• Title/Summary/Keyword: Arts-engineering education

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A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Comparative Study using EEG between Music Major Group and Non-major Group

  • Jeong, Su-Yeon;Lee, Hyeseung;Lee, Naesun;Choi, Doo-Hyun
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.5
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    • pp.421-427
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    • 2013
  • Objective: This paper is to analyze the impact of musical training to the fast ${\alpha}$ wave activation of the EEG. Background: EEG is neurological research method that can observe the brain function in real time. EEG can be used to determine the nervousness and relaxedness of a person who receives stimuli in a structured environment. Therefore, it is possible to interpret the functional state of human brain by the analysis of EEG. Method: The brain activities of two groups of university students in the point of RFA(Relative Fast Alpha) caused by different music are analyzed in this paper. One is the group of music majors and the other is the group of non-majors. Results: Music major and non-major groups show meaningful differences in RFA during exposed to classic and metal music. Conclusion: Learning experience on music affects RFA increment of music majors. Application: The result of this study will be used as basic data to evaluate the learning effects of students who want to study music.

An Empirical Study on Consumer Value Factors in the Sustainable Competitiveness of Mobile Shopping Channels (모바일 쇼핑채널의 지속가능한 경쟁력에 영향을 미치는 소비자 가치 요인에 관한 연구)

  • Huh, Hoon;Kim, Sun Young
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.45 no.3
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    • pp.163-172
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    • 2022
  • The development of ICT technology has created new channels for product sales and promotion, which not only make information accessible to customers as easy as possible, but also provide consumers with much more absolute and comparative information. Modern consumers are exposed so many shopping channels currently, especially mobile-based channels have grown significantly and have become the center of the market. It is true that mobile shopping has led the growth of overall online shopping with the recent development of mobile devices such as smartphones and related software. The importance of strengthening corporate competitiveness and mobile-based management strategies through on line channels continues to increase. At this point, this study attempted to investigate the influencing factors by focusing on the entire distribution channel and mobile shopping channels. As most of previous studies were focused on Internet shopping malls or specific channels, So the research on mobile channels can be judged to be timely and appropriate. Furthermore, it can be said that mobile shopping channels are now presenting empirical implications. In conclusion, it provides practical implications to examine the management strategy of mobile shopping channels from the perspective of consumer value.

STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.

Development and Application of Integrative STEM (Science, Technology, Engineering and Mathematics) Education Model Based on Scientific Inquiry (과학 탐구 기반의 통합적 STEM 교육 모형 개발 및 적용)

  • Lee, Hyonyong;Kwon, Hyuksoo;Park, Kyungsuk;Oh, Hee-Jin
    • Journal of The Korean Association For Science Education
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    • v.34 no.2
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    • pp.63-78
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    • 2014
  • Integrative STEM education is an engineering design-based learning approach that purposefully integrates the content and process of STEM disciplines and can extend its concept to integration with other school subjects. This study was part of fundamental research to develop an integrative STEM education program based on the science inquiry process. The specific objectives of this study were to review relevant literature related to STEM education, analyze the key elements and value of STEM education, develop an integrative STEM education model based on the science inquiry process, and suggest an exemplary program. This study conducted a systematic literature review to confirm key elements for integrative STEM education and finally constructed the integrative STEM education model through analyzing key inquiry processes extracted from prior studies. This model turned out to be valid because the average CVR value obtained from expert group was 0.78. The integrative STEM education model based on the science inquiry process consisted of two perspectives of the content and inquiry process. The content can contain science, technology, engineering, and liberal arts/artistic topics that students can learn in a real world context/problem. Also, the inquiry process is a problem-solving process that contains design and construction and is based on the science inquiry. It could integrate the technological/engineering problem solving process and/or mathematical problem solving process. Students can improve their interest in STEM subjects by analyzing real world problems, designing possible solutions, and implementing the best design as well as acquire knowledge, inquiry methods, and skills systematically. In addition, the developed programs could be utilized in schools to enhance students' understanding of STEM disciplines and interest in mathematics and science. The programs could be used as a basis for fostering convergence literacy and cultivating integrated and design-based problem-solving ability.

A Study on the Performance Analysis of LINC+ Program (LINC+사업 성과 분석에 관한 연구)

  • Seo, Kyung-Hwa;Kim, Chang-Suk;Lee, Ju-Yeong;Han, Jung-Hee;Kim, Hyun-Soo;Han, Young-Jin;Jung, Young-Jin
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.186-192
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    • 2022
  • This study investigated 110 contractual industries to identify the effects of curriculum development and educational environment improvement through Ulsan College LINC+ Program on job education and training. As a result of the study, core competency and job competency were 5.73 points each in field practice and educational environment, and job performance was significant with OJT 5.58 points and 5.74 points for educational environment(p<0.05). The relationship between suitability of the curriculum, educational environment, and recruitment performance was significant with 5.73 points for OJT, 5.74 points for field training during the education and training period, and 5.79 points for educational environment, and job reeducation/training expense was significant with 5.73 points for OJT and 5.79 points for educational environment(p<0.05). Also, students who completed the LINC+business curriculum shortened their job period by 1 to 6 months in 86.3% of the respondents, and responded that the education expense for new employees was reduced. Therefore, it was identified that the LINC+ Program of Ulsan College has the effect of shortening the job adaptation period and reducing education expenses for new employees by operating the curriculum reflecting the needs of the industry and improving the same educational environment as the industrial field.

Development and Application of Physics, Mathematics and Information Integrated Program Base on Heat Transfer & Numerical Analysis for Gifted Student (열전달 및 수치해석을 주제로 한 물리, 수학, 정보의 통합적 영재 프로그램 개발과 적용)

  • Nam, Hyun-Wook
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.87-105
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    • 2007
  • In this research, Integrated program base on heat transfer & numerical analysis was developed. Also, reaction of gifted student and possibility of application of this program was surveyed. This program consist in three parts. The first part is computer programing language, the second part is numerical modeling of physical phenomena, and the third part is numerical analysis. 4 students are selected who belong to mathematic class of CNUE(Cheoungju National Univ. of Edu.)'s Gifted Student Education Center. The Program consists in 15th lessens, and each lessen need 4hr. Application possibility and student's satisfaction of the program are studied through the interview and report of the student. Three of four students are accomplish the goal of the progarm. Computer programing and numerical analysis parts were relatively well understood, but numerical modeling part was difficult to students. The satisfaction of the program is dependent on the characteristics of the student. Most of the student thought that this program was one of the science education program. The student who have interested in only mathematics shows that low satisfaction but the one who have interested in science or information technology shows that high satisfaction.

A Study on Educational Effectiveness of Convergence Education Between Design and Robotics - Focus on Mentee and Mentor of 2013 Future Environmental Design Competition for Children - (디자인과 로봇공학 융·복합 체험교육의 교육적 효용성에 관한 연구 - 제2회 어린이 미래환경 디자인대회에 참가한 멘티와 멘토를 대상으로 -)

  • Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Lee, Ju-Hyeong
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.62-70
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    • 2014
  • In the knowledge and information society of 21st century, 'Creativity' which is the core of national competitiveness and an important foundation for the development of the country has been emphasized on the importance of it. As a result, the convergence educational programs, as known as STEAM (science, technology, engineering, arts, mathematics) became more and more needed to children for cultivating creativity. As a follow-up study on STEAM program combining robotics and design for children developed by Design Promotion Committee of KIID, this study intends to modify and reanalyze the program and to seize the educational effectiveness of the groups of university students as mentors and children as mentees, The results are as follows; First, although the importance of STEAM education is highlighted, short-term educational programs tend to consist of only the contents of each field: design or science. Second, pre-training and mentoring were helpful to both mentors and children. Third, Children expanded the perception of STEAM concept and increased their interests in career. Mentors recognized the importance and the necessity of STEAM education, and were very satisfied with team activities which gave a new experience of working with other field of people. Therefore, this program provide to children an experience of logical thinking, having interests on uninterested field, and encouraging teamwork. Also, it provides to mentors a chance to develop their potential and experience, and set up a new vision for future.

The Future Direction of Information Education in University according to Computerization (컴퓨터화에 따른 대학 정보화 교육의 방향)

  • Kim, Dong-Joo;Ha, Eun-Yong
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.33-40
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    • 2015
  • Today the computerization in overall civil life is globally progressing, and software plays a central role in all interdisciplinary areas of society. These changes of information environments lead to the change of values and paradigm shift, and the change of Korean educational policies is also happening. As human-machine interaction is becoming ubiquitous, code literacy is going to play an important role before long. Despite these transitions, information education in universities in Korea focuses on just driving application programs. In this paper, we explore overall educational system and curriculum of universities in Korea. And we present educational factors corresponding to educational levels and contents. Presented five factors coupling three educational contents and three educational levels may be dedicated to design curriculum.

A Study on Customized Software Education method using Flipped Learning in the Digital Age (디지털시대에 플립드 러닝을 활용한 학습자 맞춤형 소프트웨어 교육 방안 연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.55-64
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    • 2017
  • The purpose of this study is to identify the difficulties of learners who started programming after entering college and to search an effective software education method as university liber arts for non-science major students. In order to do this, we analyzed the difficulties of learners in Python programming classes composed of students from various majors at H University through questioning and taught them using flipped class model with pre-questions. The questions that students submit are collected online before class every time, the data on the degree of the difficulty of feeling and the understanding of feeling were obtained through the questionnaire. As a result, for learners who are new to programming, the learners should allocate the process of making the problem into a logical abstraction at the beginning of the curriculum before learning the basic concept of computer language, each lesson should be practiced through the bottom-up problems enough to provide a logical understanding before actual coding. In addition, detailed curriculum should be developed according to characteristics of learner's major, contents and conducting level.