• Title/Summary/Keyword: learning immersion

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HTML5_-based Mobile Web Capture Video Learning System (HTML5_기반 모바일 웹 캡쳐 동영상 학습 시스템)

  • Lee, Yean-Ran;Lim, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.8-18
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    • 2013
  • In this paper, we capture learning while taking a video, play time and time line of the video frame in the form of areas that require re-learning in HTML5 mobile web store. When you select an image frame can display a list of the frame to take advantage of HTML5 Video tag up to 9 capture and save the playing time at the position. Implemented in a manner that runs Effects as compared to learning to run the entire frame capture learning and re-learning frame partial immersion learners matchumhyeong storytelling can be implemented. Interval Iterative Learning in a random order, so learners can level alignment by iterative learning on academic performance can have a positive effect.

Exploring the Possibility of Applying the Integrated Teaching and Learning Method based on AR for Environmental Education for Young Children (유아 대상 환경교육을 위한 증강현실 기반 통합교수학습방법 적용 가능성 탐색)

  • Kim, Insook;Jo, Yumi;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.950-959
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    • 2019
  • The purpose of this study was to investigate the effect of integrated teaching and learning method using augmented reality for effective promotion of child - friendly attitude and environmental preservation attitude and explored its applicability. For this purpose, based on the augmented reality fairy tale, we designed an experience - oriented integrated teaching and learning method such as reading book, story - telling, drawing, environmental conservation practice activity. The experimental group was divided into two groups: augmented reality reading fairy tales (A) and children's book reading fairy tales (B). First, interest, immersion, and empathy were higher in the application environment of integrated learning teaching method based on Augmented Reality. Second, there was no difference between the two groups in content understanding. Third, in terms of expressiveness, it was verified that various expressions were expressed in the applying environment of the integrated teaching - learning method based on augmented reality through drawing activities. Fourth, in practice activities, more students were practicing in the augmented reality - based integrated teaching - learning method applied environment, and the number of practice activities of individual students was also confirmed. This study suggests that the application of the integrated teaching and learning method can enhance the effect of education when using the smart teaching media using the augmented reality in early childhood education.

A Study on Evaluation of e-learners' Concentration by using Machine Learning (머신러닝을 이용한 이러닝 학습자 집중도 평가 연구)

  • Jeong, Young-Sang;Joo, Min-Sung;Cho, Nam-Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.4
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    • pp.67-75
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    • 2022
  • Recently, e-learning has been attracting significant attention due to COVID-19. However, while e-learning has many advantages, it has disadvantages as well. One of the main disadvantages of e-learning is that it is difficult for teachers to continuously and systematically monitor learners. Although services such as personalized e-learning are provided to compensate for the shortcoming, systematic monitoring of learners' concentration is insufficient. This study suggests a method to evaluate the learner's concentration by applying machine learning techniques. In this study, emotion and gaze data were extracted from 184 videos of 92 participants. First, the learners' concentration was labeled by experts. Then, statistical-based status indicators were preprocessed from the data. Random Forests (RF), Support Vector Machines (SVMs), Multilayer Perceptron (MLP), and an ensemble model have been used in the experiment. Long Short-Term Memory (LSTM) has also been used for comparison. As a result, it was possible to predict e-learners' concentration with an accuracy of 90.54%. This study is expected to improve learners' immersion by providing a customized educational curriculum according to the learner's concentration level.

Case study on the effects of VR educational media on oral imaging practice (치위생학과 구강영상학실습 수업에서의 VR활용에 관한 사례 연구)

  • Choi, Yong-Keum;Lim, Kun-Ok
    • Journal of Korean society of Dental Hygiene
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    • v.22 no.5
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    • pp.323-332
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    • 2022
  • Objectives: This study aims to confirm the educational necessity and utilization of VR media. And it was conducted to prepare basic data necessary for the use of VR in various dental hygiene education in the future and the development of innovative practical training courses. Methods: Before and after using VR in oral radiology practice classes, learning interest (4 items), learning commitment (9 items), learning motivation (5 items), educational media preference (4 items), and satisfaction (10 items) were investigated and analyzed. Friedman two way ANOVA by ran a nonparametric analysis corresponding to repeated measures ANOVA was performed. The statistical significance level was 0.05. Results: It was found that there were statistically significant differences in learning interest, learning immersion, and learning motivation according to the type of oral radiology practice education medium (p<0.05). Conclusions: VR is expected that the use of learning media using VR will lead to students' interest, immersion, and learning motivation in class, and that positive learning effects on VR education media can be sufficiently obtained.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

Effects of Presentation Classes in English Language Curriculum: Focusing on Phonetics/Phonology and Syntax

  • Mi Sook Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.20-25
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    • 2024
  • The qualitative effect of class is influenced by the instructor's class design and operation method, but it comes from motivating students to actively participate in class and utilizing potential qualities that lead to student-centered learning. Students' activities and the quality development of class participation can be utilized in presentation-based classes. This could be confirmed through the presentation classes in English language curriculum applied to English major students in Korea. In other words, with presentations conducted in language-theoretic classes such as phonetics/phonology, and syntax, it turned out that immersion in learning, concentration on class, and motivation for learning can be improved, developing systematic self-directed learning ability and cooperative mutual communication ability. Instructors need to lead the direction and design of the classes, but the actual educational effect depends on how students accept the academic tasks, how well they understand the learning contents, and how well they can systematically transmit them to others. In this respect, this study aims to investigate that learner-centered presentation classes contribute to making learners develop their competencies in class design, data utilization, imparting knowledge, and communication, which would bring about the improvement of learning quality and educational effects.

Development and Application of Problem Bank of Problem Solving Programming Using Online Judge System in Data Structure Education (자료구조 수업에서 온라인 자동평가용 문제해결 프로그래밍 문제은행 개발 및 적용)

  • Kim, Seong-Sik;Oh, So-Hee;Jeong, Sang-Su
    • The Journal of Korean Association of Computer Education
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    • v.21 no.4
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    • pp.11-20
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    • 2018
  • This study is to propose a problem bank of problem solving programming using Online Judge System as one of the ways to motivate learners and increase for immersion to students who take Data Structure lecture that is the basis of problem solving ability using information science. In order to do this, we developed a question bank for each major topic in the Data Structure, by developing 70 problem solving programming problems suitable for the main topics of the Data Structure. By mounting it on an Online Judge System and applying to actual classes, and by analyzing the motivation for learning and the degree of immersion according to the result after the application of the lesson, we propose a teaching-learning contents and usage for problem solving programming and Data Structure classes at the teacher training university which give motivation for learning and immerse in problem solving programming.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.19
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.