• 제목/요약/키워드: realistic content

검색결과 312건 처리시간 0.029초

A Comparative Study on Mathematics Curriculums and Textbooks of Spatial Orientation in Elementary School Mathematics (초등학교 수학에서 공간 방향에 대한 교육과정과 교과서 비교)

  • Chong, Yeong Ok
    • School Mathematics
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    • 제19권4호
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    • pp.663-690
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    • 2017
  • The aim of this study is to look into the meaning and sub-factors of spatial orientation, compare and analyze mathematics curriculums and textbooks of several countries with respect to spatial orientation and offer suggestions to improve teaching spatial orientation in elementary school mathematics in Korea. In order to attain these purposes, this study examined the meaning and sub-factors of spatial orientation through the theoretical consideration regarding various studies on spatial sense. Based on such examination, this study compared and analyzed mathematics curriculums and textbooks used in South Korea, Singapore, Japan, China, Hong Kong, Finland, United States of America, and Germany with respect to contents of mathematics curriculum and textbooks in grades, sub-factors of spatial orientation, and contexts for spatial orientation. In the light of such theoretical consideration and analytical results, this study provided suggestions for improving teaching spatial orientation in elementary schools in Korea as follows: extending content of spatial orientation in mathematics curriculum, emphasizing spatial orientation across the several grades, especially in the upper grades, providing opportunities to learn the sub-factors of location, direction, coordinates, route, and distance variously, and utilizing various familiar and realistic contexts in the world around students.

Science and Technology Policy and Philosophy of Science (과학기술정책과 과학철학)

  • Kim Yoo-Shin
    • Journal of Science and Technology Studies
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    • 제2권1호
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    • pp.157-189
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    • 2002
  • Science and technology policy a lot of implicit usjustified assumptions. These assumption without being reflected may cause various social problems. In this paper, lit is shown that philosophy of science could make contribution to resolving these problems. In epistemological viewpoints, theory of science and technology policy has been analyzed. I argue that social kinds, social entities appeared in social science should be interpreted realisticaly. Realizing this realistic interpretation of social kinds, as one field of social sciences, theory of science and technology policy can deal with the causal relation among social entities and the causal influence of science and technology policy more objectively- scientific knowledge has two components. One belongs to coded knowledge and the other belong to tacit knowledge which cannot be coded. I analyze the content and characters of tacit knowledge appeling to Michael Polany. One of the important function of science and technology policy is to make tacit knowledge more fruitful. I argue that philosophy of science fit well this function. Finally I claim that philosophy of science can help science and technology policy to reduce the ethical problems caused by science and technology.

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A Qualitative Study on Planning Experiences of Dreams and Vision of the Poor Youth (빈곤청소년의 꿈과 미래 설계경험에 대한 연구)

  • Kim, Kyung-Hee;Park, Keon-Hye
    • Korean Journal of Social Welfare Studies
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    • 제44권1호
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    • pp.113-134
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    • 2013
  • The aim of this qualitative study was to explore and understand the planning experiences of dreams and vision of the youths living in poorer area, from their own perspectives. The contents of their dreams and vision, and the preparation process to realize them and their realistic expectation for the future were experientially and systematically explored by qualitative methods. The participants were middle school students living in poorer neighborhood, recruited from 24 social work agencies under the umbrella of World Visions Korea. Focused group interviews were carried out in 24 World Visions agencies. The collected data was analyzed according to the content analysis methods. The results showed that the poor youths' dreams and vision were molded by their real experiences and continuously updated or frustrated by personal interaction with surrounding environment. It was also verified that poor youths were experiencing great difficulties in materializing their vision into practical careers due to the scarcity of emotional and financial support. Therefore, we suggest that direct and indirect social support should be provided to boost their interest in dreams and future, and that participation-oriented career guidance programs should be vitalized to help them to overcome their environmental obstacles.

Development of Measurement Tools for Success and Failure Factors of Education and Training of Korean Bodyguard

  • Kim, Sang-Jin
    • Journal of the Korea Society of Computer and Information
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    • 제25권6호
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    • pp.199-206
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    • 2020
  • This study was conducted for the purpose of developing a measurement tool for success and failure factors of education and training of Korean bodyguards. conducted a meeting from the fully open questionnaire at first, and then formed the semi-structured questionnaire, finally carried out the survey from the closed questionnaire and analyzed data from SPSS 21.0, AMOS 21.0 and developed the measurements. It was conducted from May, 2019 to December, 2019. This survey was conducted of 150 security guards after the verification of the content validity though the pilot survey and presented the success attribution factors and standards on the basis of the result form this survey. As a result, the success factors of the training of the bodyguards were accidental education (5 item), vocational mental education (2 item), vocational mental education (2 item), work ability enhancement education (2 item), realistic practical education (2 item) ), Including 4 items, 11 items, The failure factors consisted of 12 item of three factors: formal education and training (5 item), lack of leadership qualities (4 item), and lack of education (3 item).

Status and development direction of Virtual Reality Video technology (가상현실 영상 기술의 현황과 발전방향 연구)

  • Liu, Miaoyihai;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • 제19권12호
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    • pp.405-411
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    • 2021
  • Virtual reality technology is a new practical technology developed in the 20th century. In recent years, the related industry is rapidly developing due to the continuous development and improvement of virtual reality (VR) technology, and various image contents that are realistic through the use of virtual reality technology provide users with a better visual experience. In addition, it has excellent characteristics in terms of interaction and imagination, so a bright prospect can be expected in the field of video content production. This paper introduced the types of display of VR video, technology, and how users view VR video at the current stage. In addition, the difference in resolution between the past VR equipment and the current equipment was compared and analyzed, and the reason why the resolution affects the VR image was explored. Among the future development of VR video, we will present some development directions and provide convenience to people.

A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
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    • 제26권5호
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    • pp.533-542
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    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.

An Analysis of the Effect of Career Education Programs for the Future Society Using Virtual Reality(VR) (가상현실(VR) 활용 미래사회 진로교육 프로그램의 효과 분석)

  • Kim, Daekwon;Lee, Dongkuk
    • Journal of The Korean Association of Information Education
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    • 제25권5호
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    • pp.835-845
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    • 2021
  • Virtual Reality (VR) has high potential to provide learners with rich learning experience based on a sense of presence and various interactions. The purpose of this study is to investigate the effect of career education programs for the future society using VR. To this end, 29 third grade students were given an eight-session education program, and changes in their perception of career and their overall opinion on the program were examined. The results are as follows: First, the VR-based career experience program for the future society had a positive effect on changes in the students' self-understanding and their attitude and perception of career. Second, the study subjects showed high interest in and satisfaction with the VR-based career education program. The results of this study suggested the need for the extensive use of VR in career education, the development of content considering achievement criteria and learners' characteristics, and the establishment of VR learning environments.

The standardization and R&D directions on contents protection technology in UHD broadcasting (UHD방송 콘텐츠 보호기술 개발 및 표준화 추진 방향)

  • Min, J.H.;Koo, H.S.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2016년도 추계학술대회
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    • pp.638-641
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    • 2016
  • UHD(Ultra High Definition) broadcasting is an attractive next-generation service of realistic broadcasting that enables you to feels like listening on the spot in ultra-high definition resolution. In addition, the test broadcasting run by UHD broadcasting agencies and UHDTV terminal launch could herald the full-scale UHD broadcasting era. However, in order that UHD broadcasting will be activated, the function of conditional access control and information protection through which we can on pay per view watch the programs of subscriber preference from the channels of various and subdivided genres is essential. To provide a technical foundation for these features and to achieve the UHD TV transition early, determining technology development & standardization strategy through the analysis of the key protection technologies is required In this paper, we propose standardization technologies which our country can lead and present a long-term driving directions by analyzing UHD broadcasting technology & test broadcasting trends and content protection technology & standardization trends.

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How to create mixed reality educational contents using Hololens (홀로렌즈를 활용한 혼합현실 교육 콘텐츠 제작 방법)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제24권3호
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    • pp.391-397
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    • 2020
  • Realistic content such as virtual reality, augmented reality, and mixed reality is emerging as an innovative technology in the education field in that it allows people to safely and efficiently experience dangerous, expensive or impossible situations, such as disaster training or space travel. Recently, as government agencies have supported a lot for producing virtual augmented reality contents about education, various educational contents using virtual augmented reality technology have been developed through the Edutech industry. Many virtual augmented reality-based educational contents are being developed, but mixed reality-based educational contents are very limited which could be more effective for education. This study examines the basic method of producing mixed reality educational contents using Hololens and, on the basis of this, it proposes the method for producing scientific experiment contents. Hololens made it possible to share information in real time without a regular desktop PC, and it is effective for teachers to manage and evaluate students in real time.

Development of Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System for Smart Tourism (스마트 관광을 위한 혼합 현실 기반 백제 능사 문화유산 현장 가이드 시스템 개발)

  • Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제24권4호
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    • pp.481-488
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    • 2020
  • In recent years, realistic contents technology such as virtual reality, augmented reality, and mixed reality has been spreading in travel and tourism industries, and hence there have been various smart tourism AR, VR contents developed. In the past, people mainly used books and Internet for travel, but the use of VR, AR and MR technologies will be used more for consumption of cultural leisure contents in the future. This study describes the Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System to accelerate smart tourism. In this study, the immersive mixed reality HMD was used to provide visitors with more intuitive and effective information about the historical, cultural and architectural values of Baekje Neungsa through virtual experiences. The cultural heritage on-site guide system module supports various Meta Data services and can be easily used for mixed reality content development by designating Meta Data scripts. This research can make contributions to the development of mixed reality based smart tourism contents.