• Title/Summary/Keyword: Virtual Educational Contents

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Design of Acupuncture Controller and Dummy for Acupuncture Training System based MR (MR 기반 침술 훈련 시스템을 위한 침술 컨트롤러 및 인체모형 설계)

  • Ryu, Chang Ju;Lee, Sang Duck;Han, Seung Jo
    • Smart Media Journal
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    • v.9 no.2
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    • pp.86-91
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    • 2020
  • The current trend of the education market is the development of the fourth industrial revolution and the development of ICT, and various technologies are developing into edu-tech technology that is integrated into the education system. In particular, the market for edu-tech systems capable of lifelike immersive learning effects in virtual space is expanding. However, education in Korean medicine is not objective because of the absence of educational simulators and systems to train and evaluate acupuncture. In this paper, we propose an acupuncture controller and a human body model to increase the effectiveness of acupuncture point training as a follow-up study of "Design of Acupuncture Contents and Dummy for Acupuncture Point Training System". Through the proposed acupuncture controller and Dummy, the accuracy of acupuncture points for the acupuncture point data matching and content motion recognition rate is presented. In addition, the results of temperature and humidity and temperature change tests for evaluating the environmental reliability of the controller are presented.

Utilization Strategies of Generative AI Platforms for CG Education (CG 교육을 위한 생성형 인공지능 플랫폼 활용 방안)

  • Donghee Suh
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.357-364
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    • 2023
  • Due to the rapid advancement of AI technology, generative artificial intelligence platforms are experiencing innovative applications in various fields. In this paper, it examines research cases involving the utilization of AI in education, explore instances where generative AI platforms are applied in the realm of creative endeavors, and discuss the direction of utilizing generative AI in educational contexts. In the field of computer graphics, this study introduced generative AI platforms that are applicable for image creation, editing, and video editing. It also proposed platforms that can be utilized in the video editing production process. These generative AI platforms not only offer advantages in terms of efficiency, by reducing the efforts of creators and saving time in the production process, but they also present positive aspects in enhancing individual capabilities. It is advocated that their swift integration into education is necessary, considering these benefits. This study aims to provide direction for the expansion of creative education utilizing generative AI platforms.

A Survey of Yeosu Sado Dinosaur Tracksite and Utilization of Educational Materials using 3D Photogrammetry (3D 사진측량법을 이용한 여수 사도 공룡발자국 화석산지 조사 및 교육자료 활용방안)

  • Jo, Hyemin;Hong, Minsun;Son, Jongju;Lee, Hyun-Yeong;Park, Kyeong-Beom;Jung, Jongyun;Huh, Min
    • Journal of the Korean earth science society
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    • v.42 no.6
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    • pp.662-676
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    • 2021
  • The Yeosu Sado dinosaur tracksite is well known for many dinosaur tracks and research on the gregarious behavior of dinosaurs. In addition, various geological and geographical heritage sites are distributed on Sado Island. However, educational field trips for students are very limited due to accessibility according to its geological location, time constraints due to tides, and continuous weathering and damage. Therefore, this study aims to generate 3D models and images of dinosaur tracks using the photogrammetric method, which has recently been used in various fields, and then discuss the possibility of using them as paleontological research and educational contents. As a result of checking the obtained 3D images and models, it was possible to confirm the existence of footprints that were not previously discovered or could not represent details by naked eyes or photos. Even previously discovered tracks could possibly present details using 3D images that could not be expressed by photos or interpretive drawings. In addition, the 3D model of dinosaur tracks can be preserved as semi-permanent data, enabling various forms of utilization and preservation. Here we apply 3D printing and mobile augmented reality content using photogrammetric 3D models for a virtual field trip, and these models acquired by photogrammetry can be used in various educational content fields that require 3D models.

University Marketing Using Metaverse in Virtual Reality Environment Case Analysis - Focusing on S University (가상현실 환경에서의 메타버스를 활용한 대학의 마케팅 사례 분석 - S대학을 중심으로)

  • Won, Jong Won;Jun, Jong Woo;Lee, Jong Yoon
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.97-109
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    • 2022
  • This study analyzed successful cases of using metaverse in a reality where interest in metaverse is increasing. The use of Metaverse is mainly used in companies to explore its industrial potential or government agencies strive for policy support, but the possibility of application in educational institutions has another meaning. We tried to find the success factors and future implications by analyzing actual cases of using metaverse at university entrance ceremonies. As a result of analyzing the case of S University in Asan, Chungcheongnam-do's metaverse entrance ceremony, it was determined that the university's first metaverse entrance ceremony could be counted as a very meaningful success story. Specifically, on the technical level, it stood out that the existing metaverse technology and the new technology for the event were properly harmonized. At the organizational level, it is meaningful that the internal organization's resources were efficiently utilized based on previous experiences. On the environmental level, the COVID19 environment and the MZ generation. It was analyzed that the social change of going to college contributed to the planning and success of the metaverse entrance ceremony. As a result, it is judged that the successful use of the resources possessed by a clear goal is the success factor of the metaverse entrance ceremony.

Exploring Changes in Science PCK Characteristics through a Family Resemblance Approach (가족유사성 접근을 통한 과학 PCK 변화 탐색)

  • Kwak, Youngsun
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.235-248
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    • 2022
  • With the changes in the future educational environment, such as the rapid decline of the school-age population and the expansion of students' choice of curriculum, changes are also required in PCK, the expertise of science teachers. In other words, the categories constituting the existing 'consensus-PCK' and the characteristics of 'science PCK' are not fixed, so more categories and characteristics can be added. The purpose of this study is to explore the potential area of science PCK required to cope with changes in the future educational environment in the form of 'Family Resemblance Science PCK (Family Resemblance-PCK, hereafter)' through Wittgenstein's family resemblance approach. For this purpose, in-depth interviews were conducted with three focus groups. In the focus group in-depth interview, participants discussed how the science PCK required for science teachers in future schools in 2030-2045 will change due to changes in the future society and educational environment. Qualitative analysis was performed based on the in-depth interview, and semantic network analysis was performed on the in-depth interview text to analyze the characteristics of 'Family Resemblance-PCK' differentiated from the existing 'consensus-PCK'. In results, the characteristics of Family Resemblance-PCK, which are newly requested along with changes in role expectations of science teachers, were examined by PCK area. As a result of semantic network analysis of Family Resemblance-PCK, it was found that Family Resemblance-PCK expands its boundaries from the existing consensus-PCK, which is the starting point, and new PCK elements were added. Looking at the aspects of Family Resemblance-PCK, [AI-Convergence Knowledge-Contents-Digital], [Community-Network-Human Resources-Relationships], [Technology-Exploration-Virtual Reality-Research], [Self-Directed Learning-Collaboration-Community], etc., form a distinct network cluster, and it is expected that future science teacher expertise will be formed and strengthened around these PCK areas. Based on the research results, changes in the professionalism of science teachers in future schools and countermeasures were proposed as a conclusion.

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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A Study of the Curriculum Design Modelling Focused on the Combination of National Competency Standards and the Already-Accredited Course in the Department of Social Welfare in the Junior College (과정이수형 자격제도 운영 학과의 NCS 기반 교육과정 설계모형 연구 - 전문대학 사회복지과를 중심으로)

  • Park, Yong Woon;Kim, Kyoung Mee;Yoo, Tae Wan
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.652-665
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    • 2016
  • National Competency Standards or NCS is an educational system that emphasizes developing job-related abilities. Therefore it will be an effective solution in training field-oriented work forces if properly applied. However, in the department of social welfare, it is not easy to apply NCS to the curriculum since most academic subjects concerning social welfare focus not on practice but on theory and in addition, most of social welfare departments in junior colleges have an accredited curriculum for the 2nd degree of the social worker qualification. This means it is preposterous if NCS is applied to the curriculum without prior changes in the existing qualification system. So, this paper proposes a draft model to apply NCS to the already-accredited curriculum for the 2nd degree social workers in the junior colleges and details are as follows. Firstly, the competency units will be customized for the existing academic subjects in the curriculum rather than developing new subjects in accordance with NCS competency units. Secondly, some client-related competency units including children, seniors, the disabled are newly developed and then applied to the curriculum, which are crucial for the career development at the junior college level. Thirdly, the competency units are categorized into three types in accordance with the degree of job relevancy - type 1, type 2, type 3. Fourthly, four out of 11 basic job abilities are selected and then developed into academic subjects. Fifthly, all competency units concerning the main job market are regarded as one virtual competency unit and then arranged in the order of type 1s, type 2s and type 3s and then the scope of their study is adjusted to the job abilities required at the main job market.