• Title/Summary/Keyword: Convergence of Art and Science Technology

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Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks(II) : Focusing on the 5th and 6th Grade Group (초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석(II): 5~6학년군을 중심으로)

  • Ae-Kyung Shin
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.2
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    • pp.291-301
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    • 2023
  • In this study, the STEAM elements and convergence types which appeared in the creative and convergent activities in authorized elementary school science textbooks for 5th and 6th graders were analyzed. For this study, creative and convergence activities presented in 9 different science textbooks for 5th and 6th graders were selected and the STEAM elements and convergence types were analyzed by each publisher, grade-semester, and science field. The results of this study are as follows. First, there was a large variation by publisher in the total frequency of STEAM elements and the frequency of each element in creative and convergence activities. Second, the ratio of convergence type consisting of two elements was very high, and the higher the number of fused elements, the lower the ratio appeared in overall. Third, the art (A) element had the highest frequency in all grade-semesters, and the technology (T), engineering (E), mathematics (M) elements differed in the distribution of frequency by grade-semesters. Fourth, the engineering (E) element in the 'integration' field, and the art (A) element in the fields of 'movement and energy', 'material', 'earth and universe', and 'life' had the highest frequency.

Developing a Convergent Class Model of Augmented Reality and Art (증강현실과 예술의 융복합 수업모형 개발)

  • Pi, Su-Young;Lee, Myung-Suk
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.85-93
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    • 2016
  • Convergent education is essential to develop consilient thinking skills, ability to recreate information and knowledge, and problem-solving skills which are demanded in society of convergent knowledge. Accordingly, this study is going to develop a convergent class model of augmented reality and art based on consilient knowledge. Teaching model is designed based on the ADDIE model, which was operated by opening a real class in order to verify the validity. The result showed a high satisfaction of learners showed the ability to adapt to the major areas associated with the cultivation of learners. Characteristics of augmented reality medium were found to enable learners to analyze a new phenomenon and to fuse the necessary knowledge by inducing them to actively interact by the their intention in learning. Therefore, it is possible to cultivate creative and convergent persons of ability equipped with more flexible and creative thinking ability and discernment through deepened education for recognizing and understanding convergent cases between art and scientific technology. There is a study on the validation and the convergence of different subjects in terms of a variety of aspects, left behind of this study.

Effects of CNN Backbone on Trajectory Prediction Models for Autonomous Vehicle

  • Seoyoung Lee;Hyogyeong Park;Yeonhwi You;Sungjung Yong;Il-Young Moon
    • Journal of information and communication convergence engineering
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    • v.21 no.4
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    • pp.346-350
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    • 2023
  • Trajectory prediction is an essential element for driving autonomous vehicles, and various trajectory prediction models have emerged with the development of deep learning technology. Convolutional neural network (CNN) is the most commonly used neural network architecture for extracting the features of visual images, and the latest models exhibit high performances. This study was conducted to identify an efficient CNN backbone model among the components of deep learning models for trajectory prediction. We changed the existing CNN backbone network of multiple-trajectory prediction models used as feature extractors to various state-of-the-art CNN models. The experiment was conducted using nuScenes, which is a dataset used for the development of autonomous vehicles. The results of each model were compared using frequently used evaluation metrics for trajectory prediction. Analyzing the impact of the backbone can improve the performance of the trajectory prediction task. Investigating the influence of the backbone on multiple deep learning models can be a future challenge.

An Analysis of Content and Convergence Method of Scientific Technology and Humanities in Elementary School STEAM Programs (과학기술과 인문학 융합 내용 및 융합 방법 실태 분석 -초등학교 융합인재교육(STEAM) 프로그램 개발 과제를 중심으로-)

  • Han, Hyojeong;Kwon, Soonhee
    • Journal of The Korean Association For Science Education
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    • v.37 no.2
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    • pp.313-322
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    • 2017
  • This study aims to analyze the content and methodological aspects of converging scientific technology and humanities in 233 elementary school STEAM programs developed and publicized from 2012 to 2015, to provide the basic materials and implications for editing and supplementing the development of future STEAM programs or policies, or on-site applications of developed programs. The analysis results show that among the Liberal Arts courses of the STEAM program, including Korean, Social Studies, and Ethics, the level of convergence was lowest in Ethics. This seems to be due to the fact that convergence between scientific technology and humanities tended to emphasize a cross-studies convergence over a content convergence done with a specific purpose. In terms of methodological convergence between scientific technology and humanities, the level of convergence of humanities at a normative level was relatively lower than that at a descriptive level. Although a quantitative comparison of the two methods was not significant, it is rather concerning that due to simply converging descriptive humanities, students may not be so aware of the double-sidedness of scientific technology, despite the discovery of some programs that need re-evaluations of their ethical or normative directions. Moreover, the results showed that the cases of converging scientific technology and humanities at a normative level that were analyzed in the STEAM program can be divided into 'complementation of humanities to utilizing scientific technology' and 'complementation of humanities to research in scientific technology and development.' Based on such research results, the study discusses the development of STEAM programs and policies and directions for editing and supplementing programs on-site.

In Search of Narrative Science as a Convergence Discipline and its Implication and Direction (융·복합 학문으로서 내러티브 과학의 시사점 및 방향 탐구)

  • Kang, Hyeon-suk;Lee, Ji-eun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.45-53
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    • 2017
  • Until now, Academic disciplines were categorized according to the standards of the National Research Foundation of Korea, and this categorization has contributed to the development of each disciplines. However, as time goes by, there is a need for a transition to the new trends, convergence. Therefore, to suggest the resolution for pre-existing phenomenon and problems, this study explored the concept and traits of narrative science as a convergence discipline and discussed its implications and tasks. Narrative Science is a human science, based on narrative epistemology, and it focuses on human's interpretation, communication, and inter-subjectivity. Narrative Science has many inner structures per trait, and it provides pre-existing disciplines with narrativistic inter-relation. It also pays attention to human's inner areas. For the development of Narrative Science in the future, it should be free from a misunderstanding as a narratology discipline or a methodology of qualitative research. Under this change, Narrative Science discipline areas should be fused in the perspective of human science, based on narrative philosophy and psychology.

Approaching a Waste Problem Through Art-Technology Convergence: Cases of Hundertwasser Incineration Plants in Austria and Japan (폐기물 문제에 대한 예술·기술 융합적 접근 : 오스트리아와 일본의 훈데르트바서 소각장 사례)

  • Heejin Han
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.559-564
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    • 2024
  • Since the era of industrial revolution, the waste volume has continued to grow; waste management has thus become one of the major global environmental challenges facing humanities today. Waste treatment and management issues trigger NIMBY movements, and disputes among states, governments, and social actors over the issues have been accelrating. At the level of states and sub-states, various measures including institutions, laws, regulations, market-oriented methods, consensus and collaborative governance have been introduced to address various problems associated with waste. More recently, science and technology has been applied to the waste treatment and management under the notion of circular economy. However, societal support for addressing waste problems still remains inadequate, calling for new approaches and alternative pathways. In this context, this study examines two cases of urban incineration plants designed by Hudertwasser, Austria-born artist and architect: Spittelau, Austria, and Osaka, Japan. Through these case studies, I demonstrate how creative and innovative culture-technology convergence can shed new light on challenging environmental issues such as an urban waste problem.

Fine-tuning BERT Models for Keyphrase Extraction in Scientific Articles

  • Lim, Yeonsoo;Seo, Deokjin;Jung, Yuchul
    • Journal of Advanced Information Technology and Convergence
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    • v.10 no.1
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    • pp.45-56
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    • 2020
  • Despite extensive research, performance enhancement of keyphrase (KP) extraction remains a challenging problem in modern informatics. Recently, deep learning-based supervised approaches have exhibited state-of-the-art accuracies with respect to this problem, and several of the previously proposed methods utilize Bidirectional Encoder Representations from Transformers (BERT)-based language models. However, few studies have investigated the effective application of BERT-based fine-tuning techniques to the problem of KP extraction. In this paper, we consider the aforementioned problem in the context of scientific articles by investigating the fine-tuning characteristics of two distinct BERT models - BERT (i.e., base BERT model by Google) and SciBERT (i.e., a BERT model trained on scientific text). Three different datasets (WWW, KDD, and Inspec) comprising data obtained from the computer science domain are used to compare the results obtained by fine-tuning BERT and SciBERT in terms of KP extraction.

An Empirical Study of Personalized Thumbnail Curation of Netflix (개인화된 썸네일 큐레이션 사용성 평가 -넷플릭스 사례를 통한 UX study-)

  • Park, Siwon;Park, Jisu;Kang, Jisu;Rhee, Boa
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.265-274
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    • 2021
  • This study empirically analyzed the users' experiences with the Netflix thumbnail curation based on the Technology Acceptance Model(TAM). According to the correlation analysis results, the higher the dependence on the thumbnails, the higher the satisfaction with the thumbnail curation. Both Perceived Informational Usefulness(PIU) and Perceived Ease of Use(PEOU) had correlations with the degree of satisfaction with the thumbnail curation. In particular, the factors of relevance in PEOU had the greatest impact on the degree of satisfaction and this result proved that the suitability factors of the thumbnails had significant correlations with the degree of satisfaction. The degree of satisfaction with the thumbnail curation also positively correlated with Netflix's overall degree of satisfaction and behavioral intention to use the Netflix. This study demonstrated the suitability of the TAM as a UX evaluation tool for the Netflix thumbnail curation.

Extensibility of Visual Expression in Projection Mapping Installation Art; Focused on Examples and Projection Mapping Installation Artwork Domino (프로젝션맵핑 기반 영상 설치 미술의 시각적 표현 확장성 -사례 분석 및 작품 을 중심으로-)

  • Fang, Bin-Zhou;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.207-220
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    • 2021
  • Recent advances in new media for sensory experiences keep expanding visual expression methods in installation art such as projection mapping and virtual reality. Artists can create and develop visual expression techniques based on such new media. Projection mapping is a new medium that continues to add various possibilities to visual expression in media art. Under the projection mapping environment, artists can recompose the object or space with the digital content by projecting video onto three-dimensional surfaces in the space. This paper focuses on the process where visual expression with the projection mapping technology leads to viewers' sensory experience. To this end, "reproducibility," "dissemination," "virtuality," and "interactivity" of media were analyzed to describe the meaning and *definition of visual expression. Artworks are considered as an example to study visual expression techniques such as "repetition and overlap," "simulacrum and metaphor," and "displacement and conversion." I applied the analysis and created Domino, a projection mapping artwork, which helps the research on visual expression techniques that can lead to sensory experience the extensibility of visual expression.

A case study of ceramic design that combines 3D printing technology (3D 프린팅 기술을 융합한 도자디자인 사례 연구)

  • Choi, Jung-Hwa;Kim, Won-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.309-317
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    • 2019
  • The purpose of this study is to review the influence of 3D printing technology on the formability and artistic value of ceramic works through a theoretical review of 3D printing technology and a case study of ceramic works that incorporate them creatively. Thus, the following conclusions were drawn from the analysis of the ceramic works of seven artists and two design teams. First, digital production that incorporates 3D printing technology into works can be applied to data applications and changes, unlike the existing manual methods, and the artist's unique creative artwork is possible. Second, a new paradigm has emerged that expresses the new material, method, advanced digital technology, and more stereoscopic and colorful sculptures out of the traditional ceramic concepts. In the future, I hope to find new methodology that meets the developing digital technology through continuous research and utilization of 3D printing and realizing new value of ceramic design.