• 제목/요약/키워드: The Studio

검색결과 752건 처리시간 0.032초

초·중등학교 교육용 멀티미디어 컨텐츠의 활용과 표준 개발 환경 (Development of Standard Multimedia Studio for Primary and Secondary Educational Contents)

  • 안미리;황대준
    • 교육녹색환경연구
    • /
    • 제2권1호
    • /
    • pp.1-15
    • /
    • 2002
  • New media is an emerging industry sector. It sits at the nexus of what has become a main vehicle of the Knowledge Based Economy. the crossroads where the use of interactive multimedia technology meets the traditional uses of media. The current Education information Act provided school with PC, multimedia labs and connection to internet. Having such a facility in schools encourage teachers and students to use computers more often. Teachers demand for more educational multimedia contents than they can find in the market. Although there are many good contents, teachers find them unfit or inflexible for their curriculum. The purpose of this study is to identify the elements of standard multimedia studio facilities to develop multimedia contents in primary and secondary schools. The result of this study will provide guidelines for schools to facilitate their multimedia studio for teaching and learning activities, and developing contents for effective use of their facilities.

  • PDF

Lx Speech Studio를 이용한 성대결절환자의 전기성문파형 측정치 분석 (The Analysis of Electroglottographic Measures from Lx Speech Studio Program in Patients with Vocal Nodules)

  • 이성은;임성은;최성희;표화영;최재남;최홍식
    • 대한후두음성언어의학회지
    • /
    • 제14권2호
    • /
    • pp.104-109
    • /
    • 2003
  • The purpose of this study is to analyze the EGG measures from Lx Speech Studio program (Laryngograph Ltd, UK) in patient with vocal nodule. Thirty female adults (15 patient with vocal nodule, 15 normal speaker) produced sustained vowel and read the passage. They were grouped into three groups based on Grade (GRBAS) : normal-G0, nodule-Gl, nodule-G2. Estimates of Fx (Hz), Qx(%), Jitter, Shimmer, and HNR were made from a 500msec midportion of vowel. In addition, DFx(Hz), DQx(%), CFx(%) and CAx(%) were obtained from reading the passage. These data were compared among groups. The results were as follow Jitter, Shimmer, HNR were significantly higher in nodule-G2 group than in normal-G0 & patient-Gl group. In nodule-G2 group, CFx and CAx from reading passage were significantly higher. For patients with nodule, asymmetry or irregularity were observed in graphs of QxFx & CFx provided by Quantitative Analysis.

  • PDF

BIM을 이용한 건축디자인 교육의 실험연구 (The Experiment of Architectural Design Education by means of BIM)

  • 김용일;양관목
    • 교육시설 논문지
    • /
    • 제19권5호
    • /
    • pp.37-43
    • /
    • 2012
  • Results of experiments conducted in university-based design studio suggests that Building information Modeling invites the adoption of a dramatically different design process, traditional design process and BIM-aided design process. Experiment method is used the actual experiment by students. In contrast to traditional design process rooted in successive refinement of abstractions and dependence on tacit knowledge, the studio BIM-aided design process depends on a complete and comprehensive date base and alterative solutions by complete analysis for helping choice of finial result. BIM viewed as provocateur of design education provides great potential for the critical analysis of how architectural design is taught. The results reflect new ways of teaching and addressing BIM methods and process in the design studio project.

디자인 조형교육으로서의 건축설계수업 방법에 관한 연구 (A Study on the Process of Architectural Design Studio as a Formative Design Education)

  • 최동혁
    • 한국산학기술학회논문지
    • /
    • 제11권11호
    • /
    • pp.4623-4628
    • /
    • 2010
  • 본 논문은 대학의 건축설계수업에서의 효과적인 디자인 교육의 방법을 모색하고자 하는 연구로서 디자인 교육이론을 바탕으로 하는 건축설계 교육모형과 이를 적용한 수업사례를 중심으로 디자인 조형교육으로서의 건축설계교육의 가능성을 고찰하는 것을 목적으로 한다. 본 연구에서 제시된 교육모형과 건축설계수업은, 조형 표현력과 조형이론의 학습, 그리고 기본기능의 훈련과 같은 기초디자인 교육내용을 포함하고 있으며, 수업의 각 과정이 단계별 완성도를 갖고 연속되고, 심층적 발전의 형식을 갖는다는 점에서 건축설계를 위한 기초교육으로서 종합적인 디자인 능력 계발이라는 교육의 목표를 달성할 수 있는 교육모형의 하나가 될 수 있다고 판단된다.

음성대화시스템 워크벤취로서의 DialogStudio 개발 (DialogStudio: A Spoken Dialog System Workbench)

  • 정상근;이청재;이근배
    • 대한음성학회지:말소리
    • /
    • 제63호
    • /
    • pp.101-112
    • /
    • 2007
  • Spoken dialog system development includes many laborious and inefficient tasks. Since there are many components such as speech recognition, language understanding, dialog management and knowledge management in a spoken dialog system, a developer should take an effort to edit corpus and train each model separately. To reduce a cost for editing corpus and training each model, we need more systematic and efficient working environment. For the working environment, we propose DialogStudio as a spoken dialog system workbench.

  • PDF

디자인 스튜디오 교육을 위한 CALM 시스템 개발에 관한 연구 -가구디자인 교육을 위한 시청각 기자재 디자인을 중심으로- (A study on the development of living products using heat and color conversion treated woods)

  • 인치호
    • 한국가구학회지
    • /
    • 제20권5호
    • /
    • pp.467-479
    • /
    • 2009
  • The high-tech computer technology developments have greatly affected the area of design education. Starting from the mid 80s, innovations in visual presentation methods have heightened with 2D computer graphic programs, CAD & 3D modeling, and Rapid Prototype that allows dimensional generation. The specialty and quality in design studio education have advanced due to the development in presentation methods such as Power Point and Keynote. But there are many problems with the current method of presenting the visual outcome in a data format using beam projectors, which is a vertical presenting method compared to the old studio study method of conducting discussions and reviews based on the substantial outcome. The essence of studio study that allows for comparisons and analysis by horizontally opening up the various work outcomes is being offset. Also the requirement for manual idea sketching work that plays an important role in the initial design phase continuing to decrease due to the digital working process dependence and cumbersome procedures in the presentation. In order to resolve this problem, the CALM system (Class Applied LCD Modular System) has been developed that replaces the method of attaching the sketches or renderings on the wall with a digital multi-display system. In a nutshell, individuals will upload the outcomes online and display them on the CALM system studio that is composed of 32 LCD (Columns: 4 $\times$ Rows: 8) monitors that are 19 inches in size so that various personnel can openly study the design outcomes. Also the central 42 inch PDP monitor that offers touch pad capability allows each design outcome to be described and examined by expanding. The concept phase of this development process has elevated to the production of an operating prototype that is being reviewed of its practicality. It is considered that the development of this system will decrease the extreme tendency of depending on digital operation but achieve revitalization of a more realistic and opened studio study environment compared to the individual consulting method of the old study approach.

  • PDF

환경설계교육에 있어 조형예술 프로그램의 필요성에 관한 연구 - 한국과 프랑스의 사례를 중심으로 - (A Study on the Necessity of the Implementation of "Plastic Arts" in Environmental Design Studio Programs -Focused on the cases of France and Korea-)

  • 오웅성
    • 한국조경학회지
    • /
    • 제27권4호
    • /
    • pp.108-121
    • /
    • 1999
  • Creative spatial production in Environmental design relies, in large part, on the artistic talent of the designer(s) that is applied to the design solutions or schematic plans. This study proposes the importance and necessity of the use of 'Plastic Arts" or the technique of artistic manipulation and definition of space in Environmental Design studio programs. This fundamental design approach is currently lacking in Korean design studio programs. Moreover, the current trend of interdisciplinary design (that is, between landscape architecture, architecture, urban and environmental planning) emphasizes the importance of such techniques. "plastic Arts" techniques can serve as a basic code of communication between design disciplines and can in itself be a common approach. The method of this study is based on the empirical datas, that is, the educational performances which are executed in Landscape studio programs of some Korean Universities. The results are summarized as follows; 1. The program, "Plastic Arts" Should be included in the basic organization of Landscape design studio programs. 2. Unlike France where "Plastic Arts" program is implemented through out Landscape Architecture programs in Korea, "Plastic Arts" should be intensified and continued for longer period of time for students in the initial years. 3. In creation of "Plastic Arts" programs for Korean Landscape Design studios, the traditional and contemporary values of aesthetic of the Nature should be taken in consideration. 4. In order to confirm the necessity of "Plastic arts" program in the organization of landscape curriculum, more studies should be done, with empirical datas.pe curriculum, more studies should be done, with empirical datas.

  • PDF

태권도장의 선택속성이 만족도 및 지속적 참여의도에 미치는 영향 (The Effect of The Selection Attribute of Taekwondo Studio on Satisfaction and Continuous Participation Intention)

  • 신진호
    • 한국응용과학기술학회지
    • /
    • 제39권2호
    • /
    • pp.340-347
    • /
    • 2022
  • 본 연구는 학부모들이 인식하는 태권도장의 선택속성을 중심으로 만족도 및 지속적 참여의도 간의 영향력을 규명하여 차별화된 선택속성에 의한 경쟁력 강화와 효율적인 운영방안의 기초자료를 제공하고자 했다. 따라서 수도권에 위치한 태권도장에 등록해 자녀가 참여한 경험이 있는 학부모들을 표본으로 선정해 2021년 2월 1일부터 26일까지 조사를 실시했으며, 총 386부의 자료를 최종 분석에 이용했다. 자료처리는 SPSS(ver. 21.0) 프로그램을 활용해 빈도분석, 탐색적 요인분석, 문항내적일관성, 상관분석, 단순 및 다중회귀 분석을 실시했다. 본 연구의 주요 결과, 첫째, 태권도장의 선택속성은 시설 및 환경, 지도자, 가격, 프로그램 순으로 만족도에 영향을 미치는 것으로 나타났다. 둘쨰, 태권도장의 만족도는 지속적 참여의도에 영향을 미치는 것으로 나타났다. 셋째, 태권도장의 선택속성은 접근성, 시설 및 환경, 지도자, 프로그램 순으로 지속적 참여의도에 영향을 미치는 것으로 나타났다.

스포테인먼트를 위한 스마트 바이크 스튜디오 설계 (Design of Smart Bike Studio for Sportainment)

  • 방그린;성보경;고일주
    • 한국게임학회 논문지
    • /
    • 제17권5호
    • /
    • pp.89-102
    • /
    • 2017
  • 사회적으로 일상생활에서의 건강에 대한 관심이 높아짐에 따라 ICT기술을 스포츠에 적용시키려는 다양한 학문분야의 융합연구들이 진행되고 있다. 본 연구를 통해 지속적으로 균형을 유지해야 주행이 가능한 스마트 바이크를 개발하고, 이를 체험하기 위한 스튜디오 공간의 인터페이스를 설계하여 제안하고자 한다. 스튜디오는 체험을 위한 장치인 스마트 바이크와 1인용 콘텐츠의 몰입을 위한 지오데식 돔 스크린, 그리고 다양한 현실공간의 경치를 즐길 수 있도록 구현된 가상현실 콘텐츠로 구성되어져 있다. 스마트 바이크를 위한 1인용 체험공간에 최적화된 스튜디오의 설계 및 제작을 시도하였다는 점에서 의의가 있으며, 확장 가능성이 높은 인터페이스를 가지기 때문에 스포테인먼트를 위한 체험형 콘텐츠에 적용이 가능할 것으로 기대해 볼 수 있겠다.