• Title/Summary/Keyword: 3D Learning Contents

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Depth Map Estimation Model Using 3D Feature Volume (3차원 특징볼륨을 이용한 깊이영상 생성 모델)

  • Shin, Soo-Yeon;Kim, Dong-Myung;Suh, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.447-454
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    • 2018
  • This paper proposes a depth image generation algorithm of stereo images using a deep learning model composed of a CNN (convolutional neural network). The proposed algorithm consists of a feature extraction unit which extracts the main features of each parallax image and a depth learning unit which learns the parallax information using extracted features. First, the feature extraction unit extracts a feature map for each parallax image through the Xception module and the ASPP(Atrous spatial pyramid pooling) module, which are composed of 2D CNN layers. Then, the feature map for each parallax is accumulated in 3D form according to the time difference and the depth image is estimated after passing through the depth learning unit for learning the depth estimation weight through 3D CNN. The proposed algorithm estimates the depth of object region more accurately than other algorithms.

Development of AR Content for Algorithm Learning

  • Kim, So-Young;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.292-298
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    • 2022
  • Coding education and algorithm education are essential in the era of the fourth industrial revolution. Text-oriented algorithm textbooks are perceived as difficult by students who are new to coding and algorithms. There is a need to develop educational content so that students can easily understand the principles of complex algorithms. This paper has implemented basic sorting algorithms as augmented reality contents for students who are new to algorithm education. To make it easier to understand the concept and principles of sorting algorithms, sorting data was expressed as a 3D box and the comparison of values according to the algorithms and the movement of values were produced as augmented reality contents in the form of 3D animations. In order to help with the understanding of sorting algorithms in C language, the change of variable values and the exchange of data were shown as animations according to the execution order of the code and the flow of the loop. Students can conveniently use contents through a smart phone without special equipment by being produced in a marker-based manner. Interest and immersion, as well as understanding of classes of sorting algorithms can be increased through educational augmented reality-based educational contents.

Development of a Digital Textbook on 'Structure and Contraction Mechanism of Skeletal Muscle' with the Learning Model for Biomimicry-Based Convergence (생체모방 기반 융합 학습 모델을 적용한 '골격근의 구조와 수축'에 대한 디지털 교재 개발)

  • Kim, Soo-Youn;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.42 no.2
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    • pp.95-105
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    • 2018
  • The purpose of this study was to develop a digital textbook on 'structure and contraction mechanism of skeletal muscle' with the learning model for biomimicry-based convergence. The unit of 'structure and contraction mechanism of skeletal muscle' is a part of Life Science I in high school. The convergence learning model was designed with three phases of biomimicry-based convergence (Exploration-Design-Implementation) including 3D modeling & printing. The developed digital textbook was composed of 8 sessions which contains the following learning contents : Exploration of skeletal muscle, creative designing of skeletal muscle using sketch application and 3D modeling, convergent implementing of the designed using 3D printing, exploration of muscle contraction, creative designing of muscle contraction using sketch application and 3D modeling, and convergent implementing of the designed using 3D printing. Each session is also involved in the contents of gallery widgets, media widgets, keynote widgets, sketch widgets, the cloud, polling widgets, and review widgets for interactive and mobile learning. After administering the developed digital textbook to 20 high school students, it was shown a positive effectiveness on life science learning for high school students. Moreover, the digital textbook was evaluated as to promote student's abilities on creative designs and implementation related to biomimicry-based convergence. The digital textbook was also shown a favorable response on students' interest and self-directed learning on life science.

Development of an Authoring Tool to Create Interactive 3D Convergence Contents for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합콘텐츠 저작도구 개발)

  • Roh, Chang Hyun;Kim, Byung-Cheol
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.401-407
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    • 2016
  • In the smart education era, it is crucial for the teacher to make lecture materials in the form of 3D convergence contents for themselves. In this study, we developed an interactive authoring tool to create 3D convergence contents for the teacher. The proposed system was implemented based on a commercial 3D engine for practicality. To evaluate the usability of the tool, we conducted a satisfaction survey of a focus group. As a result, we concluded that the proposed authoring tool was useful to create desired contents but rather complicated to use due to the text-based script editor. In the following research we will improve the editor so that it can be used in a more intuitive manner.

The Analysis of Reflect Level according to Reflect Journal in HW Design Learning based on Online Simulation (온라인 시뮬레이션 기반 HW설계 학습에서 성찰일지 내용에 따른 성찰수준 분석)

  • Kim, Jiseon;Ryu, Jiyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.5
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    • pp.27-37
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    • 2019
  • In this study, for the purpose of reflection level analysis of high school students in HW design learning which is based on online simulation, we carried out 5 lessons of HW learning and analyzed there reflection levels for 5 individual time of reflection content. The reflection level analysis results for each time of learning shows that the reflection level of the $3^{rd}$ time learning of D-Flip Flop is the highest score with 1.23. The correlation analysis result between the reflection contents presents that high positive correlation between learning content and task resolving method(r=.781, p<.01), and negative design correlation between task resolving method and alternative resolving method. The HW learning satisfaction survey result shows 4.2, and most of the participant students provided opinions that the HW design learning is required and current learning contents is a bit difficult to follow. We could recognize HW design learning is required to have composition of curriculum with basic and advanced contents, and on-off lines combined.

Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.766-775
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    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

A Study on Tower Modeling for Artificial Intelligence Training in Artifact Restoration

  • Byong-Kwon Lee;Young-Chae Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.27-34
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    • 2023
  • This paper studied the 3D modeling process for the restoration of the 'Three-story Stone Pagoda of Bulguksa Temple in Gyeongju', a stone pagoda from the Unified Silla Period, using artificial intelligence (AI). Existing 3D modeling methods generate numerous verts and faces, which takes a considerable amount of time for AI learning. Accordingly, a method of performing more efficient 3D modeling by lowering the number of verts and faces is required. To this end, in this study, the structure of the stone pagoda was deeply analyzed and a modeling method optimized for AI learning was studied. In addition, it is meaningful to propose a new 3D modeling methodology for the restoration of stone pagodas in Korea and to secure a data set necessary for artificial intelligence learning.

The Effect of Learning Using Virtual Reality Technology on Learning Motivation (가상현실 기술을 활용한 학습이 학습 동기에 미치는 영향)

  • Kim, WooKyum;Choi, DongYeol;Kwak, SeungCheol;Kim, HeeSoo
    • Journal of Science Education
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    • v.43 no.3
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    • pp.271-283
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    • 2019
  • This study examines the effects of virtual reality learning materials on the learners' learning motivation. For this study, we developed a virtual reality learning material for geological learning that allows observation of the characteristics of rocks in Korean topography that is closely related to learning contents. A 15-hour class was conducted with 91 students using virtual reality learning materials developed for first-year science high school students in D city. ARCS learning motivation strategy was used. Pre-test was conducted before the start of the classes and post-test was conducted after the classes. Statistical processing was analyzed using R-3.5.1 version program. As a result, the utilization of virtual reality learning materials has significant effects on attention concentration, satisfaction, and confidence in the learner's motivation factors. Using virtual reality in geological classes, students' interest in learning activities improve their immersion and concentration, which helps them understand the learning contents better.

Construction of Animation Theory to use 3D Animation (3D 애니메이션을 이용한 애니메이션 이론의 구축)

  • Cho Young-Jun;Bang Woo-Song;Kim Sung-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.119-122
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    • 2005
  • Recently, 3D Animation which has developed rapidly in short term, is taking a great interest. It has own special method through learning by mistakes. I'm going to study how to apply the method at 3D Animation to the theory of Animation, and find out the way to develope the skill of 3D Animation in this work.

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Design and Use of 3D-based Space Navigation System to Maintain Learner's Interest in Educational Web Contents (학습자 흥미 지속을 위한 3D-기반 공간 항해 시스템의 구현과 활용)

  • Heo, Gyun;Lee, Young-Ju;Rha, Il-Ju
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.1-10
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    • 2003
  • Web provides a rich learning environment for learners mainly due to the hypertext technology and the high interactivity. It provides a learner-centered learning environment. In this environment, students are to develop their own paths in non-sequential and flexible ways according to their needs and their demands. However, in many cases students who use this environment are easily exposed to difficulties in their choices of learning paths, disorientation, and cognitive overload in the cyberspace. Consequently, they have trouble in maintaining their motivation and interest in their learning. This study presents the design and the use of 3D-based space navigation system in order to maintain student's interest in educational web contents.

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