• Title/Summary/Keyword: interest development

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The related record about 'Daejanggeum' and its modern acceptance (대장금(大長今)' 관련 기록의 현대적 수용 - 문화콘텐츠로의 생성과 전개 양상 분석 -)

  • Nam, Eunkyung
    • (The)Study of the Eastern Classic
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    • no.43
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    • pp.33-64
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    • 2011
  • The historical drama played on TV in 2003, Daejanggeum is originally based on the short historical record of lady doctor of the palace from the [Jungjong record] of Josun. The drama mixed fiction and historic record well together draw enormous interest and became a novel, musical and animation for children. Also the location of shooting drama became a theme park to attract travelers and the name 'Daejanggeum' was used for products to create great additional value. Most of all, the drama then was exported to overseas and became the representing drama of Korea. Therefore, drama is the representing piece that proved the success of historic data with its application as various modern cultural contents. The analysis of success reason of showed the creation of new modern woman character, fresh selection of the item that suits well in the time of desiring wellbeing, the strong drama scenario with different story development compared to previous historic drama. Also, it used 'one source multi use' method prior to the broadcasting and prepared production of various cultural contents. This success of Daejanggeum means a lot from the point of 'modern acceptance of tradition' to tradition researchers.

Development and Evaluation of Booklets and Video Clips to Prevent Children from Developing Picky Eating (유아 대상 활동북과 동영상 중심의 채소 편식 개선 교육자료 개발과 평가)

  • Lee, Sojeong;Lee, Seungmin
    • Korean Journal of Community Nutrition
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    • v.25 no.6
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    • pp.451-463
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    • 2020
  • Objectives: The purpose of this study was to develop and evaluate booklets and video clips to prevent children from picky eating. Methods: Based on a survey conducted on food preferences of preschool children aged 2 to 5 years, 14 kinds of less preferred vegetables were selected. Accordingly, educational videos, activity books, and teaching-learning guides were produced for preschool children using the 'food bridge' theory, and the educational materials were named "Friendly vegetables". Educational materials were distributed to childcare institutions, and their effectiveness was investigated for preschool children who were instructed on these materials once every 30 days from March to November, 2019. The children were examined for changes in their knowledge of names, colors, taste/texture, methods of cultivation, and preferences for vegetables before and after the instructional course. Results: The awareness of vegetables increased significantly in younger children and the picky eating group. When the assessment was carried out in terms of vegetable knowledge, it was observed that the younger the age or the pickier the in eating food, the more effective the education is compared to the counter part. The preference for vegetables also increased after the instruction compared to the pre-instruction period, but significant changes were seen only in the 2~3 year age group for boys and girls. Also, only the picky group of girls showed changes in preference. The children's average interest in the education materials was 3.85 points out of 5 points. Conclusions: Through this study, we have developed educational materials for standalone use in childcare facilities and confirmed that they have a significant effect on improving awareness and preferences related to vegetables. In summary, the younger the age or the pickier the child in eating food, the more effective the education. It is believed that additional education on mealtime guidance is needed which can alter the eating behavior of preschool children and improve their diet. It is proposed to widen the scope of use of the materials by collecting diverse opinions from child care teachers.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.434-445
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    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

Expression types and aesthetic characteristics of modern fashion applying the formativeness of symmography (시모그래피의 조형성을 응용한 현대 패션 디자인의 표현유형과 미적 특성 연구)

  • Kwon, Giyoung
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.361-373
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    • 2021
  • The purpose of this study is to contribute to the role of lines in creative design development by analyzing the expression types and aesthetic characteristics of modern fashion using geometric formativeness of symmography. A literature study was conducted of works since 2009 to examine the general consideration of lines together with analysis of the concept and characteristics of symmography in the formative arts field, and to analyze the expression types and aesthetic characteristics of modern fashion design using the formativeness of symmography. The infinite sense of formativeness and original expression of symmography are used in formative arts such as space design, installation art, and industrial design. Expression types of modern fashion design using geometric formativeness of symmography can be classified into the following three types: two-dimensional graphic pattern, relief surface, and three-dimensional spatial. First, the two-dimensional graphic pattern type forms an optical pattern, providing individuality and visual interest to the textile design. Second, the relief surface type expresses the plane in various ways, so that the thickness changes according to how lines overlap. Third, the three-dimensional spatial type expands the boundaries of clothing and creates a fantastic spatial beauty. Next, the aesthetic formativeness of fashion design using symmography can be classified into repetitive rhythmicity, geometric self-similarity, and optical spatiality. Symmography enables a myriad of geometric patterns to be developed depending on material, color, and the designer's imagination, and helps inspire a variety of designs in fashion that sculpt a three-dimensional human body.

An Empirical Study on Prediction of the Art Price using Multivariate Long Short Term Memory Recurrent Neural Network Deep Learning Model (다변수 LSTM 순환신경망 딥러닝 모형을 이용한 미술품 가격 예측에 관한 실증연구)

  • Lee, Jiin;Song, Jeongseok
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.552-560
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    • 2021
  • With the recent development of the art distribution system, interest in art investment is increasing rather than seeing art as an object of aesthetic utility. Unlike stocks and bonds, the price of artworks has a heterogeneous characteristic that is determined by reflecting both objective and subjective factors, so the uncertainty in price prediction is high. In this study, we used LSTM Recurrent Neural Network deep learning model to predict the auction winning price by inputting the artist, physical and sales charateristics of the Korean artist. According to the result, the RMSE value, which explains the difference between the predicted and actual price by model, was 0.064. Painter Lee Dae Won had the highest predictive power, and Lee Joong Seop had the lowest. The results suggest the art market becomes more active as investment goods and demand for auction winning price increases.

Data Processing of AutoML-based Classification Models for Improving Performance in Unbalanced Classes (불균형 클래스에서 AutoML 기반 분류 모델의 성능 향상을 위한 데이터 처리)

  • Lee, Dong-Joon;Kang, Ji-Soo;Chung, Kyungyong
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.49-54
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    • 2021
  • With the recent development of smart healthcare technology, interest in daily diseases is increasing. However, healthcare data has an imbalance between positive and negative data. This is caused by the difficulty of collecting data because there are relatively many people who are not patients compared to patients with certain diseases. Data imbalances need to be adjusted because they affect performance in ongoing learning during disease prediction and analysis. Therefore, in this paper, We replace missing values through multiple imputation in detection models to determine whether they are prevalent or not, and resolve data imbalances through over-sampling. Based on AutoML using preprocessed data, We generate several models and select top 3 models to generate ensemble models.

Development and Application of Artificial Intelligence Education Program for Secondary School Students using Self-Driving Cars (자율주행 자동차를 이용한 중등 학생 대상 인공지능 교육 프로그램 개발 및 적용)

  • Ryu, Hyein;Lee, Jeonghun;Cho, Jungwon
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.227-236
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    • 2021
  • This study aims to develop an AI education program for secondary school students to help understand AI and to provide an experience of solving real-life problems by using AI, and to analyze the effectiveness of education. The education program based on the AI education system for K-12 developed in the previous study was composed of a total of 12 lessons by selecting the self-driving cars, which is emerging as a recent issue among real life problems, as the main topic. Classes were conducted for secondary school students who had experience in software education, and the effectiveness of education and class satisfaction were analyzed. As a result of the analysis, it was confirmed that the understanding of AI and the sense of AI efficacy were improved, and the class satisfaction was high in all items such as educational content, fun in class, difficulty of class, and interest in AI. Based on these results, implications for AI education for secondary students were proposed.

A Study on Effects and Impact analysis as innovation plan of learing space by providing green environment - Focused on children and adolescents - (배움 공간 혁신 방안으로서의 녹색환경제공에 관한 효과와 영향 분석 연구 - 소아·청소년을 중심으로-)

  • Lim, Chae-Young
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.20 no.2
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    • pp.22-30
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    • 2021
  • According to the OECD's interim report on Korean education analysis held in 2020, the presenter, Andreas Schleicher, director of education for the OECD, said, "Korean students show a lot of fear, anxiety and nervousness about failure", referring to how Korean students feel anxious even if their test scores are good. It is a simple example, but as mentioned in a recent education announcement, it is a common sight among Korean students, and it is easily experienced while receiving education. As Korea has a high level of interest and enthusiasm for nurturing human resources, various methods must be considered and studied, and solutions to current problems, improvements, and directions for development is encouraged to be presented. This paper considered the methods for innovation of a learning space to improve the quality of school education, and systematically analyzed and organized the effects and impacts of providing a green environment among the methods and means. It is hoped that this study can serve as a small solution and play its role in solving the social problems of complex aspects of students presented previously.

Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents (4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로)

  • Park, Sung-won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.

Comparative Study of Design Loads for the Structural Design of Titanium Leisure Boat (티타늄합금 레저보트의 구조설계를 위한 설계하중 비교연구)

  • Yum, Jae-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.733-738
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    • 2021
  • Recently, people's interest in marine leisure has been increasing, and research and development on leisure boats are actively being carried out to pioneer overseas markets. These days, the materials used for leisure boats are fiber-reinforced plastic (FRP) and aluminum alloy. However, FRP is hygroscopic and causes environmental problems, and aluminum alloy has high thermal conductivity and fire susceptibility. Therefore, titanium alloy is being adopted as a material for leisure boats instead. In this study, hull thicknesses and design pressures were calculated while considering dynamic effects for titanium boats. Four sets of rules and regulations were used: ISO 12215-5, RINA Pleasure Yacht, LR Special Service Craft, and KR High-speed Light Craft. The maximum bottom slamming loads were in the order of ISO, KR, LR, and RINA, and the required hull thicknesses were in the same order. This research might be helpful for understanding the rules, regulations, and overseas export of leisure boats.