• Title/Summary/Keyword: Multimedia education

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Web-based personal history records and future design considering time and space (시.공간을 고려한 웹기반 사용자 히스토리 기록 및 미래 설계)

  • Ko, Yoon-Kyeong;Ko, En-Ji;Lee, Seung-Hee;Park, Chan-Jung
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.160-163
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    • 2012
  • 시간관리는 자기조절관리의 중요한 요인으로 자리매김하면서 중요한 학습전략으로 채택되고 있다. 이에 따라, 최근까지 웹이나 스마트폰에서 시간을 관리하는 응용들이 많이 개발되고 있다. 하지만, 기존의 프로그램들을 본다면 현재와 과거를 기록하는 형식이 주를 이루었고 시간이 중심이었지 이를 공간과 함께 고려하지는 않았다. 하지만 본 연구는 웹을 기반으로 하여 시간과 공간을 함께 고려한 사용자 히스토리 기록과 미래를 설계할 수 있는 응용 프로그램을 개발한다. 본 연구에서는 미래도 함께 계획할 수 있게 구성되었고 시간과 함께 공간도 기록할 수 있다는 점에서 다른 기존의 프로그램 차별화를 이룬다. 또한, 학생들이 미래를 계획할 때 부모가 일방적으로 지도하는 것이 아니라 조언자로서의 역할을 하여 학생들과 상호작용을 할 수 있는 장점을 가진다.

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The Advantages of M-Learning Using The Combination of Digital Content and Mobile Device In Education Field

  • Santoso, Markus;Lee, Byung-Gook
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.123-126
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    • 2012
  • In general, there are 3 subjects of discussion in education field; namely past, present and future. Related with those facts, there is several information or knowledge that relatively hard to be presented in the real world. In this matter, digital content shows its contribution especially in the education field. Digital content can virtually represent the information or knowledge that seems to be difficult to be visualized in the real world before. In this project, researcher develops a mobile device's application that consist the skeleton's 3D virtual content. This application is expected to solve the above explained problem that usually appears during learning human skeleton in senior high-school's biology class. Besides, the application of digital content will make the learning process become easier because the student will have a visual learning tool. Last, the mobile device that is used in this prototype has offer an important beneficial namely mobility beneficial, so that the user can access the content anytime and anywhere.

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Development of Infants Music Education Application Using Augmented Reality

  • Yeon, Seunguk;Seo, Sukyong
    • Journal of Korea Multimedia Society
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    • v.21 no.1
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    • pp.69-76
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    • 2018
  • Augmented Reality (AR) technology has rapidly been applied to various application areas including e-learning and e-education. Focusing on the design and development of android tablet application, this study targeted to develop infant music education using AR technology. We used a tablet instead of personal computer because it is more easily accessible and more convenient. Our system allows infant users to play with teaching aids like blocks or puzzles to mimic musical play like game. The user sets the puzzle piece on the playground in front of the tablet and presses the play button. Then, the system extracts a region of interest among the images acquired by internal camera and separates the foreground image from the background image. The block recognition software analyzes, recognizes and shows the result using AR technology. In order to have reasonably working recognition ratio, we did experiments with more than 5,000 frames of actual playing scenarios. We found that the recognition rate can be secured up to 95%, when the threshold values are selected well using various condition parameters.

A Study on Convergence Education of IT & Design for Training Creative Talent (창의적 인재 양성을 위한 IT & 디자인 분야의 융합 교육 연구)

  • Kwon, Hyo-Jeong
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1354-1362
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    • 2014
  • In order to solve the complicated problems faced by the spread of diversified information devices and changes in the user environment in recent years, the importance of training creative talent as well as the need for interdisciplinary convergent approach have emerged. As a future technology development project, convergence education with the design sector for training creative talent in the IT field is also urgent. In this study, we recognized the importance and problems of the convergent approach between IT and design sector by examining the convergence theory and cases with a focus on effective creativity development and sought a new direction for convergence education in the future by investigating the awareness on the convergent approach of college students and analyzing the results. This will be able to have significance as a basic study for discovering creative and innovative convergent talent in the IT and design sector in the future and strengthening basic competence.

Effect of Computational Thinking on Problem Solving Process in SW Education for non-CS Major Students (컴퓨터 비전공자 대상 SW 교육에서 컴퓨팅 사고력이 문제 해결 과정에 미치는 영향 분석)

  • Kim, Jaekyung
    • Journal of Korea Multimedia Society
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    • v.22 no.4
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    • pp.472-479
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    • 2019
  • Today, computational thinking takes an important role in problem solving in software education. As a result, software education as liberal arts for non-CS major students is rapidly expanding. It is necessary to study the effects of computational thinking on software problem solving ability compared to traditional programming language education. In this paper, we propose an evaluation model for analyzing the effects of computational thinking on the overall software development process, and analyze how the problem solving process is different for learners who take computing thinking classes and programming language courses as liberal arts courses. As a result, students who learned computational thinking showed higher ability in problem analysis and design process.

A Study on the Effectiveness of Programming Education for Developing Creativity and Personality of Non-Majors Using DEVS Methodology (DEVS 방법론을 이용한 비전공자의 창의·인성 함양을 위한 프로그래밍 교육의 효과도 분석 연구)

  • Han, Youngshin
    • Journal of Korea Multimedia Society
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    • v.22 no.9
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    • pp.1080-1090
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    • 2019
  • The digital informational era of the 21st century requires the fostering of human resource in the field of software with creativity and personality. This paper deals with the educating method in programming course for non-majors which fosters creativity for problem solving ability and personality using cooperative interaction to build communication ability. We also seek to build a model through DEVS methodology for creative problem solving and analyze the effects of programming education for the cultivation of creativity and personality. Our proposed model is expected to be used as a guide to establish creativity and personality for human resource cultivation in programming education.

A Short Course Development and Analysis to Recognize Importance of Software for Youth using Arduino and App Inventor

  • Shim, Jooeun;Ko, Jooyoung;Shim, Jaechang
    • Journal of Multimedia Information System
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    • v.2 no.1
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    • pp.187-192
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    • 2015
  • The aim of this study was to develop and analyze a short course educating App Inventor and Arduino that showed the importance of software for youth. The course consists of a total of 10 missions for a 4 hour course divided into 2 parts, each 2 hours respectively. We conducted a basic course of Arduino for hardware and software, Processing for server programming, and App Inventor for programming for smartphones. The final mission was to send a signal to a server with a smartphone and to control light connected to a relay which passes Arduino connected with a server and serial communication. Participants completed 95% of missions, and we found the course had an educational effect for improving creativity and realization of software importance.

Design and Implementation of Education Multimedia Content Mastication system based on AVATAR (아바타 기반 교육용 멀티미디어 컨텐츠 저작시스템의 설계 및 구현)

  • 이혜정;정석태
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.5
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    • pp.1042-1049
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    • 2004
  • In this paper, we design and implements editor for education multimedia content authoring based on avatar that use LipSynchro software development kit(SDK). This system automatically generate a movement of Avatar interworking with motion generation engine and phonetic tuning engine. thus, it is able to more excellent educational contents that combine educational multimedia contents authoring tool.

Effect of Interactive Multimedia PE Teaching Based on the Simulated Annealing Algorithm

  • Zhao, Mingfeng
    • Journal of Information Processing Systems
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    • v.18 no.4
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    • pp.562-574
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    • 2022
  • As traditional ways of evaluation prove to be ineffective in evaluating the effect of interactive multimedia physical education (PE) teaching, this study develops a new evaluation model based on the simulated annealing algorithm. After the evaluation subjects and the principle of the evaluation system are determined, different subjects are well chosen to constitute the evaluation system and given the weight. The backpropagation neural network has been improved through the simulated annealing algorithm, whose improvement indicates the completion of the evaluation model. Simulation results show that the evaluation model is highly efficient. Compared with traditional evaluation models, the proposed one enhances students' performance in PE classes by 50%.

A Multimedia Case-based Environment: Teaching Technology Integration to Pre-service Teachers

  • HAN, Insook;SHIN, Won sug
    • Educational Technology International
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    • v.12 no.1
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    • pp.1-20
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    • 2011
  • The study described in this paper examined the effectiveness of a multimedia case-based learning environment to teach technology integration to Korean pre-service teachers. The structure and philosophy behind the use of embedded video in an online, multimedia system and the data collected from 103 pre-service teachers are presented and discussed. The overall finding shows that there was no significant difference from pre- to posttest among the lecture, the case-based, and the mixed environment groups. However, low prior knowledge students improved more when they learned about technology integration with the mixed method than with the case-based method alone. Discussion about this result and its educational implications conclude the paper.