• Title/Summary/Keyword: Interactive Contents

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Research on Environmentally-Sound Erosion Control Works(II) -The Management and Guidelines of Riparian Zone in Japan- (환경(環境)과 조화한 사방사업(砂防事業)(II) -일본(日本)에 있어서 수변지역(水邊地域)의 관리(管理)와 지침(指針)-)

  • Chun, Kun-Woo;Kim, Kyoung-Nam;Seomun, Won;Yeom, Kyu-Jin;Ezaki, Tsugio
    • Journal of Forest and Environmental Science
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    • v.14 no.1
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    • pp.112-127
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    • 1998
  • A meeting for Japan Society of Erosion Control Engineering took place, from May 20-21 in Sapporo, Japan, with the presentations of 21 special topics and 185 general papers. Special topics consists of 6 copies on volcanic disaster prevention, 6 copies on the activity report of Earthquake Erosion Control Engineering Society, 5 copies on the management and guidelines of riparian zone and 4 copies on debris disaster occurred in 1997. General papers consists of 10 copies on slope stability, 10 copies on slope failure, 9 copies on earthquake, 41 copies on environmental erosion control, 25 copies on debris flow, 11 copies on warning and refuge, 10 copies on erosion control plan, 11 copies on erosion control project, 10 copies on erosion control facility, 12 copies on volcanic erosion control, 4 copies on revegetation technology, 4 copies on forest hydrology, 4 copies on avalanche, 4 copies on landslide, 18 copies on debris flow and 2 other copies presented by international student. Among the special topics, 5 papers with the titles of the function and structure of riparian zone, the interactive relation of flood and riparian zone, the management method of channel and river forest for controlling debris flow, the forest restoration efforts by native population, the law and social issue for building river riparian zone were presented in the subsection of "The Management and Guidelines of Riparian Zone". Thus, this article summarize and introduce the presented contents which are very important and can be referred to keep environmentally sound-river in the erosion control field.

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Analysis of Scaffolding Phase in the Discourse during Docent-led Tours in a Science Museum (과학 박물관 도슨트의 관람 안내 담화 내에 나타난 스캐폴딩 양상 분석)

  • Choi, Moon-Young;Kim, Chan-Jong;Park, Eun Ji;Jung, Won-Young
    • Journal of The Korean Association For Science Education
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    • v.34 no.5
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    • pp.499-510
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    • 2014
  • The purpose of this research is to understand interactive learning during docent-led tours in a science museum focusing on scaffolding. We developed a scaffolding framework by collating the work of other researchers in related fields. The results show that scaffolding included three dimensions: purpose, interaction, and domain. The purpose dimension, divided into six categories, is related to the intention of the scaffolder and what the scaffolding are for: strategic, social, procedural, conceptual, verbal, and metacognitive. The interaction dimension reflects students' interaction with the scaffolder in two ways: dynamic (situation specific) and static (planned in advance). The domain dimension is related to two contents: domain-general and domain-specific (such as science). The scaffolding framework was applied to dynamic interactions between docents and visitors. The data was collected from elementary school students' family visits with the guidance of two docents at the Seodaemun Museum of Natural History. The data collected consisted of surveys, interviews, video-recordings, and transcripts. The analysis shows that five guiding contexts and scaffolding phases were recognized; 1) strategic scaffolding in a poorly illustrated exhibit; 2) conceptual scaffolding in a thoroughly explanative exhibit; 3) verbal scaffolding in misleading interpretation; 4) procedural scaffolding in a manipulative exhibit; and 5) metacognitive scaffolding with inaccurate content. In addition, the results show that the docents used the dynamic and static scaffolding synthetically so that the docent-led tour was effective. In conclusion, this study presents the usefulness of understanding visitors' science learning through the scaffolding framework, as well as the how docents can scaffold actively.

A Study on the Development Strategy of Smart Learning for Public Education (스마트러닝의 공교육 정착을 위한 성공전략 연구)

  • Kim, Taisiya;Cho, Ji Yeon;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.123-131
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    • 2015
  • Recently the development of ICT has a big impact on education field, and diffusion of smart devices has brought new education paradigm. Since people has an opportunity to use various contents anytime and communicate in an interactive way, the method of learning has changing. In 2011, Korean government has established the smart education promotion plan to be a first mover in the paradigm shift from e-learning to smart learning. Especially, government aimed to improve the quality of learning materials and method in public schools, and also to decrease the high expenditure on private education. However, the achievement of smart education policy has not emerged yet, and the refinement of smart learning policy and strategy is essential at this moment. Therefore, the purpose of this study is to propose the successful strategies for smart learning in public education. First, this study explores the status of public education and smart learning environment in Korea. Then, it derives the key success factors through SWOT(Strength, Weakness, Opportunity, Threat) analysis, and suggests strategic priorities through AHP(Analytic Hierarchy Priority) method. The interview and survey were conducted with total 20 teachers, who works in public schools. As a results, focusing on weakness-threat(WT) strategy is the most prior goal for public education, to activate the smart learning. As sub-factors, promoting the education programs for teachers($W_2$), which is still a weakness, appeared as the most important factor to be improved. The second sub-factor with high priority was an efficient optimizing the capability of new learning method($S_4$), which is a strength of systematic public education environment. The third sub-factor with high priority was the extension of limited government support($T_4$), which could be a threat to other public schools with no financial support. In other words, the results implicate that government institution factors should be considered with high priority to make invisible achievement in smart learning. This study is significant as an initial approach with strategic perspective for public education. While the limitation of this study is that survey and interview were conducted with only teachers. Accordingly, the future study needs to be analyzed in effectiveness and feasibility, by considering perspectives from field experts and policy makers.

A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition (선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.201-219
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    • 2013
  • Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Effects of Elevated Atmospheric CO2 and Nitrogen Fertilization on Growth and Carbon Uptake of Yellow Poplar Seedlings (대기 이산화탄소 증가와 질소 시비가 백합나무 유묘의 생장과 탄소 흡수에 미치는 영향)

  • Chung, Mi-Sook;Han, Sim-Hee;Kim, Du-Hyun;Lee, Jae-Cheon;Kim, Pan-Gi
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.14 no.3
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    • pp.108-118
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    • 2012
  • To investigate the responses of yellow poplar (Liriodendron tulipifera L.) seedlings to the interactive effects of the elevated atmospheric $CO_2$ level and nitrogen addition, we measured biomass, photosynthetic pigments, photosynthesis, and the contents of nitrogen (N) and carbon (C) from the seedlings after 16 weeks of the treatments. Yellow poplar seedlings were grown under the ambient ($400{\mu}mol\;mol^{-1}$) and the elevated (560 and $720{\mu}mol\;mol^{-1}$) CO2 concentratoins with three different N addition levels (1.2, 2.4, and $3.6g\;kg^{-1}$) in the Open Top Chambers (OTC). The dry weight of the seedlings enhanced with the increased N levels under the elevated $CO_2$ concentrations and the increment of the dry weight differed among the different N levels. Photosynthetic pigment content of the yellow poplar leaves also increased with the increase of the $CO_2$ concentration levels. The effects of the N levels on the photosynthetic pigment content, however, were significantly different among the $CO_2$ levels. Photosynthetic rates were affected by the levels of $CO_2$ and N concentrations. Stomatal conductance and transpiration rates increased with increasing $CO_2$ concentration. The carboxylation efficiency of the seedlings without N addition increased under the higher $CO_2$ concentrations whereas that with N addition decreased under the elevated $CO_2$ concentrations. Nitrogen and carbon uptake in leaf, stem, and root increased with the elevated $CO_2$ concentration level and N addition. In conclusion, under the elevated $CO_2$ concentrations, physiological characteristics and carbon uptake of the yellow poplar seedling were improved and increased with N addition.

Effects of Soaking Conditions on the Manufacture of Calcium Enriched Rice (침지조건이 칼슘 강화미 제조에 미치는 영향)

  • Yang, Seung-Joon;Min, Young-Kyoo;Jeong, Heon-Sang;Cho, Kyeong-Ju;Park, Kwang-Soon
    • Korean Journal of Food Science and Technology
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    • v.35 no.4
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    • pp.604-609
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    • 2003
  • In order to investigate the transfer rate of calcium into rice and the effect of soaking conditions-temperature (20, 30, 40, 50 and $60^{\circ}C$, $X_1$), calcium concentration of soaking solution (0, 250, 500, 750 and 1000 mg/L, $X_2$) and soaking time (5, 10, 15, 20 and 25 min, $X_3$), moisture absorption rate, hardness and calcium content of rice after soaking were analyzed. When the soaking temperature and time were increased the moisture absorption rate also increased (p<0.01). Quadratic and interaction effects on the moisture absorption rate among variables were highly significant, within 5%. The predictive model for moisture absorption rate $(Y_1)$ was as follows: $Y=16.14+0.78X_1+1.24X_3-0.23X_1{^2}+0.14X_2{^2}-0.42X_3X_1-0.38X_3{^2}\;(R^2=0.9123)$. Hardness was decreased as soaking time and temperature increased. Calcium contents of soaked rice increased as temperature, the calcium concentration of soaking solution and soaking time were increased (p<0.01). Also the interactive effect between soaking time and calcium concentration of soaking solution was high. The predictive model for calcium content $(Y_3)$ was as follows: $Y_3=470.80+110.87X_1+123.47X_2+52.29X_3-7.42X_1{^2}-14.87X_2{^2}-9.49X_3X_2-20.57X_3{^2}\;(R^2=0.9840)$. From the results in this study, if adults and children take 400 g of calcium enriched rice with 600 mg/kg and $700{\sim}900\;mg/kg$, respectively, they can expect to take more calcium than the recommended intake without other calcium reinforcing agents.

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

An Exploration of Discrepancies between Text and Content Knowledge of Pre-service Elementary Teachers through an Analysis of Questions and Answers Created in the Interactive Reading of a Teacher's Guide: Focusing on a 'Shadow and Mirror' Unit (상호작용적 독해 과정에서 생성된 질문과 답변의 분석을 통한 교사용 지도서와 초등예비교사의 내용지식 사이의 불일치 탐색 -'그림자와 거울' 단원을 중심으로)

  • Arla Go;Jiwon Lee
    • Journal of The Korean Association For Science Education
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    • v.43 no.3
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    • pp.253-263
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    • 2023
  • This study explored the discrepancy between the text of a teacher's guide about straight and reflective light and the content knowledge of pre-service elementary teachers. A total of 455 questions and 543 answers generated by 279 pre-service elementary teachers after reading a 'Shadow and Mirror' unit in the teacher's guide were analyzed. The questions were classified according to the types of concepts and discrepancies, and the answers were analyzed for accuracy. The results of analyzing the concepts of questions revealed that the pre-service elementary teachers were most curious about the shadow in the straight concept, the mirror image in the reflection concept, and the light source in other concepts. The questions with a low correct answer rate due to incorrect- or non-answers, such as those concerning the superposition principle of light by reflection, the principle of experimental tools, and images by lenses, were only partially or not included in the teacher's guide. When the questions were classified according to the type of discrepancy, the frequency of questions due to knowledge deficit was higher than that due to knowledge clash. This demonstrates that the concepts that teachers need to know must be supplemented with the contents of the teacher's guide. Discrepancies due to knowledge clashes are often caused by conflicts between what is experienced in everyday life and what is presented in textbooks. Therefore, it is necessary to reduce the discrepancy between the texts of the teacher's guide and the knowledge of pre-service elementary teachers by including the differences between the actual context of everyday life and the context of the textbook in the teacher's guide.