• Title/Summary/Keyword: realistic

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Pre-service teachers' conceptions about considering the realistic contexts in the word problems (실생활 문장제에서 현실맥락 고려에 관한 예비교사들의 인식 분석)

  • Lee, Jihyun;Yi, Gyuhee
    • The Mathematical Education
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    • v.60 no.4
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    • pp.509-527
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    • 2021
  • We investigated whether and how pre-service teachers took the realistic contexts seriously in the course of solving word problems; additionally, we investigated how pre-service teachers evaluated students' realistic and non-realistic answers to word problems. Many pre-service teachers, similar to students, solved some of the realistic problems unrealistically without taking the realistic contexts seriously. Besides, they evaluated students' non-realistic answers higher than the realistic answers. Whether the pre-service teachers could solve problems realistically or not, they did not appreciate students' realistic considerations for the reasons that those were not fitted to the intentions of the word problems, or those were evidence of the flaws of the problem. Furthermore, the analysis of premises implied in the pre-service teachers' evaluation comments showed the implicit didactic contracts about realistic word problem solving that they accepted and also anticipated students to follow. Our analysis of the pre-service teachers' conceptions of realistic word problems can help teacher educators design the teacher program to challenge and revise pre-service teachers' folk pedagogy.

Elementary School Teachers' Perceptions and Demands on the Use of Realistic Content in Science Class (과학 수업에서의 실감형 콘텐츠 활용에 대한 초등 교사의 인식과 요구)

  • Cha, Hyun-Jung;Yoon, Hye-Gyoung;Park, Jeongwoo
    • Journal of Korean Elementary Science Education
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    • v.41 no.3
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    • pp.480-500
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    • 2022
  • In this study, the perception and demands on the use of realistic content were analyzed through in-depth interviews with elementary school teachers experienced in using realistic content in science classes. Specifically, the following questions were investigated: (1) What kind of realistic content and how do elementary school teachers use it in science classes? (2) What are the perceptions and difficulties of elementary school teachers regarding the use of realistic content in science classes? (3) What are the needs of elementary school teachers related to the professional development program for the use of realistic content in science classes? The study revealed the following results. First, elementary school teachers mainly used digital textbooks and realistic content provided by the "Science Level Up" site, and the content types could be classified into "exploration type," "visit type," and "production type," according to the purpose of use. Second, elementary school teachers mentioned the educational advantages of using realistic content to help students understand scientific content, induce interest and curiosity, and become immersed in a sense of reality. Several difficulties related to the use of realistic content were mentioned. Among them, the lack of high-quality educational content suitable for science classes and a lack of examples of specific class cases that use realistic content stood out. Thirdly, regarding the development of teacher expertise to use realistic content, elementary school teachers emphasized the need for information on quality realistic content; teacher training centered on specific class cases; instructional models that can be applied by realistic content type; and information on the purchase, use, management, and operation of necessary devices. Reflecting on these research results, implications for more effective use of realistic content in elementary science classes were discussed.

A Research about Digital Texture for Photo Realistic Computer Graphic (Photo Realistic Computer Graphic 제작에 따른 Digital Texture 구현)

  • Eum, Young-Sik;Kim, Ji-Hong;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.647-650
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    • 2009
  • In recent years, an understanding and concern about the Photo Realistic CG increased while the CG industry grew. The overall understanding of a system, an output and algorithm, and etc. are needed in order to implement the Photo Realistic CG. Moreover, for the realistic output on CG, the texture task that it is logical the various environment condition according to the physical environment and time, and etc.s has to show. For carrying out the Photo Realistic CG texture task, the extensity of a texture, the physical properties, a material, and an environment, the various access and the logical analysis are needed. Analyzed data reaches the direct affect to the final product for expressing. The realistic ancient history site, and the cultural inheritance and industrial product will be implemented with the ground of the research of the upper part in the imaginary realistic world.

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A Tangible Floating Display System for Interaction

  • Kim, Youngmin;Kang, Hoonjong;Ahn, Yangkeun;Choi, Kwang-Soon;Park, Byoungha;Hong, Sunghee;Jung, Kwang-Mo
    • Journal of the Optical Society of Korea
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    • v.18 no.1
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    • pp.32-36
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    • 2014
  • A tangible floating display that can provide different perspective views without special glasses being introduced. The proposed system can display perspective floating images in the space in front of the system with the help of concave mirrors. In order to avoid wearing special equipment to interact and deliver the sense of touch, the proposed system adopted an ultrasound focusing technology. For providing an immersive experience to the viewers, the proposed system consists of a tangible floating display system and a multiple-view imaging system for generating three lenticular displays in front of the users.

Significance of the Emergence of Realistic Media from the Point of View of Film History (영화사적 관점에서의 실감 미디어 출현의 의의)

  • Ko, Ho Bin
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.866-877
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    • 2022
  • With respect to the advent of realistic media, the so-called future cinema theory or the theory of the end of cinema that cinema will be transformed by the advent of realistic media, or that realistic media will expel film media and replace them are being put forward as if they were orthodoxy. Therefore, this paper argues that the future cinematic theory and the theory of the end of cinema the cinema are inferred from the false premise that the superiority and inferiority relationship and substitute relationship established only between video media of the same type with the same properties are also established even between realistic media and film media, which have different properties. And it is concluded that realistic media and film media will coexist because they have different properties, functions, uses, and utilities.

Exploration and Analysis of "Integration of Chinese and Western Cultures" of Chinese Realistic Ink Wash Figure Painting

  • Guo Yuan
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.204-211
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    • 2023
  • Chinese figure painting is the earliest type of painting to be mature in the history of Chinese painting. After its peak in the Jin and Tang dynasties, Chinese figure painting turned into a low tide in the Ming and Qing dynasties. Under the influence of the May Fourth New Culture Movement's concept of "introducing the Western culture into China", realistic ink wash figure painting emerged, which was different from traditional painting. Realistic ink wash figure painting is a new kind of painting that combines traditional Chinese painting methods with concepts of Western scientific painting. With the mutual reconciliation of realistic modeling and traditional Chinese painting, it makes up for the shortcomings of traditional Chinese figure painting in reproducing life, thus forming the diversified development of Chinese figure painting. Through an in-depth interpretation of the fusion of Chinese realistic ink figure painting with Chinese and Western, this paper accurately grasps the characteristics of the painting language, which is an important guide to the creation of Chinese realistic ink painting today.

Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

Development of Emotion Evaluation Techniques on Kindergarten Education Contents Using Head Movement Analysis (머리중심점 움직임 분석을 통한 유치원교육콘텐츠의 감성유발 평가기술 개발)

  • Kim, Jonghwa;Kim, Songyi;Cha, Yesool;Kang, Eunhye;Kim, Jinman;Choi, Yujeong;Park, Byoungha;Kim, Yongsung;Kim, Seong-Dong;Park, Youngchoong
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.317-318
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    • 2015
  • 다감각 자극을 사용한 유치원 교육콘텐츠 서비스를 제공하기 위해 머리중심적 움직임 분석을 사용한 감성인식 기술을 개발하였다. 유치원 교육콘텐츠는 청각/후각/시각 등의 다감각 자극을 통해 교육서비스의 효과를 극대화하기 위한 목적으로 제작되었다. 본 연구에서는 다감각 자극동안 유치원생들의 감성유발을 측정하여 교육서비스 효과를 검증하는 것을 목적으로 인식기술을 개발하였다. 개발한 인식기술은 카메라를 사용하여 상단영상을 측정하고, 머리중심점 움직임을 지속적으로 측정하여 분석함으로써 유발된 감성을 인식한다. 또한 감성인식 결과는 다감각 자극을 제어하는 시스템에 전달되어 다감각 자극을 제시하기 위한 정보로 활용된다. 본 연구의 결과로 교육콘텐츠의 감성유발 결과를 평가할 수 있으며, 효과를 극대화 하기 위한 도구로써 활용가능하였다. 더욱이, 교육콘텐츠 뿐만 아니라 다양한 콘텐츠 서비스 공간에 적용하여 효과 검증 및 서비스 효과 증가에 활용될 수 있는 기술로써 가치가 있을 것으로 예상된다.

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An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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