• 제목/요약/키워드: content development

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Impact of Teachers’ Overcoming Experience of Threshold Concepts in Chemistry on Pedagogical Content Knowledge (PCK) Development

  • Park, Eun Jung
    • 대한화학회지
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    • 제59권4호
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    • pp.308-319
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    • 2015
  • As a follow-up study to identify references for threshold concepts in science, 20 high school chemistry teachers were interviewed. Seven concepts were identified as threshold concepts. The data revealed that teachers overcome the thresholds while they are teaching as well as learning during their school years. This explains that the mastery experience of threshold concepts involve not only the process of creating subject matter knowledge of a learner but also the reflection on or preparation for teaching. Hence, the current study proposes that a strong relationship exists between the mastery experience of threshold concepts and the development of teachers’ pedagogical content knowledge (PCK). In this regard, findings from this study will provide valuable information to understand the nature of threshold concepts and suggests the value of mastery experience of threshold concepts in terms of PCK development.

International Collaboration in Library and Information Science Research in Korea

  • Noh, Younghee;Chang, Rosa
    • International Journal of Knowledge Content Development & Technology
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    • 제9권2호
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    • pp.91-110
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    • 2019
  • This study sought to examine five theses from major journals concerning Korea's Library and Information Science, published from 1970 to 2018, so as to diagnose the current stage of International Research collaboration in the field of Korea's Library and Information Science which researchers from two or more different nations jointly conducted. Furthermore, it proposed measures for activating International Research collaboration in the field of Korea's Library and Information Science. First, related conferences should be held and education need to be offered in terms of elevating the awareness of the need and importance of international research collaboration. Second, relevant policies need to be developed and projects should be implemented to strengthen the practical international research collaboration. Third, collaboration with various countries should be pursued in the area of detailed majors of library and information science of greater diversity than now in terms of the detailed majors and countries. Fourth, a research environment supporting the collaboration with various research institutions overseas moving forward will need to be created around the universities.

A Study on the Researcher's Perception Survey for Facilitating International Joint Research

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • 제9권3호
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    • pp.75-101
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    • 2019
  • In this study, we wanted to investigate and analyze the current status of international joint research conducted on researchers who have actually conducted or are doing international joint research and to identify difficulties in promoting international joint research based on this study and propose ways to promote future international joint research. As a result, autonomy of research subjects needs to be guaranteed for the revitalization of international joint research, establishment of international joint research guidelines and contract legal infrastructure, simplification and unification of administrative work system and supplementation of performance-related regulations will be necessary.

3D Content Design & Implementation of VR Horseback Riding Game

  • Park, HyungSoo;Kim, HoonKi;Seo, SiO
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.73-81
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    • 2019
  • Various 3D contents are being developed using Unity 3D game engine. In this paper, the 3D content of horseback riding game, the first VR game in the country, is designed and developed. The existing riding simulator is investigated and compared to the VR riding game developed. We consider various games developed using Unity 3D game engine and serve previously developed tangible games. It is expected that development of VR riding games will prepare a new chapter in VR experience-type games. We propose the content development environment and scenario of VR riding game and present the main algorithms and main modules for real-time synchronization. The developed riding game contents are deployed to the riding system and are operated for commercial use in conjunction with the riding device. Through monitoring VR riding system, problems are derived and improvement measures are proposed. We offer a variety of additional development options to make the game more realistic in the future.

실감형 콘텐츠 몰입을 위한 디지털 장비 개발과 한계 및 전망 (Development, limitations, and prospects of digital equipment for immersing realistic content)

  • 정유슬;우소현;전해주;한정원
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 추계학술대회
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    • pp.502-504
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    • 2022
  • 인간의 오감을 극대화하여 실제와 유사한 경험을 느끼게 해주는 차세대 콘텐츠인 실감형 콘텐츠에는 어떤 장비 개발과 종류가 있는지 알아본 후 실감형 콘텐츠 산업의 시장 여러가지 변화 요인들을 알아보며, 실감형 콘텐츠 산업의 성장 가능성과 실감형 콘텐츠를 체험하는 아용자의 완벽한 몰입 경험을 위한 방법도 알아본다. 그리고 어떠한 방법이 가장 최선의 개발일지 연구해 보며 과정의 한계와 실감형 콘텐츠 사용자의 체험 피로도를 최대한으로 줄이는 콘텐츠 방안을 실감형 콘텐츠 제작 관점에서 알아보고, 이와 관련된 미래 전망을 알아보고자 한다.

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A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • 제12권1호
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

A Study on the Construction of a Linked Database for an Integrated Service Platform of Local Culture and Arts Resources

  • Younghee Noh;Woojeong Kwak
    • International Journal of Knowledge Content Development & Technology
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    • 제13권4호
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    • pp.119-137
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    • 2023
  • In this study, it was intended to explore a way to build a DB which links the resources and areas and regions already registered as cultural assets in connection with a project which is newly building local culture and arts resources. Towards this end, this study first identified the type and scale of existing local culture and arts resources that could be linked. Following which, to link the local cultural resources and collected cultural assets, this study investigated the websites such as the Cultural Heritage Administration's National Cultural Heritage Portal, municipal and provincial tangible cultural festivals, municipal and provincial intangible cultural assets, and Gyeonggi Memory. Furthermore, this study identified the amount of information sources to be built and the current status of each information source to identify detailed information sources. Finally, the metadata of local culture and arts resources were presented by classifying them into material and publication data metadata, document metadata, audiovisual metadata, oral recording metadata, village information metadata, and personal information village information metadata.

경남 거제만 및 자란만 굴(Crassostrea gigas)의 일반성분, pH, 글리코겐 함량의 월별 변화 (Seasonal Variation in the Proximate Composition, pH and Glycogen Content of Oysters Crassostrea gigas Collected in Geoje and Jaran Bay in Korea)

  • 김민아;심길보;박재승;오은경;신순범;박큰바위;임치원
    • 한국수산과학회지
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    • 제47권6호
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    • pp.713-718
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    • 2014
  • The seasonal variation in the proximate composition, pH, and glycogen contents of oysters Crassostrea gigas collected in Geoje and Jaran Bays on the southern coast of Korea was studied between March 2012 and February 2013. In the Geoje Bay oysters, the moisture content was 77.49-81.50 g/100 g, lipids ranged between 1.22 and 2.47 g/100 g, proteins between 9.46 and 13.11 g/100 g, and ash between 1.88 and 2.58 g/100 g. In the Jaran Bay oysters, the moisture content was 74.22-82.05 g/100 g, lipids comprised 1.32-2.37 g/100 g, proteins 9.19-13.35 g/100 g, and ash 1.96-2.45 g/100 g. The moisture content was highest in October and January in Geoje and Jaran Bay, respectively, and tended to increase from July until September. The highest protein levels occurred in August in both bays, which coincided with the timing of oocyte maturation, and then decreased at the beginning of total spawning. The highest lipid levels occurred in April in Geoje Bay, and February in Jaran Bay. The glycogen content was 0.40-2.28 g/100 g in Geoje Bay, and 0.61-3.53 g/100 g in Jaran Bay, and was highest in February and decreased from March onwards. The lowest glycogen content occurred in September and then increased from October onwards. The pH ranged between 6.29 and 6.48, and 6.32 and 6.59, for Geoje and Jaran Bay, respectively, and was highest in February.

유니티와 언리얼 엔진 4 에서의 가상현실 개발환경에 관한 비교연구 (A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4)

  • 조윤식;김진모
    • 한국컴퓨터그래픽스학회논문지
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    • 제28권5호
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    • pp.1-11
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    • 2022
  • 게임엔전은 실감형 콘텐츠를 제작하는 데 있어서 최소한의 시각적 품질 보증과 함께 멀티 플랫폼 등의 지원으로 개발시간 단축 등 효율적인 콘텐츠제작이 가능하다는 이점이 있다. 최근 게임엔진은 가상현실 HMD(Head Mounted Display)를 활용하는 실감형 콘텐츠를 쉽고 빠르며 효과적으로 제작할 수 있는 다양한 기능들을 제공하고 있다. 따라서, 본 연구는 게임을 비롯하여 콘텐츠제작 산업 분야에서 많이 활용되는 유니티와 언리얼 게임엔진을 중심으로 오큘러스 퀘스트 2 HMD를 활용한 가상현실 콘텐츠제작에서의 개발환경에 관한 비교연구를 수행한다. 먼저 각 엔진이 제공하는 최소한의 기능과 설정이 포함된 가상현실 템플릿 프로젝트를 기반으로 오큘러스 퀘스트 2 HMD와 전용 컨트롤러를 활요하여 개발환경을 구축하는 기본 설정 과정을 비교한다. 다음으로 가상환경에서 상호작용할 수 있는 간단한 체험환경을 제시하고 전용 컨트롤러를 활용하기 위한 개발환경과 오큘러스 퀘스트 2에서 제공하는 손 추적기능을 통해 실제 손을 직접 활용하는 개발환경 구축과정을 엔진별로 비교한다. 이러한 과정을 통해 가상현실 개발환경을 구축하는 기본적인 처리 과정을 이해함과 동시에 엔진이 가지는 특징과 차이를 확인하여 다양한 실감형 콘텐츠제작에 응용할 수 있는 연구로 활용하고자 한다.

융합시대의 이러닝 콘텐츠 개발대가 산정 가이드라인의 실효성에 관한 인식 연구 (A Study on Awareness to Effectiveness of the Cost Estimation Guidelines for e-Learning Content Development in Era of Convergence)

  • 노규성
    • 디지털융복합연구
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    • 제13권11호
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    • pp.7-14
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    • 2015
  • 본 연구 목적은 이러닝 콘텐츠 개발 대가 산정 가이드라인 활용 활성화 정책의 근거를 제시하는 것이다. 이를 위해 이러닝 콘텐츠 개발 대가 산정 가이드라인(대가기준과 혼용)의 실효성에 대한 산업계 임직원들에 대한 설문 등을 통해 조사하고 이를 통계적으로 분석하였다. 분석 결과, 콘텐츠 사업 수주후 손실을 본 경험 기업과 수주를 포기한 경험 기업 등이 대가기준의 실효성에 대해 상대적으로 부정적인 인식을 가지고 있다. 그런가 하면 콘텐츠 전문기업은 대가기준의 실효성에 대해 상대적으로 긍정적인 인식을 가지고 있다. 결론적으로, 본 연구는 이러닝 콘텐츠 개발대가 산정기준(가이드라인)이 권고, 제정 고시를 넘어 수발주 현장에 정착되고 나아가 이러닝 산업 발전에 큰 기여토록 하는 제도적 장치를 정부가 가능한 한 빨리 마련할 것을 권고하였다.