• Title/Summary/Keyword: Three dimensional education contents

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The Specification of Evaluative Objectives and Selection of Behavioral Elements for Measuring Science Inquiry Skills of University Competency Tests (대학(大學) 수학(修學) 용력(龍力) 의험(議驗)의 자연과학(自然科學) 탐구(探究) 능력(能力) 평가(評價)를 위(爲)한 행동(行動) 요소(要素)의 추출(抽出)과 평가(評價) 목표(目標)의 상세화(詳細化) 연구(硏究) II)

  • Woo, Jong-Ok;Lee, Kyung-Hoon;Lee, Hang-Ro
    • Journal of The Korean Association For Science Education
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    • v.12 no.2
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    • pp.81-95
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    • 1992
  • The purpose of the study is to specify the evaluative objectives of science process skills and to serve as an evaluative criterion for the development of university competency test. The followings are the results of this study. (l) Five steps as a teaching and learning model of science are suggested for the improvement of science inquiry skills. (2) Three dimensional taxomony was presented to evaluate the science process skills of university competency test. (3) Sixteen behavioral elements were selected from the science process model and defined operationally. (4) 146 evaluative objectives were specified according to each behavioral element based on the results presented above, the science inquiry model and the evaluative objectives wilt be contributed to teaching and learning strategies for the improvement of science process skills including basic concepts and contents, and problematic situation in science.

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A Morphology Technique-Based Boundary Detection in a Two-Dimensional QR Code (2차원 QR코드에서 모폴로지 기반의 경계선 검출 방법)

  • Park, Kwang Wook;Lee, Jong Yun
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.159-175
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    • 2015
  • The two-dimensional QR code has advantages such as directional nature, enough data storage capacity, ability of error correction, and ability of data restoration. There are two major issues like speed and correctiveness of recognition in the two-dimensional QR code. Therefore, this paper proposes a morphology-based algorithm of detecting the interest region of a barcode. Our research contents can be summarized as follows. First, the interest region of a barcode image was detected by close operations in morphology. Second, after that, the boundary of the barcode are detected by intersecting four cross line outside in a code. Three, the projected image is then rectified into a two-dimensional barcode in a square shape by the reverse-perspective transform. In result, it shows that our detection and recognition rates for the barcode image is also 97.20% and 94.80%, respectively and that outperforms than previous methods in various illumination and distorted image environments.

A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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The Educational Significance of Place Experience through Folklore (설화를 통한 장소 경험의 융합교육적 의의 -청주 지역 전승의 <지네 장터> 설화를 중심으로)

  • Hwang, Yun-jeong;Seo, Myug-hee
    • Journal of Korean Classical Literature and Education
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    • no.34
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    • pp.75-113
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    • 2017
  • The purpose of fusion education is to acquire educational contents efficiently and gain a new worldview. To realize this purpose, I point out that it is urgent to provide common educational content and suggest "place experience" as common content for literature and geography. Local legends present a concrete space and a sharp confrontation with the human world, while shaping the tradition of a place's name. Place experience as common educational content enables a three-dimensional experience of a place that utilizes the characteristics of these local legends. The physical condition, human activity, and implied meaning of a place mediate the student's empirical understanding of folktales. The common area of "place experience" allows us to expect a stereotypical understanding of a learner's place by providing a literary context to learning contents that can flow from the existing geography subject to the simple provision of information. In addition, it facilitates learners' empirical understanding by providing actual and specific objects to learning contents, which can flow abstractly in the existing literature subject. Through this discussion, convergence education demonstrates educational significance by achieving educational efficiency through common educational content and enabling the formation of new thinking.

Parallel Processing for Integral Imaging Pickup Using Multiple Threads

  • Jang, Young-Hee;Park, Chan;Park, Jae-Hyeung;Kim, Nam;Yoo, Kwan-Hee
    • International Journal of Contents
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    • v.5 no.4
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    • pp.30-34
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    • 2009
  • Many studies have been done on the integral imaging pickup whose objective is to get efficiently elemental images from a lens array with respect to three-dimensional (3D) objects. In the integral imaging pickup process, it is necessary to render an elemental image from each elemental lens in a lens array for 3D objects, and then to combine them into one total image. The multiple viewpoint rendering (MVR) is one of various methods for integral imaging pickup. This method, however, has the computing and rendering time problem for obtaining element images from a lot of elemental lens. In order to solve the problems, in this paper, we propose a parallel MVR (PMVR) method to generate elemental images in a parallel through distribution of elemental lenses into multiple threads simultaneously. As a result, the computation time of integral imaging using PMVR is reduced significantly rather than a sequential approach and then we showed that the PMVR is very useful.

Evaluation of performance characteristics in the success of team attack during women's volleyball competition (여자배구 경기에서 팀 공격 성공을 위한 선수들의 수행 특성 평가)

  • Lee, Ki-Chung;Bae, Sung-Jae
    • Korean Journal of Applied Biomechanics
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    • v.15 no.1
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    • pp.1-18
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    • 2005
  • The purpose of this study was to evaluate performance characteristics. in the success of team attack during volleyball competition. For this, real game was analyzed using S-VHS video camera for three dimensional cinematography. The contents of this research were receive to set time, set to spike time, setter moving distance, ball position during set and attacker's relative ball position during jump and spike, and open area at spike. Among the various kinematical factors considered in this study, the ball height relative spiker and open area were found to be related to offensive performance. This finding implies that although their direct impact were not significant the other factors could have indirect impact on offensive performance by increasing open area. Thus, receiver, setter, assistant attacker, and main attacker should practice for successful performance in each stage. Lastly, it is necessary to develop kinematic variables to evaluate performance characteristics of players. Further study may consider the best defense position against the attack of the opponent player.

Research on The Educational Courseware Based on VR Content

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.502-509
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    • 2022
  • With the development of media technology, virtual reality (VR) technology is widely used in education, medical care, aerospace, entertainment and other fields. Among them, application in teaching courseware is a relatively new topic. Compared with traditional coursewares, virtual games visualized and extruded abstract teaching contents. Thus it strengthened teaching effects and expanded dimensions of learning. We hypothesized that virtual coursewares could increase users'sense of presence and enhance their focus. In this study, virtual courseswares were compared with traditional coursewares. At the same time, its feasibility and advantages of application were analyzed through literature researching, practical researching and statistical analysis from questionnaires. Furthermore, we designed a teaching system for VR coursewares and explored its performance in multidimensional and contextual teaching situations. It was found that Virtual coursewares have changed the boring traditional teaching methods. The teaching content was displayed in the form of three-dimensional images, videos and sounds through VR equipment, which effectively improved teaching efficiency. In addition, the feasibility of virtual courseware was demonstrated through factor analysis in questionnaires. Compared with traditional teaching courseware, VR coursewares can attract students' attention and improve learning efficiency. It provides a good example and is valuable for the research of virtual realities in education.

The Effect of Job Stress on Job Satisfaction and Turnover Intention among the Employee of Private Guard (민간경비원의 직무스트레스가 직무만족 및 이직의사에 미치는 영향)

  • Park, Young Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.626-632
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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An Analysis of Inquiry Activities in Chemistry II Textbook by Using 3-Dimensional Analysis Framework (3차원 분석틀을 이용한 화학II 교과서의 탐구활동 분석)

  • Seok Hee Lee;Yong Keun Kim;Seong Bae Moon
    • Journal of the Korean Chemical Society
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    • v.47 no.4
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    • pp.391-400
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    • 2003
  • This study was performed the analysis of seven kinds of the hight school chemistry II textbooks based on the 6th curriculum. Particularly, inquiry activity part was analyzed by the three dimension framework which consists of inquiry content dimension, inquiry process dimension and inquiry context dimension. In the analysis of the inquiry content dimension of inquiry activities, the total number of themes in seven kinds of textbook was 212. And the number of inquiry activities in seven kinds of textbook was diverse: A textbook had 28, B textbook 25, C textbook 31, D textbook 35, E textbook 31, F textbook 29 and G textbook 33. As for the avaerage number of inquiry activities of each chapter, chapter I "Material Science" is 3.00(9.91${\%}$), chapter II "Atomic Structure and Periodic Table" 4.57(15.1${\%}$), chapter III "Chemical Bonding and Compound" 6.86(22.6${\%}$), chapter IV "State of Matter and Solution" 7.00(23.1${\%}$), chapter V "Chemical Reaction" 8.86(29.2${\%}$). For the analysis of inquiry process dimension, it follows in the order of 'observation and measuring (66.7${\%}$)', 'Interpreting data and formulating generalizations (26.5${\%}$)', 'seeing a problem and seeking ways to solve it (4.1%)', and 'building, testing and revising the theoretical model (2.7${\%}$)'. As for the analysis of the inquiry context dimension, the scientific context occupied 90.5${\%}$, the individual context 4.3${\%}$, the social context 0.9${\%}$, and the technical context 4.3${\%}$. It shows that the proportion of STS(Science-Technology-Society) related contents in inquiry activities was only 9.5${\%}$.

An Analysis of Novice Teachers' Specialized Content Knowledge for Teaching in High School Calculus Lessons (고등학교 미적분 수업에서 나타나는 초임교사의 교수를 위한 전문화된 수학 내용 지식(SCKT))

  • Koh, Hee Jeong;Choi-Koh, Sang Sook
    • Journal of the Korean School Mathematics Society
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    • v.16 no.1
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    • pp.157-185
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    • 2013
  • This study was to investigate novice teachers' Specialized Content Knowledge for Teaching in High School Calculus Lessons. The lessons of two novice teachers in Kyunggi Do were observed from July, 2011 to Feb. 2012. All observed lessons were audeotaped and transcribed into word files. Their calculus lessons were analyzed into three kinds of knowledge consisting of SCKT. Their SCKT just copied the contents of the textbook and other additional SCKT were not found for teaching. Even though students asked a question that they did not understand, the teacher just repeated the previous contents that already he used. But this study included possible contents of SCKT within the areas these teachers covered so that teachers in school may use for teaching of Calculus. The novice teacher do not have sufficient experience, the program of the college of education and the contents of the teacher certificate-examination should include multi-dimensional approaches in SCKT to pre-service teachers in order to raise better specialized teachers in mathematics.

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