this study are as following. First, the result of analysis on invention intellectual property key learning elements included in the invention patent recognition books being utilized in secondary vocational education was that the books included all key learning elements; however, some textbooks have the trend of concentrating in D area (problem-solving activities). Second, the result of analysis on the reflection ratio by invention intellectual property education content area in the invention patent recognition books being utilized in secondary vocational education was that there was the trend in most textbooks that they concentrate in intellectual property creation area; while some textbooks deal with intellectual property protection area and intellectual property utilization area. Regarding by achievement type, knowledge area was main in all textbooks. Meanwhile, function area is dealt in invention patent basic, invention and problem-solving and design textbooks. Attitude area is not dealt or is dealt insufficiently in most textbooks. Third, the optimum reflection ratio of invention intellectual property education key learning elements required in secondary vocational education in the future as obtained by specialists' delphi survey was that it is necessary to decrease D (problem-solving activities) 17.7% area, E(invention fusion knowledge) 2.9% area, K(patent application) 6.9% and L(patent information investigation) area 9.6%. Regarding the optimum reflection ratio of invention intellectual property education content, it is suggested that the invention literacy area 3.1%, intellectual property creation area 4.5% and intellectual property protection area 10.6% would be decreased; while intellectual property utilization area 17.7% would be increased. Regarding optimum reflection ratio of achievement type, it is suggested that knowledge area 52% would be decreased; while function area 32.3% and attitude area 19.6% would be increased.

Implementation of Developement System of Education Contents Utilizing 3D VR (3D VR 기반의 교육 콘텐츠 개발 시스템 구현)

  • Bae, Sungsill;Lee, Jeongmin;Ahn, Sungsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

"고정밀·고기능성 부품경쟁에서 사출성형해석 솔루션은 필수"

  • Park, Ji-Yeon
    • The Optical Journal
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    • s.102
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    • pp.46-48
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    • 2006
  • 2002년 설립된 씨에이프로(주)(대표·이길호/www.caepro.co.kr)는 플라스틱 사출성형해석 솔루션 전문기업으로서 현재 사출성형해석 솔루션인‘3D-TIMON’을 한국 및 중국에 독점공급하고 있으며 이와 관련된 컨설팅 서비스를 제공하고 있다. 현재 다수의 광학관련 중소기업으로부터 구매 검토를 위한 BMT를 통해 결과의 신뢰도와 현업 적용가능성에 대해 좋은 호응을 받고 있는 가운데 국내에‘3D-TIMON’을 활용한 초정밀 광학부품 사출성형과 관련한 활발한 교육사업을 펼치고 있으며‘3D-TIMON’이 향후 플라스틱 광학부품의 양산기술 표준솔루션으로 자리잡을 것을 기대하고 있다.

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A Classification and Analysis of the Articles in -From issue 1 to issue 99- (<수학교육>에 게재된 논문의 분류와 분석 -통권 1호부터 통권 99호까지 -)

  • 이강섭
    • The Mathematical Education
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    • v.42 no.2
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    • pp.247-258
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    • 2003
  • In this study, total 486 articles in the journal of the Korea Society of Mathematical Education Series A are classified and analyzed by MSC2000 and ZDM classification. The results are as follows: 1) 2000 Mathematics Subject Classification : (number of articles) 1) 2000 Mathematics Subject Classification : (number of articles) 97- : (31), 97A : (7), 97B : (40), 97D : (229), 97U(105) 2) ZDM classification : (number of articles) A : (36), B (45), C : (57), D : (145), E : (19), F : (27), G : (37) H : (7), I : (19), K : (18), M (4), N : (12), U : (60) 3) Some remarks and suggestions are proposed.

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Yearly Trend of Sugar-Sweetened Beverage(SSB) Intake and Nutritional Status by SSB Intake Level in Korean Middle School Students Using the 2007~2015 Korea National Health and Nutrition Examination Survey (중학생의 가당음료 섭취량 변화 추이와 가당음료 섭취 수준에 따른 영양상태 평가: 2007~2015 국민건강영양조사를 이용하여)

  • Kim, Sun Hyo
    • Journal of Korean Home Economics Education Association
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    • v.33 no.1
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    • pp.63-79
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    • 2021
  • This study examined yearly trend of sugar-sweetened beverage(SSB) intake and compared nutritional status by SSB intake level in middle school students aged 12~14 years(n=2,543) using the data from 2007~2015 Korea National Health and Nutrition Examination Survey. SSB included carbonated drinks, sports drinks, and caffeinated drinks contained added sugar. Subjects were classified into three groups by SSB intake level obtained from 24-hour recall method: SSB 1(SSB intake 0 g/d), SSB 2(0 g/d < SSB intake < 50th percentile) and SSB 3(SSB intake ≥ 50th percentile). Result of daily intake of SSB was 76.1±6.2 g/d for boys and 59.5±4.7 g/d for girls and it was increased significantly for boys(p-trend 0.0004) and girls(p-trend 0.0038) by year. The most intakes were carbonated drinks followed by fruit juices and sports drinks for boys and girls. Percentage of daily intake compared to the dietary reference was increased for energy and iron while was decreased for calcium and vitamin C toward SSB 3 group. Ratio of excess intake of energy/fat was increased significantly for boys(p=0.0091) and girls(p<0.0001) toward SSB 3 group. Ratio of calcium deficiency was 86.8~94.9% for boys and girls and it was very high. Therefore, it should be emphasized to reduce SSB intake and drink plain water without added sugar, etc. and milk as a source of calcium for improving nutritional status of middle school students through dietary education and social support.

3D Object Editing Puzzle Using Hand Motion Recognition (손 모션 인식을 통한 3D 객체 편집 활용 퍼즐)

  • Kim, Min-Seok;Kim, Ji-Hoon;Kim, Hye-Rim;Jung, Seung-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.608-610
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    • 2019
  • 현재 손 모션 인식 기술을 활용한 응용 서비스가 많이 나타나고 있다. 립 모션으로 사용자의 손동작을 인식하여 나타나는 행동결과를 통해 3D 오브젝트를 편집하는 형태의 기술을 활용하여 3D 퍼즐을 맞춘다. 입체적인 3D 퍼즐을 함으로써 사용자는 다방면으로 교육적인 결과를 얻을 수 있으며, 유아들을 대상으로 공간지각능력, 두뇌 활성화에 효과적이다. 이에 본 논문에서는 개발 환경 및 테스트와 3D 퍼즐에서 사용하게 될 손동작 관련 기술에 대해 연구하였다.

A study on the production of children's storybooks using augmented reality technology (증강현실기술을 적용한 유아용 동화책 제작에 대한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.435-442
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    • 2017
  • Using augmented reality to make children's books more realistic, engaging, and funny makes a great sense in terms of education. The purpose of this study is to share the experience of the production method with the story of the fairy tale which is widely known to the children as the augmented reality video contents and to act as a guide book to make the application of the augmented reality technology to the field of book publishing easier. I want to. Also, in this development, the principles and the method of making augmented reality storybooks are provided to beginners of the augmented reality contents production including the 3D modeling production method used for the augmented reality production, the method of using Unity3D engine, and the method of producing the vuforia marker, It is a study that guides you to use it immediately.

Study of Flipped Learning-based PBL Teaching in 3D CAD Class (3D CAD 수업에서의 플립드러닝 기반의 PBL 교수학습법 효과 연구)

  • Park, Hyun-Ha;Zhang, Sung-Uk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.5
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    • pp.779-785
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    • 2022
  • Study analyzes whether the 3D CAD class using the flipped learning-based PBL is effective in acquiring professional knowledge and nurturing talent. A Flipped Learning-based PBL class was implemented for 3rd grade students of Robot and Automation Engineering Major, Dong-Eui University, and a survey was conducted on satisfaction and effectiveness. The students seemed to be generally satisfied with the class, and the flipped learning-based PBL appeared to be effective in improving the competency required by companies. In particular, it is hoped that it will contribute to the use of video education in practical subjects in the future by proving that practical classes can be operated effectively even in non-face-to-face learning. Moreover, this study is an important indicator for future research and will be used as a quantitative indicator for class improvement.