• Title/Summary/Keyword: Virtual Education

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Youth Film Festival : its Evolution History and Influence (청소년영화제의 형성과정과 영향요인)

  • Oh, Se-Sub
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.125-139
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    • 2014
  • In this study, we're going to look at the formation process of Youth film Festival and factors affecting that process. The Youth film Festival didn't appear suddenly in a day. There have been various trial regarding media education by civil society organizations (NGO) until the mid 1990s, principal Youth film Festival has been held from 1997s to 2001s and established a framework for Youth film Festival. There were some progress after those times and then in 2008 Youth film Festival faced some changes such as screening online, and responded rapidly to the current image industry and the cultural stream like the appearance of HD camcoder and smart phone till now. We can divide two areas regarding factors that affecting those formation process of Youth film Festival. First, they are explained as economic and social factors that the situation of South Korea extremely such as the efforts of civil society organizations (NGO), image technology and development of the industry, IMF bailout era and so on, second cultural and educational factors that the rise of virtual culture, the University entrance and results of awards. Thus Youth film Festival has been evolved in various affects, so we can look into the various sections of korea society through these formation process of Youth film Festival.

A Study on the Types of Future Teaching-Learning and Space (미래 교수-학습 및 공간의 유형에 관한 연구)

  • Cho, Jin-Il;Choi, Hyeong-Ju;Hong, Sun-Joo;Ahn, Tae-Youn
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.1
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    • pp.13-24
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    • 2020
  • The purpose of this study is to analyze and match future teaching-learning methods with learning-space types as customized not only by school grade or grade groups, but also by learning modality. As a result, the following six teaching-learning methods were identified as future teaching-learning methods: flipped learning, deeper learning, collaborative learning, learning through immersive virtual reality, playful learning, and learning through OER(Open Educational Resources). There were also six learning-space types that were identified: playing and discovering space, a making and placement space, a presentation and sharing space, a space for independent study, space as a stage, and space as content(See Tables 8 and 11). Learning-space types and future teaching-learning methods were matched with 22 different types of learning modalities based on the presented degree of utilization by school grade or grade groups(See Table 13).

Mesh Simplification using New Approximate Mean Curvatures (새로운 근사 평균 곡률을 이용한 메쉬 단순화)

  • Kwak, Jae-Hee;Lee, Eun-Jeong;Yoo, Kwan-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.28-36
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    • 2002
  • In general, triangular meshes have been used for modeling geometric objects such as virtual game characters. The dense meshes give us considerable advantages in representing complex, highly detailed objects, while they are more expensive for storing, transmitting and rendering the objects. Therefore, several researches have been performed for producing a high quality approximation in place of detailed objects, that is, a simplification of triangular meshes. In this paper, we propose a new measure with respect to edges and vertices, which is called an approximate mean curvature and is used as criteria to simplify an original mesh. An edge mean curvature is computed by considering its neighboring edges, and a vertex mean curvature is defined as an average of its incident edges' mean curvatures. And we apply the proposed measure to simplify the models such as a bunny, dragon and teeth. As a result, we can see that the mean curvatures can be used as good criteria for providing much better approximation of models.

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Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps 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 Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game 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 a such 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. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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Technology Acceptance and Influencing Factor of Anatomy Learning using Augmented Reality :Usability Based on the Technology Acceptance Model (증강현실(Augmented Reality)을 이용한 해부학 학습에 대한 기술 수용도와 영향요인: 기술수용모델에 기초한 사용성 조사)

  • An, Jiwon
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.487-494
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    • 2019
  • Augmented reality (AR) or virtual reality is suitable to apply the contents of a textbook so as to be directly observable by learners. This study aimed to examine the applicability and technology acceptance of anatomy learning using AR in nursing students. This study was conducted in May 2019 with 17 nursing students who studied an anatomy textbook using AR and answered a questionnaire about technology acceptance and the usability of AR in combination with the anatomy textbook. Perceived usefulness was identified as an influencing factor on technology acceptance with 51.2% acceptance rate and thus should be taken into consideration in the development of learning strategies using new technological learning methods.

A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

Implementation of Virtual Diorama Using LEGO-Type 3D Brick System (레고유형의 3D 브릭 시스템을 활용한 가상 디오라마 구현)

  • Kwon, Hyo-Jeong;Jo, Hyun-Sin;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.10
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    • pp.1344-1353
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    • 2006
  • In terms of the product conforming to a social value of integration of digital and design, the importance of brick toys aiming at the convergence with digital technology in various ways has increased on the strength of expanded base of users and in pursuit of design innovation. Given that previous studies on bricks centered on the role as a tool of flay and education, it is true that studies on other indefinite potentials and expandability in light of multimedia have not been conducted. This study was initiated with a question how the brick system toys, which is gradually gaining popularity, has evolved and is aimed at examining the status of evolvement through study of basic theories and analysis of examples. Based on this, it is intended to explore the possibility of the digital brick system by executing design process utilizing examples of comprehensive brick system with expanded form.

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A Study for Method of Curved Approach Using the GPS to Apply VFR Airport (GPS를 이용한 VFR 공항에서의 곡선접근 방법에 관한 연구)

  • Ju, Yo-Han;Jun, Hyang-Sig;Jeong, Myeong-Sook;Park, Soo-Bog;Hong, Seung-Beom;Hong, Gyo-Young
    • Journal of Advanced Navigation Technology
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    • v.18 no.4
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    • pp.296-303
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    • 2014
  • Recently a system is being required to replace ILS due to increasing air traffic. In this paper, Curved approach is applied to an airport where ILS approach cannot be applied due to its geographical condition and restricted aerospace condition, and verified by flight test. After analysing conditions of Tae-an airfield of Hanseo University with virtual ILS approach, airfield applicability was evaluated by Curved approach using by GPS. Normally simulation is performed after establishing approach procedure using electric map, but recently verification is being performed by flight test without simulation because accuracy and reliability are increased. In this paper, established procedure is verified modified by flight test with Pilot Test and Auto Pilot test and controllability and passenger's stability were also checked.

implementation of 3D Reconstruction using Multiple Kinect Cameras (다수의 Kinect 카메라를 이용한 3차원 객체 복원 구현)

  • Shin, Dong Won;Ho, Yo Sung
    • Smart Media Journal
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    • v.3 no.4
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    • pp.22-27
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    • 2014
  • Three-dimensional image reconstruction allows us to represent real objects in the virtual space and observe the objects at arbitrary view points. This technique can be used in various application areas such as education, culture, and art. In this paper, we propose an implementation method of the high-quality three-dimensional object using multiple Kinect cameras released from Microsoft. First, We acquire color and depth images from triple Kinect cameras; Kinect cameras are placed in front of the object as a convergence form. Because original depth image includes some areas where have no depth values, we employ joint bilateral filter to refine these areas. In addition to the depth image problem, there is an color mismatch problem in color images of multiview system. In order to solve it, we exploit an color correction method using three-dimensional geometry. Through the experimental results, we found that three-dimensional object which is used the proposed method is more naturally represented than the original three-dimensional object in terms of the color and shape.

3D Brain-Endoscopy Using VRML and 2D CT images (VRML을 이용한 3차원 Brain-endoscopy와 2차원 단면 영상)

  • Kim, D.O.;Ahn, J.Y.;Lee, D.H.;Kim, N.K.;Kim, J.H.;Min, B.G.
    • Proceedings of the KOSOMBE Conference
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    • v.1998 no.11
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    • pp.285-286
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    • 1998
  • Virtual Brain-endoscopy is an effective method to detect lesion in brain. Brain is the most part of the human and is not easy part to operate so that reconstructing in 3D may be very helpful to doctors. In this paper, it is suggested that to increase the reliability, method of matching 3D object with the 2D CT slice. 3D Brain-endoscopy is reconstructed with 35 slices of 2D CT images. There is a plate in 3D brain-endoscopy so as to drag upward or downward to match the relevant 2D CT image. Relevant CT image guides the user to recognize the exact part he or she is investigating. VRML Script is used to make the change in images and PlaneSensor node is used to transmit the y coordinate value with the CT image. The result is test on the PC which has the following spec. 400MHz Clock-speed, 512MB ram, and FireGL 3000 3D accelerator is set up. The VRML file size is 3.83MB. There was no delay in controlling the 3D world and no collision in changing the CT images. This brain-endoscopy can be also put to practical use on medical education through internet.

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