• Title/Summary/Keyword: FUN12

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Development and Application of Artificial Intelligence Education Program for Secondary School Students using Self-Driving Cars (자율주행 자동차를 이용한 중등 학생 대상 인공지능 교육 프로그램 개발 및 적용)

  • Ryu, Hyein;Lee, Jeonghun;Cho, Jungwon
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.227-236
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    • 2021
  • This study aims to develop an AI education program for secondary school students to help understand AI and to provide an experience of solving real-life problems by using AI, and to analyze the effectiveness of education. The education program based on the AI education system for K-12 developed in the previous study was composed of a total of 12 lessons by selecting the self-driving cars, which is emerging as a recent issue among real life problems, as the main topic. Classes were conducted for secondary school students who had experience in software education, and the effectiveness of education and class satisfaction were analyzed. As a result of the analysis, it was confirmed that the understanding of AI and the sense of AI efficacy were improved, and the class satisfaction was high in all items such as educational content, fun in class, difficulty of class, and interest in AI. Based on these results, implications for AI education for secondary students were proposed.

Development and Application of the Family Activity for Improving Scientific Creativity (FAISC) Program (과학적 창의성 향상을 위한 가족활동(FAISC) 프로그램의 개발과 적용)

  • Jee, Kyoungjun;Park, Jongwon
    • Journal of The Korean Association For Science Education
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    • v.33 no.1
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    • pp.114-131
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    • 2013
  • In this study, FAISC (Family Activity for Improving Scientific Creativity) program was developed and applied to 12 families. FAISC consists of 12 tasks and 12 evaluation papers. Family participants conducted the task individually and evaluated their performance results through discussion and agreement. From the participants' responses, it was found that FAISC tasks were fun but weakly difficult. Participants responded that Guide 1 (Creative thinking methods) and Guide 2 (Related knowledge) were helpful in their performance, and their scientific creativity was enhanced. From the analysis of interview and video recording of participants' behaviors, various positive aspects were observed. Especially on cognitive aspects, harmonious and pleasant family activities were observed. Negative aspects observed in interview and video gave us a practical guide for more effective performance in further application. Finally, according to comparison of evaluation results by family and professionals, the correlation between them was .901. Therefore, we conclude that evaluation of creative activity by family is highly confidential.

Emotional Expression through the Selection Control of Gestures of a 3D Avatar (3D 아바타 동작의 선택 제어를 통한 감정 표현)

  • Lee, JiHye;Jin, YoungHoon;Chai, YoungHo
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.4
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    • pp.443-454
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    • 2014
  • In this paper, an intuitive emotional expression of the 3D avatar is presented. Using the motion selection control of 3D avatar, an easy-to-use communication which is more intuitive than emoticon is possible. 12 pieces different emotions of avatar are classified as positive emotions such as cheers, impressive, joy, welcoming, fun, pleasure and negative emotions of anger, jealousy, wrath, frustration, sadness, loneliness. The combination of lower body motion is used to represent additional emotions of amusing, joyous, surprise, enthusiasm, glad, excite, sulk, discomfort, irritation, embarrassment, anxiety, sorrow. In order to get the realistic human posture, BVH format of motion capture data are used and the synthesis of BVH file data are implemented by applying the proposed emotional expression rules of the 3D avatar.

An Analysis of the Fashion Trends in Korea over the Last 10 years(1996-2005) (최근 10년(1996년$\sim$2005년) 간 국내 패션 트렌드의 경향 분석)

  • Ko, Eun-Ju;Lee, Jee-Hyun
    • Journal of the Korean Society of Costume
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    • v.58 no.9
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    • pp.18-28
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    • 2008
  • The purpose of this study is to examine the Characteristics of Fashion Trends($1996{\sim}2005$) of Korea by the trend elements - style, fabric and color. The results of this study are as followed. During 10years, 'modern(18%)', 'elegant(11%)' and 'romantic(10%)' styles were shown in order, and colors of YR(17%), Y(14%), R(13%) and PB(11%) were shown in order. Considering tones, m(16%), d(12%), gy(11%) and s(10%) tones were in the order of frequency. In the fabric trend 'elegant(19%)', 'modern(14%)' and 'natural(14%)' images showed the high frequency. Since 2000's, style trends and fabric trends were subdivided, and the contrary images coexisted. The trend images of 'natural', 'retro', 'manish' and 'fun' were mainly used in fabric trend, and 'romantic' and 'classic' images were frequently used in style trend. The changes of trend images in style and fabric have been similar until the early 2000's but the cycle of trend of style became shorter than fabric trend. Therefore the cycle of fabric trend should be changed to be a short term and subdivided in company with style trend.

A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters - (캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 -)

  • Chai, Sun-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.4 no.1
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    • pp.1-12
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    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

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The Suggestion of a Mountaineering and Trekking Convergence Education Course Using AI

  • Jae-Beom, CHOI;Chan-Woo, YOO
    • Fourth Industrial Review
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    • v.3 no.1
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    • pp.1-12
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    • 2023
  • Purpose - In Korea, where 64% of the land is forested, mountaineering is a leisure activity enjoyed by the majority of the people. As new technologies named the 4th industrial revolution spread more after the Covid-19 pandemic, we propose a human and technology convergence curriculum for mountaineering and trekking education to enjoy safety in the field of mountaineering and trekking using cutting-edge technology. Research design, data, and methodology - After examining the current state of the mountaineering industry and preceding studies on mountaineering and camping, and learning about BAC the 100 famous mountains, mountaineering gamification, and Gamification We designed an AI convergence curriculum using. Result - Understanding the topography and characteristics of mountains in Korea, acquiring mountaineering information through AI convergence, selecting mountaineering equipment suitable for the season, terrain, and weather, setting educational goals to safely climb, and deriving term project results. A total of 15 A curricula for teaching was proposed. Conclusion - Artificial intelligence technology is applied to the field of mountaineering and trekking and used as a tool, and it is expected that the base of mountaineering will be expanded through safe, efficient, fun, and sustainable education. Through this study, it is expected that the AI convergence education curriculum for mountaineering and trekking will be developed and advanced through several studies.

Effect of Singing - Focusing on the Love Changbu Taryeong

  • Kyung Ja Ko;Cho Hyun-yong
    • CELLMED
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    • v.14 no.2
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    • pp.3.1-3.2
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    • 2024
  • The purpose of this study is to consider the health and well-being of singing, an expression activity of language. There are also many studies in which singing activities have a positive effect on individual quality of life and social activities. Therefore, this study attempted to suggest that more effective singing is being performed by increasing empathy through various expressions of onomatopoeia and mimic words. Love Changbu Taryeong (愛倡夫打令) is Korea's traditional representative Gyeonggi folk song. It is a cheerful and lyrical folk song based on the five scale of Sol-ra-do-re-mi. It sings not only human joy, sorrow, and pleasure, but also natural phenomena and scenes. It is an exciting rhythm based mainly on the Gutgeori jangdan (rhythmic pattern, 12/8) but it is a rhythm that you can feel the sadness in it. In particular, various onomatopoeia and mimic words appear in this song, making you think about the fun of singing and the origin of the language. Therefore, this study attempted to examine that more effective singing is becoming more effective by increasing empathy through various expressions of onomatopoeia and mimic words. You can watch our singing activities on YouTube.(https://youtu.be/IhnBqWiK-3w?si=AAMi2BVes9mPShnr)

Park Golf Participation of Physically Disabled Impact on Psychological Well-being and Subjective Happiness (파크골프 참여가 지체장애인의 심리적 웰빙과 주관적 행복감에 미치는 영향)

  • Kim, Dong Won
    • 재활복지
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    • v.18 no.4
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    • pp.187-205
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    • 2014
  • Is to identify how this affects the physically disabled to participate in the program 12 weeks Park Golf psychological well-being and happiness, the purpose of this research is subjective. How to study subjects, only 40-year-old disabled man more than 24 people total delay experimental group and 12 patients(failure cut seven, delayed dysfunction 5) and the control group and 12 patients(failure cut six, delayed dysfunction in 4, two people were involved in the joint disorder). 3 times a week(Mon, Wed, Fri), was carried out 50 minutes into 12 weeks of the experimental period, was located at River Park Golf Course A test place. We calculate the pre-and post-test data mean and standard deviation using SPSS Statistics 21.0 statistical data processing program, binary repeated measures ANOVA to analyze the effects on the psychological well-being of the disabled and subjective effects euphoria Park Golf Participation(was performed 2-way [2] RM ANOVA). First results in psychological well-being of the two groups according to Park Golf participate in group comparisons before and after the exercise involved only fun, immersive and shows were not significantly different, within each group enjoyment, competence, self-realization, all the children of the immersion showed a significant difference in the factors. Second, before and after participation in exercise, there was a significant difference between groups in subjective happiness of two groups according to Park Golf participation, the two groups were not significantly different within. Taken together the results to see more, showed that the positive effects on the psychological well-being and subjective happiness Park Golf participation is the Physically Disabled.

Animation Spectators' View Motive and Selection for Each of Group (애니메이션 관객의 집단별 관람동기와 선택기준)

  • So, Yo-Hwan
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.109-117
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    • 2008
  • This research analyzed which average comparisons and differences between groups' view motive and selection for information sources, product properties with theater animation spectator. Based on view frequency, each of groups' organization were classified to heavy, occasional, and thinly viewers. As average comparison analysis result, firstly, view motive appeared in order to "want to see animation", "to spend time and leisure activity", "to enjoy fun activity", and "because of others canvassing or recommendation", etc. Secondly, view selection for information source appeared in order to "rumor circumstance or reputation", "theater or TV previews", "internet evaluation and grade", etc. At last, view selection for practical property appeared in order to "story", "character", "special effects", "background music", "background art", "director/directing", "manufacturer/nation", and "dubbing of artist". As difference between group result, view motive and selection for product properties appeared significant differences between each of group. To the contrary, view selection for information sources did not appeared significant differences between each of group.

The Development Plan for Serious Game based on Game Production Process (게임 제작 과정 중심의 기능성 게임 활성화 방안)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.761-768
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    • 2013
  • The serious game refers to the game which is combined game's fun with the peculiar object of the field including the education, medical treatment, public, and etc. By doing so, it can help that the learners are able to acquire the knowledge and technology of the relative field with joy. Currently, the serious game of the various fields is launched. However, there are many obstacles in Korea to develop the market. This paper is the research for showing how to overcome these problems. For this purpose, first, this research investigates the present condition of the serious game in the planning and development and marketing viewpoint. Second, the obstacles of the serious game are analyzed. Finally, the methods for solving these obstacles are shown. This paper is helpful for finding out the strategies for solving the obstacles without too much consideration of obstacle elements for serious game development.