• Title/Summary/Keyword: 3D 학습자료

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Virtual Science Lab - Sensible Human Body Learning System (가상 과학 실험실 - 체감형 인체 구조 학습 시스템)

  • Kim, Ki-Min;Kim, Jae-Il;Kim, Seok-Yeol;Park, Jin-Ah
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.2078-2079
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    • 2009
  • This research suggests the framework for human body learning system using various forms of bidirectional interfaces. The existing systems mostly use the limited and unidirectional methods which are merely focused on the visual information. Our system provides more realistic visual information using 3D organ models from the real human body. Also we combine the haptic and augmented reality techniques into our system for wider range of interaction means. Through this research, we aim to overcome the limitation of existing science education systems and explore the effective scheme to fuse the real and virtual educational environment into one.

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Design of 3D Car Racing Controller Using Real-Time Track Modeling and High-Level Sensors (실시간 트랙 정보 모델링 및 고수준 센서 정보를 이용한 3차원 자동차 경주 제어기 설계)

  • Yoon, Kyong-Oh;Kim, Kyung-Joong
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06c
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    • pp.311-314
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    • 2011
  • 이 논문은 2011 TORSC 자동차 경주에 대한 인공지능적 접근방법을 나타내었다. 사람이 자동차 경주를 준비 할 때에는 여러 종류의 경기장, 트랙, 조건에서 연습하고 여기서 익힌 경험과 지식을 통해 실제 새로운 경기장에서 경주를 하게 된다. 본 연구에서는 이러한 학습과 적용의 단계를 두 단계의 학습으로 수행하였다. 특히 경주 조건인 트랙에 대한 경기 연습 즉, 기계 학습을 위해 트랙을 간단한 수치 자료로 구조화하고, 실시간 트랙 정보 구축으로 트랙의 형태를 파악하여 주행하는 방법을 제시하였다. 또한, 각 센서를 각 상황에 맞도록 구조화하여 고수준 센서화하는 방법으로 트랙 정보를 기록하였으며, 직관적인 효과 조정과 파악을 위해 휴리스틱을 적용하였다. 이러한 연구는 경쟁력 있는 스마트 자동차에 필요한 소프트웨어 모듈에 의미있는 한 부분이 될 수 있다.

Classification of 3D Road Objects Using Machine Learning (머신러닝을 이용한 3차원 도로객체의 분류)

  • Hong, Song Pyo;Kim, Eui Myoung
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.6
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    • pp.535-544
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    • 2018
  • Autonomous driving can be limited by only using sensors if the sensor is blocked by sudden changes in surrounding environments or large features such as heavy vehicles. In order to overcome the limitations, the precise road-map has been used additionally. This study was conducted to segment and classify road objects using 3D point cloud data acquired by terrestrial mobile mapping system provided by National Geographic Information Institute. For this study, the original 3D point cloud data were pre-processed and a filtering technique was selected to separate the ground and non-ground points. In addition, the road objects corresponding to the lanes, the street lights, the safety fences were initially segmented, and then the objects were classified using the support vector machine which is a kind of machine learning. For the training data for supervised classification, only the geometric elements and the height information using the eigenvalues extracted from the road objects were used. The overall accuracy of the classification results was 87% and the kappa coefficient was 0.795. It is expected that classification accuracy will be increased if various classification items are added not only geometric elements for classifying road objects in the future.

A study on pagoda modeling design for artificial intelligence learning (인공지능 학습을 위한 탑(pagoda) 모델링에 관한 연구)

  • Eun-ji Kim;Byong-kwon Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.325-326
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    • 2023
  • 본 논문은 2차원적인 이미지를 모델링 하여, 대한민국의 보물 제750호이자 오래된 거돈사지 삼층석탑의 복원과 구현을 위한 연구이다. 기존 2D 이미지를 벗어나 문화재의 특성상 3D 형태의 복원이 적합하여 연구를 진행하였다. 문화재 복원은 자료와 전문가의 기술 및 역사적인 기록물 자료에 의존해 복구한다. 최근 인공지능 및 기술의 발달로 문화재 정보를 바탕으로 한 3차원 기술을 사용하여 다양한 데이터들과 프로그램을 이용한 모델링이 가능하다. 본 연구는 거돈사지 삼층석탑의 복원이 실제적이고도 구체적인 다각도의 방향에서 더 정밀하고 정확하게 도출하는데 기여할 것으로 기대된다.

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Exploring the Educational Potential of the Exhibits in Natural History Museums as Socioscientific Learning Materials in the Context of Proposing Science Inquiry Communities: Earthquake Topic (과학탐구공동체 제안을 위한 사회과학적 학습 자료로서 자연사박물관 전시의 교육적 잠재성 탐색: 지진 주제를 중심으로)

  • Lee, Sun-Kyung;Shin, Myeong-Kyeong;Kim, Chan-Jong
    • Journal of the Korean earth science society
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    • v.29 no.6
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    • pp.506-519
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    • 2008
  • This article explores the potential learning materials and methods of science practice from exhibits, and how those are presented in natural history museums as a feasible science inquiry community. The idea of science inquiry community was offered as a form of science practice that ended with science learning. A grasp of 'scientific practice to learning' is understood as a way to conceive scientific methods as well as facts and understanding knowledge. To get educational implications on the scientific practice of 'earthquake' as a socioscientific topic in the communities, we analyzed 1) the relationship between earth science curriculum and exhibits related to 'earthquake', 2) the educational goals and intentions of educators, and 3) the characteristics of the exhibits in the American Museum of Natural History and in the Smithsonian National Museum of Natural History. The results of this study showed that those museums presented the exhibits consisting of various and practical cases and events of 'earthquakes' as a socioscientific topic related to their curriculum. At the target museum, it was clearly stated that the pursuing educational goals focused on relations with local interests and socioscientific issues. For making earthquakes relevant to visitors, delivering lived experiences with raw data and interactive media was emphasized in exhibit characteristics.

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
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    • v.19 no.3
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    • pp.355-366
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    • 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).

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Design and Implementation of a Web-Based Education-Evaluation System for Setting and Analyzing Questions (문항출제와 문항분석이 가능한 웹기반 교육평가 시스템의 설계 및 구현)

  • Ha, Il-Gyu;Gang, Byeong-Uk
    • The KIPS Transactions:PartD
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    • v.9D no.3
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    • pp.511-522
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    • 2002
  • WBI (Web-Based Instruction), a web-based tool for teaching the students at a long distance, makes possible to Interact between learners and instructors, provides a wide variety of learning materials, has an advantage of overcoming spatial constraints. In this paper, as a model of using the web for education, a web-based education-evaluation system has been designed and implemented. Web-based education-evaluation system has to be equipped with both of the online setting question mode and the upload setting question mode, the former makes questions on web and the latter uploads the setted questions on offline with settling a defeat of the existing systems on setting questions. And the system has to be equipped with the function of analyzing the questions that gives teacher several kinds of analysis information and makes possible to feedback to questions by adjusting the difficulty and revising the questions. In this paper, a system that reflects the above requirements has been designed and implemented with PHP script language and MySQL database system.

Development of Convergence Education Program Based on 3D Panorama Virtual Fieldwork Courses on Water Spider in Eundaeri (은대리 물거미 서식지의 3D 파노라마 가상야외학습장 융합교육 프로그램 개발)

  • Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.607-619
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    • 2019
  • This study used Natural Monument water spiders and their habitats as educational contents, so those students could have a scientific literacy and the beautiful memories of Eundaeri's marshes through developing a virtual fieldwork courses (VFC) and observing the ecology of water spiders. In order to develop the program, the 2015 revised national curriculum and its textbooks were analyzed. In accordance with the STEAM model, we developed teaching-learning materials for 7 classes. Students produced 3D panorama virtual fieldwork courses (PVFC) about water spider by team-based cooperative learning, enabling them to emotionally experience the meaning and value of water spiders. A panel of six education experts verified the validity of the program and found it to be fairly valid at 4.24 (CVI = .88) on the 5-point Likert scale. In order to confirm the suitability of the program, students in the middle school science clubs participated in pilot testing camp. Their average classes satisfaction was 4.24 and students were very satisfied with the usefulness of the program, the fresh learning contents, and the suitability of the convergence education class. This study could contribute to convergence education related to ecology and virtual reality for adolescents.

An Improvement Study on the Hydrological Quantitative Precipitation Forecast (HQPF) for Rainfall Impact Forecasting (호우 영향예보를 위한 수문학적 정량강우예측(HQPF) 개선 연구)

  • Yoon Hu Shin;Sung Min Kim;Yong Keun Jee;Young-Mi Lee;Byung-Sik Kim
    • Journal of Korean Society of Disaster and Security
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    • v.15 no.4
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    • pp.87-98
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    • 2022
  • In recent years, frequent localized heavy rainfalls, which have a lot of rainfall in a short period of time, have been increasingly causing flooding damages. To prevent damage caused by localized heavy rainfalls, Hydrological Quantitative Precipitation Forecast (HQPF) was developed using the Local ENsemble prediction System (LENS) provided by the Korea Meteorological Administration (KMA) and Machine Learning and Probability Matching (PM) techniques using Digital forecast data. HQPF is produced as information on the impact of heavy rainfall to prepare for flooding damage caused by localized heavy rainfalls, but there is a tendency to overestimate the low rainfall intensity. In this study, we improved HQPF by expanding the period of machine learning data, analyzing ensemble techniques, and changing the process of Probability Matching (PM) techniques to improve predictive accuracy and over-predictive propensity of HQPF. In order to evaluate the predictive performance of the improved HQPF, we performed the predictive performance verification on heavy rainfall cases caused by the Changma front from August 27, 2021 to September 3, 2021. We found that the improved HQPF showed a significantly improved prediction accuracy for rainfall below 10 mm, as well as the over-prediction tendency, such as predicting the likelihood of occurrence and rainfall area similar to observation.

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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