• Title/Summary/Keyword: Digital Design Curriculum

Search Result 143, Processing Time 0.023 seconds

A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
    • /
    • v.23 no.4
    • /
    • pp.504-514
    • /
    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

Analysis of Art and Humanity Major Learners' Features in Programming Class (인문계열 학생을 위한 SW교육에서의 초보 학습자 특성 분석)

  • Sung, Jung Sook;Kim, Soo Hwan;Kim, Hyeoncheol
    • The Journal of Korean Association of Computer Education
    • /
    • v.18 no.3
    • /
    • pp.25-35
    • /
    • 2015
  • In digital era, as various fields of knowledge and industry are fused by computing, fostering computational thinking and learning computer programming are strongly emphasized. It means it is important to study how to educate computer programming for all, This study is about analysis of non computer science major learners' behavior gathered from computer programming class by means of survey, observation and interview and hope to suggest the way how to design and to perform the new computer programming curriculum for all.

The Future of Flexible Learning and Emerging Technology in Medical Education: Reflections from the COVID-19 Pandemic (포스트 코로나 시대 플렉서블 러닝과 첨단기술 활용 중심의 의학교육 전망과 발전)

  • Park, Jennifer Jihae
    • Korean Medical Education Review
    • /
    • v.23 no.3
    • /
    • pp.147-153
    • /
    • 2021
  • The coronavirus disease 2019 (COVID-19) pandemic made it necessary for medical schools to restructure their curriculum by switching from face-to-face instruction to various forms of flexible learning. Flexible learning is a student-centered approach to learning that has received interest in many educational sectors. It is a critical strategy for expanding access to higher education during the pandemic. As flexible learning includes online, blended, hybrid, and hyflex learning options, learners have the opportunity to select an instruction modality based on their needs and interests. The shift to flexible learning in medical education took place rapidly in response to the COVID-19 pandemic, and learners, instructors, and schools were not prepared for this instructional change. Through the lens of the technology acceptance model, human agency, and a social constructivist perspective, I examine students, instructors, and educational institutions' roles in successfully navigating the digital transformation era. The pandemic has also accelerated the use of advanced information and communication technologies, such as artificial intelligence and virtual reality, in learning. Through a review of the literature, this paper aimed to reflect on current flexible learning practices from the instructional design and educational technology perspective and explore emerging technologies that may be implemented in future medical education.

A Study on the Development of Customized Video Contents for Early Childhood Education by Pre-Early Childhood Teachers

  • Yan Ha
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.10
    • /
    • pp.291-300
    • /
    • 2023
  • In this paper, we propose a plan for prospective early childhood teachers to plan, design, and produce and the results of operating a teaching model. To this end, we will identify video content for each age and video content of various topics and video playback time required by early childhood education sites, actively collect opinions from workers currently in early childhood education institutions, and suggest ways to develop on-site video content in the university curriculum. This requires prospective early childhood teachers to improve their self-understanding capabilities, community capabilities, and creative convergence capabilities, including digital capabilities. Through this, we intend to contribute to fostering smart early childhood teachers and creating a kindergarten activity and environment applying the latest video technology.

A Research for Possibility of Interactive Cartoon as Edutainment Contents (에듀테인먼트 콘텐츠로서 인터랙티브 만화의 가능성 탐색)

  • Song, Su-Mi;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.190-194
    • /
    • 2006
  • Recently, the education is trying to increase educational effect in self-directed teaming to attract learners' interest and concentration. For that reason, as interaction which makes learners step into lessons spontaneously than a simple convey of knowledge is getting more important, edutainment contents that introduce entertainment for education is being in the limelight. Especially, it needs how to design interaction in which the factors of pleasure and entertainment are emphasized for learners' immersion regarding with edutainment contents based on digital mediums. So, I'm going to present a method of curriculum design on educational factors and how to design interaction on enjoyment factors of interactive cartoon in order to increase educational effect. Through this research, I wish to provide the groundwork which makes interactive cartoon that carries infinite possibility become a new part of edutainment contents.

  • PDF

The Effect of Simulation Integrated with Problem Based Learning on System Thinking, Learning Flow, Proactivity in Problem Solving and Performance Ability for Medication in Nursing Students (PBL 연계 투약시뮬레이션교육이 간호대학생의 시스템 사고능력, 학습몰입, 문제해결 적극성 및 투약간호수행능력에 미치는 효과)

  • Park, MinJeong;Choi, Dongwon
    • Journal of Digital Convergence
    • /
    • v.16 no.8
    • /
    • pp.221-231
    • /
    • 2018
  • The purpose of this study was to identify the effect of simulation integrated with problem based learning(SIM-PBL) on nursing students. A non-equivalent pre-post test of quasi-experimental design was used. 37 were assigned to an intervention group and 41 to a control group. SIM-PBL was applied to intervention group and simulation was applied to control group. Data were analyzed using the SPSS 20.0 program. There were significant increases in system thinking(t=2.14, p=.036), proactivity in problem solving(t=2.07, p=.042), and performance ability for medication(t=5.26, p=<.001) in the intervention group compared to the control group. However, there was no difference in learning flow between the intervention and control groups. In order to adapt to the clinical setting, it is necessary to consider the SIM-PBL needs to be considered in the curriculum of nursing students.

Development of Class-Based Learning Applet on Numbers and Number Operations (수와 연산 학습을 위한 클래스기반 학습 애플릿 개발)

  • Kim, Min-Jeong;Kim, Kap-Su;Min, Mee-Kyung
    • Journal of Digital Contents Society
    • /
    • v.8 no.2
    • /
    • pp.235-243
    • /
    • 2007
  • Students develop mathematical concepts through concrete operations in the area of mathematics. However, most of the learning contents provided on the web are not interactive and limit interactions with learners. To overcome the limitations, there have been needs to develop learning contents to support active interactions with students according to their cognitive levels. In this study, the curriculum of numbers and number operations in elementary mathematics was analyzed. Based on the object-oriented design principle, "Number Classes" on numbers and number operations were designed and implemented. A class-based learning applet was developed with theses "Number Classes". It was developed in small unit programs based on learning themes of mathematics in elementary schools. With this learning applet, the active explorations through easy operations will help students to learn concepts and principles of numbers and number operations. It will strengthen active interactions of students with computer.

  • PDF

Multimedia Contents System based on Repurposing and Transcoding (리퍼포징과 트랜스코딩에 기반한 멀티미디어 콘텐츠 시스템)

  • Lee, Hyun-Lee;Kim, Hye-Suk;Kim, Kyoung-Soo;Ceong, Hee-Taek
    • Journal of Digital Contents Society
    • /
    • v.11 no.2
    • /
    • pp.145-152
    • /
    • 2010
  • The study of application using multimedia contents have been worked out a lot. But those trial can be hardly to be applied because each social study curriculum has a little difference which is a peculiar properties in social study. So we try to find the most efficient study method making multimedia contents system with computer graphic design and animation and sound and movie. This study introduce the method of image transcoding in real time based on repurposing structure to make better use of a multimedia contents system. We assume that developed multimedia contents system could be a big help to increase study efficiency through graphic, sound, movie as well as to encourage student's motive and interest. It is mostly possible to use for creative, self-controlled and social study material which is used to study the subject with conversational and repetitive way. So we hope this study will be a good guide line of developing various contents in multimedia contents.

Effects of extracurricular programs based on Smart Learning for enhancing competency of university students. (대학생 핵심역량 증진을 위한 스마트러닝기반 비교과교육의 효과)

  • Kim, Hyun-woo;Kang, Sun-young
    • Journal of Digital Convergence
    • /
    • v.16 no.3
    • /
    • pp.27-35
    • /
    • 2018
  • The purpose of this study is to design smart learning based extracurricular program of the university and to analyze the effect of core competencies. This program was formed by 10 teams with S and K University in Seoul, and run a daily camp format to use smart devices and apps. As a result, the participating students, communication skill, self-directed and creativity increased significantly. In addition, the educational effects of this program was positive changes in the areas of 'communication', 'self-directed', 'cooperative learning', 'problem solving' in the focus group interview. And the students responded that the use of smart devices and apps help to immerse in the program and increase their interest. The purpose of this study is to suggest new models and implications for the extracurricular program. In the future, we hope to develop the various smart learning based extracurricular programs for enhancing the competencies.

Design and verification of VR gamification contents for cooperative thinking (협력적 사고 함양을 위한 VR 게이미피케이션 콘텐츠 설계 및 검증)

  • Jeong, Ji-Yong;Kim, Sang-kyun;Park, Sung-Jin;Jang, Jin-Tae;Kim, Sae-Ron
    • Journal of Digital Contents Society
    • /
    • v.19 no.5
    • /
    • pp.853-860
    • /
    • 2018
  • The purpose of this study is to analyze the effectiveness of cooperative thinking and communication ability through gamified VR contents. For the experiment, we designed the Forum VR content using gamification approach and validated its effectiveness with a survey tool. The experiment was answered after 63 elementary school students played the Forum VR content. According to the survey results, Forum VR content has positive effects on the development of collaborative spirit and communication skills of elementary school students. Based on the results of this study, it is necessary to study the systematic and technical measures to spread VR contents at educational sites, and to differentiate them according to the characteristics of the curriculum for connecting various educational topics and VR contents.