• Title/Summary/Keyword: 3D 교육

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Web-Based Educational Multimedia Contents Development Using Web 3D Technology (3D 기술을 활용한 웹기반 교육용 멀티미디어 컨텐츠 개발)

  • Shin, Mi-Hae;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.289-292
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    • 2010
  • In this paper we proposed web-based educational multimedia contents development method using Web 3D technology and implemented web 3D contents for use at the education field. A implementation of contents is composed of modeling to specific entity in 3D shape, convert modeling data to enable data at web and include in webpage. A practical use of contents on this research can provide more advanced user experience and immersion.

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3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

An Exploratory Study about the Activity Framework for 3D Printing in Education and Implementation (3D 프린팅 활용 교육 프레임워크 제안 및 적용의 탐색적 연구)

  • So, Hyo-Jeong;Lee, Ji-hyang;Kye, Bokyung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.451-462
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    • 2017
  • This study selected 3D printing that is highly likely to be adopted in schools. This research was conducted in two stages: 1) proposing the learning activity framework for utilizing 3D printing in education, and 2) exploring the potential of integrating 3D printing in the school field. The '3D printing learning activity framework' proposed in this study includes four phases that are categorized according to the complexity of problem-solving processes and collaborative interaction: Step 1 as production through replication, Phase 2 as means of imaginary expression, Phase 3 as near problem-solving, and Phase 4 as expanded problem-solving. Next, we conducted the field study with 23 students in the 6th grade math class where they learned the various solid shapes and volumes through 3D printing-integrated activities. The lesson was considered as Phase 1, which is the production through replication. Overall, the results showed that the participants had positive perceptions about the efficacy of 3D printing activities, the quality of learning experience, and satisfaction. On the other hand, it was found that the usability of 3D printers and CAD program needs further improvement The contribution of this study can be found in the learning activity framework that can guide 3D printing activity design in school, and in the exploration of enhancing the connection between 3D printing activities and curricular relevance beyond simple interest toward a novel technology.

A Development of 3D video simulation system using GPS (GPS와 9-axis sensor를 이용한 3D 영상 구현 시뮬레이션 시스템)

  • Joo, Sang-Woong;Shim, Kyou-Chul;Kim, Kyeong-Hwan;Zhu, Jiang;Liu, Hao;Liu, Jie;Jeong, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.1021-1023
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    • 2013
  • Currently, aircraft and automobile simulator for training provides a variety of training by making hypothetical situation on a simulator Installed on the ground Currently. And the instructor maximizes the effectiveness of the training by Monitoring training and instructing the required training. When trainees are boarding the aircraft or automobile. The Instructor in the ground is not able to monitoring aircraft, automobile. The assessment of the training is not easy after the end of the training Therefore, it is difficult to provide high quality of education to the students. In this paper, Simulation software is to develop the following. Collecting GPS and real-time information for aircraft, automobile ${\grave{a}}implementing$ 3D simulation. Implementing Current image of the aircraft or automobile in the screen by 3D Real-time monitoring of training situation at the control center utilizing for training saving 3D video files Analysis, evaluation on training After the end of the training.

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Design And Implementation of 3D Animation for Young children Environment Education based Web (유아를 위한 환경교육 웹기반 3D애니메이션 설계 및 구현)

  • Lee, Keun-Wang;Cho, Kyung-Mo
    • Proceedings of the KAIS Fall Conference
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    • 2010.11a
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    • pp.194-196
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    • 2010
  • 본 논문에서는 우리의 환경문화를 중심으로 구체적이며 적절한 환경보전 교육활동 자료를 개발하고, 유아들이 환경보호를 위한 지식을 습득하여 환경보호 행동을 실천할 수 있도록 구현 하고 환경교육 실천 방향을 제시하고 유아들의 흥미를 유발하여 환경교육의 효율성을 증대할 수 있는 환경교육용 웹기반 3D애니메이션 구현하는 것 을 목표로 한다.

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Off-line Handwritten Digit Recognition Using A Dynamic 3-D Neuro System (동적 3-D 뉴로 시스템을 이용한 오프라인 필기체 숫자 인식)

  • Kim Ki Taek;Kwon Young Chul;Lee Soo Dong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.505-508
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    • 2004
  • 본 논문은 동적 3-D 뉴로 시스템(A Dynamic 3-D Neuro System)모델을 이용하여 오프라인 필기체 숫자 인식 실험을 하였다. 3-D 뉴로 시스템 모델을 사용함으로써 기존에 교육된 정보를 유지하면서 새로운 정보를 추가할 수 있는 추가학습이 가능했고, 동일한 범주의 정보에 대해서는 반복교육 횟수에 따라 교육정도가 점점 누적되는 반복교육이 가능했다. 교육과정을 통해 누적된 정보로부터 일반화된 패턴(Generalized Pattern)을 도출해 인식시 사용할 수 있었다. 패턴 인식기는 피드백루틴을 통해 미지의 입력이미지를 원형이미지로 복원한 후, 그 결과 데이터를 사용하여 문자를 인식하도록 동작한다. NIST의 MNIST 데이터베이스를 사용해 실험을 하였고, 결과로 $99.0\%$의 정인식률을 얻었다.

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Mathematics, Art and 3D-Printing in STEAM Education (수학과 예술을 3D 프린팅으로 연결하는 융합인재교육)

  • Lee, Sang-Gu;Lee, Jae-Yoon;Park, Kyung-Eun;Lee, Jae Hwa;Ahn, Seung-Chul
    • Communications of Mathematical Education
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    • v.29 no.1
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    • pp.35-49
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    • 2015
  • 3D-Printing is one of the most innovative technologies that will be widely used in the 21st century. 3D-Printing also serves as an indispensable tool in STEAM education. In this article, we introduce what we have done in our mathematical modeling class in Uni. and recent R&E project under the support of Korean Foundation for the Advancement of Science and Creativity. We planned a model of STEAM education originating from our wish to make tangible models that use mathematical formulas to express the natural beauty of an object. We used a free, open-source software, Sage, to simulate these models online. Then, we created a program that generates a .STL file from these 3D images. This model can help students understand the natural beauty inherent in mathematics and use formulas and technology tools to simulate models in 3D. Finally, we were able to help students to create their own. STL files through a website we developed by adding Sage code into a Sage notebook. Then students can make and hold a 3D object of their very own. This process shows the possibility that mathematics, art and 3D-Printing can be effectively used to achieve the goals of STEAM education.

The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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The Effect of the Integrative Education Using a 3D Printer on the Computational Thinking Ability of Elementary School Students (3D프린터를 활용한 융합교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lim, Donghun;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.469-480
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    • 2019
  • One of the goals of the new 2015 revised curriculum is to cultivate the creativity of students who will live in the era of the Fourth Industrial Revolution to create new things through diverse ideas and challenges based on basic learning skills. Accordingly, in order to solve the given problems rationally, the convergence problem solving ability that can process and utilize various areas of knowledge and information is becoming important. Therefore, in this study, we designed the integrative education using a 3D printer based on Tinkercad modeling and applied it to the class to investigate the effect on the improvement of computing thinking ability of elementary school students. To verify the contents of the study, two classes of 25 sixth-grade elementary school students were divided into an experimental group and a controlled group. For the experimental group, 12 classes of convergence education programs using a 3D printer were applied for about three months, and the same amount of general curriculum was conducted for the control group. After that, the t-tests were carried out using the pre-post test to measure the effectiveness of the computational thinking ability. After the application of the program, the experimental group showed statistically significant improvement in computational thinking ability, but the controlled group showed no statistically significant difference. The results show that convergence education using the Tinkercad modeling-based 3D printer has a positive effect on the improvement of computing thinking ability of elementary school students.

Development of Smart Phone App. Contents for 3D Sign Language Education (3D 수화교육 스마트폰 앱콘텐츠 개발)

  • Jung, Young Kee
    • Smart Media Journal
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    • v.1 no.3
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    • pp.8-14
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    • 2012
  • In this paper, we develope the smart phone App. contents of 3D sign language to widen the opportunity of the korean sign language education for the hearing-impaired and normal people. Especially, we propose the sign language conversion algorithm that automatically transform the structure of Korean phrases to the structure of the sign language. Also, we implement the 3D sign language animation DB using motion capture system and data glove for acquiring the natural motions. Finally, UNITY 3D engine is used for the realtime 3D rendering of sign language motion. We are distributing the proposed App. with 3D sign language DB of 1,300 words to the iPhone App. store and Android App. store.

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