• Title/Summary/Keyword: Hands-on Media

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The Effect of Activities using Hands-on Robots on Logic-Mathematical Knowledge and Creative Problem-Solving Ability of Young Children (교구로봇을 활용한 활동이 유아의 논리-수학적 지식과 창의적 문제해결능력에 미치는 영향)

  • Kim, Sang-Un;Kim, Sang-Hee;Jang, Jee Eun
    • The Journal of Korea Robotics Society
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    • v.12 no.3
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    • pp.287-296
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    • 2017
  • Robots are used in early childhood education as a new instructional media, and educational activities using robots have been increased. So the purpose of this study is to investigate the effect of educational activities using hands-on robots on logic-mathematical knowledge and creative problem-solving ability of young children. The total number of subjects was 43, and they were all five-year-old children. The experimental group and control group did activities with hands-on robots and general free activities, respectively. Results using ANCONA have shown that the activities with hands-on robots positively affected logic-mathematical knowledge and creative problem-solving ability of young children. These meaningful results have shown the possibility of early childhood educational use as the effectiveness of hands-on robots has come out.

A Gesture Interface based on Hologram and Haptics Environments for Interactive and Immersive Experiences (상호작용과 몰입 향상을 위한 홀로그램과 햅틱 환경 기반의 동작 인터페이스)

  • Pyun, Hae-Gul;An, Haeng-A;Yuk, Seongmin;Park, Jinho
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.27-34
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    • 2015
  • This paper proposes a user interface for enhancing immersiveness and usability by combining hologram and haptic device with common Leap Motion. While Leap Motion delivers physical motion of user hand to control virtual environment, it is limited to handle virtual hands on screen and interact with virtual environment in one way. In our system, hologram is coupled with Leap Motion to improve user immersiveness by arranging real and virtual hands in the same place. Moreover, we provide a interaction prototype of sense by designing a haptic device to convey touch sense in virtual environment to user's hand.

Design and Implementation of Immersive Media System Based on Dynamic Projection Mapping and Gesture Recognition (동적 프로젝션 맵핑과 제스처 인식 기반의 실감 미디어 시스템 설계 및 구현)

  • Kim, Sang Joon;Koh, You Jon;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.3
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    • pp.109-122
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    • 2020
  • In recent, projection mapping, which has attracted high attention in the field of realistic media, is regarded as a technology to increase the users' immersion. However, most existing methods perform projection mapping on static objects. In this paper, we developed a technology to track the movements of users and dynamically map the media contents to the users' bodies. The projected media content is built by predefined gestures just using the user's bare hands without the special devices. An interactive immersive media system has been implemented by integrating these dynamic projection mapping technologies and gesture-based drawing technologies. The proposed realistic media system recognizes the movements and open / closed states of the user 's hands, selects the functions necessary to draw a picture. The users can freely draw the picture by changing the color of the brush using the colors of any real objects. In addition, the user's drawing is dynamically projected on the user's body, allowing the user to design and wear his t-shirt in real-time.

The Need to Strengthen Realistic Media Education Program in Korean Museums by Introducing SmartGlass (스마트글라스 도입을 통한 국내 박물관 실감미디어 교육 프로그램 강화 필요성)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.429-434
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    • 2022
  • This paper focuses on developing and strengthening realistic media education programs through the introduction of smart glass for reasonable development and operation of academic research as well as hands-on learning and services provided by museums in modern society where the labor market changes. Through this study and case, a paper was written to improve the quality of museum education programs and hands-on learning through smart glass, and to provide higher education services to the people and contribute to the development by helping academic research.

The Study on the Contents of Domestic Dam Exhibition Hails and the Characteristics of Applied Media (국내 댐 전시관 컨텐츠와 매체 특성에 관한 연구)

  • Yi, Joo-Hyoung
    • Korean Institute of Interior Design Journal
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    • v.18 no.3
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    • pp.93-101
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    • 2009
  • Nowadays, the constructions of dams are being issued by the public due to the preservation and protection of nature considered more important than development. These social phenomenon can not be evitable due to arguing the both attitudes, preservation and development of nature. However, There are possibilities to make an agreement with the compromise between the two sides. The common goals of the attitudes are concerning human beings and their life quality. In this atmosphere, the exhibition hall of dams is very important to lead the agreement of both groups because the spaces not only provide contents to compromise by showing positive factors of dams, but present condition of using water as natural resources. The purpose of this study is based on the effect of the applied media in an exhibition hall as presenting education and enlightenment factors. To examine the effect, this study categorizes the existing media by communication types firstly. Secondly, based on the categorization, existing media of each dam exhibition hall are analyzed by numerical way. Thirdly, the general characteristics of applied media are defined by integrating the spatial contents and media. The data from the study are effective to provide the basic data for following design works for the exhibition space.

Selection of Culture Media Applied to Grafted Cactus 'Hwangwall' for Export (수출용 접목 선인장 '황월'에 적합한 배지선발)

  • Kim, Yang Hee;Ryu, Byung Yeal
    • FLOWER RESEARCH JOURNAL
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    • v.18 no.3
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    • pp.171-178
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    • 2010
  • This work is for selecting superior media which is similar to Peat Moss that is in general use as media of Gymnocalycium mihanovichii for Export such as 'Hwang wall' but lower price. The result on growth of 7 kinds of media (Peat Moss, BM6 Culture Medium, Coco Peat, Hydro Cray, Hydro Ball, Hugato, Vermiculite) which are applied watering (overhead irrigation, sub irrigation) based on bichemical analysis including chemical, physical analysis are following. The result of bi-chemical analysis shows that Coco Peat was stabilized planting after 90 days and Hydro Ball has high water holding capacity. The experimental result of growth in grafted cactus 'Hwangwall' shows Coco Peat is similar to Peat Moss on organic matter and in case of inorganic media, Hugato, Vermiculite, Hydro Cray made satisfactory results. But, the weight of inorganic media is too light to be tied. Consequently, Coco Peat and sphagnum moss as organic media has lower price and the condition of growth is analogous to Peat Moss. On the other hands, Hydro Ball was chosen as a substitute of Peat Moss in inorganic media.

Characteristics of Media Image Expressed in Impressionism Monet's Works (인상주의 모네 작품에 나타나는 영상 특성)

  • Kang, Suk-Bum;Jeon, Byeong-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.309-323
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    • 2006
  • Before the appearance of luc-media image, art is performed by the hands of man. That was the best of the reality and the absolute standard of reality. However the appearance of luc-media image brings together the scientific thoughts on realism, which gave birth to 'impressionism' where 'light' becomes the most important part in art as well as in luc-media image and analyzed scientifically. In this paper, I'd like to analyze 5 paintings of Monet, a representative of the impressionism, chronically and present the various aspects of luc-media image as follows; 'picture the present moment', 'picture the light', 'picture the sound and movement', 'picture in the several frames', 'picture continuous frames'. These image phenomenon presented in this paper are mainly concerned with the photograph image, because the time when impressionists entered the stage was the age of photograph image, accordingly there are a little difference from digital image.

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Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

A Research on types of DMB advertising according to features of DMB Media (DMB의 미디어와 기술 특성에 따른 DMB광고 유형과 종류에 관한 연구)

  • Ahn, Jong-Bae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.3 no.4
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    • pp.59-88
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    • 2008
  • For the success of the DMB market to meet consumers' demands for Ubiquitous Media and strengthen the nation's competitiveness, it's inevitable for us to activate DMB advertising as of main profit source for DMB Media, and to develop various types of DMB advertising which are linked to the profit model. So I'd like to look over the various types of DMB advertising which are suitable for DMB features as one of the efforts to activate DMB advertising. First of all, I've figured out what kinds of advertising are available for new media and which related technologies are required for DMB media. Through this research, I could find out what features of new media such as cable broadcasting, Internet and Mobile have become the source of developing various types of advertising and how to a great part to activate new media advertising markets by making the best use of their media features. This research also shows that DMB advertising has the high potential to be developed in various and effective types and kinds of advertising with its media feature and technological feature. This research observing DMB advertising cases showed that DMB advertising can be divided into 6 types such as forms, purposes, techniques, advertising positions, the use of LBS(Location Based Service), coupons and it could be developed into various kinds of DMB advertising dependent on each type. On the other hands, it would be great to have continual researches and follow-ups for various types of DMB advertising and the verification of the effectiveness for DMB advertising by performing potential DMB advertising.

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The Effect of Obscene Media on Elementary School Student's Sex Consciousness (음란매체가 초등학생의 성의식에 미치는 영향)

  • Lee, Ki-Soo;Park, Young-Soo
    • The Journal of Korean Society for School & Community Health Education
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    • v.1 no.1
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    • pp.119-130
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    • 2000
  • The purpose of this study was to serve as a basis for more effective sex education, by examining the influence of obscene media on elementary school student's sex consciousness. For attaining the purpose, the research questions were posed as follows: 1) What's general characteristics of elementary school students? 2) How much are elementary school students exposed to obscene media? 3) Is their sex consciousness different according to the degree of being exposed to obscene media and the appearance of secondary sex characteristic? The subject of study were the 400 male and female students who were in the sixth grade at elementary school in the city of Paju. The questionnaire survey was conducted to find out their general characteristics, sex consciousness and degree of being exposed to obscene media. The conclusions were as follows; 1) Basic Information 94% of the students investigated were living with their parents. The greatest number of their parents were in their fourties. Concerning the religion of their families, 47.5% belonged to Christianity or Catholicism. 47.3% got in touch with obscene media, which indicated that the harmful influence of that media was great. Their basic knowledge of pregnancy was very poor, as 27.2% weren't sure whether being pregnant could be caused only by shaking hands, hugging or kissing. 34.7% considered it a natural behavior to contact the other sex. Regarding their practice of sexual behavior, they'd have an experience of hugging or kissing. 2) Group Comparison The female students underwent the appearance of secondary sex characteristic faster than the male students. As a result of examining if their degree of being exposed to obscene media was affected by the presence or absence of secondary sex characteristic, no statistically significant difference existed in all the groups: the entire group, male student group and female student group. There appeared, however, statistically significant differences between male and female students, as the number of male student who hadn't yet been exposed to obscene media was less than that of female student who hadn't. And the number of male student who had been much exposed to obscene media was more than that of female student who had. 3) Sex Knowledge, Sex Attitude and Sex Practice The extent of making contact with obscene media didn't make statistically significant difference to the sex knowledge of all the groups. But more extent of getting in touch with obscene media led to more sex attitude and sex practice in the entire group. However, as a result of analyzing these things by the presence or absence of secondary sex characteristic, it's found in general that the group that had secondary sex characteristic possessed statistically better sex knowledge than the other group that hadn't. For the male students, there appeared little disparities in three subareas of sex knowledge, sex attitude and sex practice. For the female students, however, the group that had secondary sex characteristic owned better sex knowledge than the other group that hadn't, and the former group looked upon sex attitude as more natural.

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