• Title/Summary/Keyword: 3D 교육

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A Training Scheme of CAD and 3D Printing of Professional Human Resources for Adult Learners (성인학습자를 위한 CAD와 3D프린팅 전문인력 양성방안)

  • Choi, Chul-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.7
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    • pp.807-812
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    • 2015
  • Lifelong education is a periodic keyword. For a lifelong learner friendly education, university should provide the adult learners with the efficient academic administrative service. A university should support them in learning a series of graded lifelong study and come up with the convenience of continuous learning, maintaining the educational operation as a lifelong education university. A local government induces the regional economy reinvigoration from setting the lifelong learning conditions of the city. In this paper, I suggest a policy management scheme for opening training courses of 3D printing and CAD professionals training module as a non-degree reeducation programs for the lifelong learners that reflects the industrial milieu of the local community.

A Character Speech Animation System for Language Education for Each Hearing Impaired Person (청각장애우의 언어교육을 위한 캐릭터 구화 애니메이션 시스템)

  • Won, Yong-Tae;Kim, Ha-Dong;Lee, Mal-Rey;Jang, Bong-Seog;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.389-398
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    • 2008
  • There has been some research into a speech system for communications between those who are hearing impaired and those who hear normally, but the system has been pursued in inefficient teaching ways in which existing teachers teach each individual due to social indifference and a lack of marketability. In order to overcome such a weakness, there appeared to be a need to develop contents utilizing 3D animation and digital technology. For the investigation of a standard face and a standard spherical shape for the preparation of a character, the study collected sufficient data concerning students in the third-sixth grades in elementary schools in Seoul and Gyeonggi, Korea, and drew up standards for a face and a spherical shape of such students. This data is not merely the basic data of content development for the hearing impaired, but it can also offer a standard measurement and a standard type realistically applicable to them. As a system for understanding conversations by applying 3D character animation and educating self-expression, the character speech animation system supports effective learning for language education for hearing impaired children who need language education within their families and in special education institutions with the combination of 3D technology and motion capture.

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Study of 3D Environment Education Content Based Virtual Reality (가상현실 기반의 3D 환경교육 콘텐츠 연구)

  • Lee, Kuen-Wang;Jin, Byung-Wook;Oh, Myung-Kwan
    • Proceedings of the KAIS Fall Conference
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    • 2010.11a
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    • pp.209-211
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    • 2010
  • 본 논문에서는 기존의 환경교육용 프로그램과의 차별성을 두어 단순한 가상현실을 이용한 전통문화 체험학습이 아닌, 조선시대의 자연환경과 주거환경 모습을 가상현실로 재현하여 사용자 스스로 현재의 자연환경과 조선시대의 환경변화 모습을 학습하고 원인과 해결방안을 모색 할 수 있는 3D 환경교육용 콘텐츠를 설계 및 구현하는데 그 목적이 있다.

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Study of Environment Recognition Change for Young Children of a Using 3D Animation (3D 애니메이션을 이용한 유아의 환경 인식 변화에 관한 연구)

  • Oh, Taek-Hwan;Cho, Kyung-Mo;Lee, Keun-Wang
    • Proceedings of the KAIS Fall Conference
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    • 2007.05a
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    • pp.195-198
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    • 2007
  • 본 논문에서는 유아를 대상으로 하는 환경교육용 3D 애니메이션을 제작하여, 유아에게 환경오염의 심각성을 알리고, 유치원에서 환경교육 자료로 활용될 수 있도록 환경교육의 실천 방향을 제시한다. 유치원에서 유아를 대상으로 사전조사와 사후 조사를 통하여 유아들의 이해도가 향상되었음을 결과를 통하여 알 수 있다.

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Study of Environment Recognition Change for Young Children of a Using 3D Animation (3D 애니메이션을 이용한 유아의 환경인식 변화에 관한 연구)

  • Oh, Taek-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.511-514
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    • 2010
  • 본 논문에서는 유아를 대상으로 하는 환경교육용 3D 애니메이션을 제작하여, 유아에게 환경오염의 심각성을 알리고, 유치원에서 환경교육 자료로 활용될 수 있도록 환경교육의 실천 방향을 제시한다. 유치원에서 유아를 대상으로 사전조사와 사후 조사를 통하여 유아들의 이해도가 향상되었음을 결과를 통하여 알 수 있다.

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Development of Instructional Materials for 3D Printing Education Program and Its Application (3D 프린팅 교육 프로그램을 위한 수업자료 개발과 적용)

  • Lee, Younggun;Lee, Sanghyun;Yoo, Seunghoon;Kim, Sitae
    • Journal of Engineering Education Research
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    • v.24 no.3
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    • pp.42-49
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    • 2021
  • This paper deals with the development and application of a 3D printing education program implemented to cultivate creative fusion-type talents required by the 4th Industrial Revolution. Specifically, the entire process developed by applying the ADDIE program development model, from 3D modeling to post-processing of printed materials, was performed individually and for each team for about 200 second-year college students for two weeks. Through this program, students develop the basic ability to apply 3D printing to the learning curriculum, the ability to solve problems through cooperative interactions between team members, and convergence thinking ability by collaborating within the team by students from various major fields. They are proved by analyzing an education satisfaction survey conducted after application of the program. In conclusion, the program of this paper presents a methodology for effective 3D printing education in universities.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.