• 제목/요약/키워드: visual design class

검색결과 90건 처리시간 0.023초

일반계고의 창의공학설계 수업을 위한 아두이노 기반 STEAM 수업자료 개발과 적용 (Development of STEAM Instructional Materials using Arduino for Creative Engineering Design Class in High Schools and Its Application)

  • 이대석;임영대;김진수
    • 공학교육연구
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    • 제23권1호
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    • pp.3-9
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    • 2020
  • The purpose of the study was to develop the Arduino based STEAM instruction materials for creative engineering design class. PDIE model was used in this study. We developed a STEAM lesson plan and a STEAM lesson worksheet for a total of six sessions through the steps of preparation, development, implementation and evaluation. The validity of the instruction materials was evaluated by the 10 experts using a survey. The instruction materials were applied to the class (52 students attended) of the creative engineering designs unit in technology and home economics subject. The class satisfaction and the creative solving-problem ability were examined after the calss. The class satafacition was high as the average of 10 item was 4.57 (out of 5). The paired t-test was conducted to compare the means of the creative solving-problem ability. It was observed that 'understanding and mastery of knowledge, thought, function and skills in a specific domain', 'divergent thinking', 'critical and logical thinking' and ' motivational factors' were significantly increased after the class. The instruction materials develped in this study were successfully designed to enhance the creative solving-problem ability by designing creative tasks and to intrique the interest by adding visual and auditory stimuli with the Arduino.

교육용 소프트웨어 설계자를 위한 사용자 인터페이스 설계지침 개발 (Development of User Interface Design Guidelines for Education Software Designers)

  • 윤철호
    • 대한인간공학회지
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    • 제22권3호
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    • pp.45-56
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    • 2003
  • This study was conducted to develop user interface design guidelines for those who design education software products (web sites or CD-ROM titles). To establish this guideline scheme, international standards, commercial design guidelines, and research papers were surveyed. Especially, ISO 9241 was referred as a basic model of a guideline scheme. First, the research group developed draft guidelines. After that, education software developers, designers, and a user group reviewed the draft and the draft was revised with their commentations. Five components were selected as a primary class of guideline scheme: general principle, dialogue design, user guidance, visual interface, and information presentation. Each component was divided several components as a secondary class. Finally, 45 items were selected as user interface design guidelines for the education software design.

Design and Implementation of Extended Iconic Stereotypes for GNSS Application in the UML Class Diagram

  • Bo, Wang;Na, Gang-Suk;Yoo, Cheol-Jung;Chang, Ok-Bae;Kim, Min-Soo
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2002년도 Proceedings of International Symposium on Remote Sensing
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    • pp.891-891
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    • 2002
  • Currently there are numerous papers in which many new kinds of customizing stereotypes by UML extension mechanism for different application environments such as real-time system, Geographic Information System (GIS) and so on are proposed. However , these stereotypes that represent different type model elements such as class, association, generalization and so on have not yet been seen in one of the most popular visual modeling tool for software development, Rational Rose. Therefore, in this paper, a design of extended iconic stereotype for GNSS application in the UML class diagram and its implementation as a tool of StereotypeCreator for Rational Rose will be presented.

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실내디자인 표현기법 교육내용 개선에 관한 기초 연구 (Fundamental Study on the Improvement of the Educational Contents for the Presentation Technique in Interior Design)

  • 이미경
    • 한국실내디자인학회논문집
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    • 제13권1호
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    • pp.3-10
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    • 2004
  • The subject on presentation technique is the class which helps to develop the capability of sensual and creative acts to the students who major in interior design. It helps to understand plasticity and space through the theory of the light and the object, and to develop the capability which realizes one's idea to the actual and visual formations. It also enable the students to explain their designs to the customers by studying the technique which transfers 2D diagram to 3D presentation. Because of these objectives of the class, the departments which major in interior design in Korea consider the class on presentation technique as one of the mun subjects in basic curriculum. However, most of the textbooks related to the presentation technique published in Korea are in the lack of original characteristics for the field of domestic interior design since they refer to or employ the contents of architectural field by directly translating foreign articles. In addition, most of the classes on the presentation technique are taught not by professors but by lecturers so that the class objectives may be varied by their standards for the class. Therefore, it is not easy for each department to set up the one's own characteristics in the field of presentation technique. This study is to analyze the problems in the subjects of presentation technique by investigating the current situations for the subjects on presentation technique in domestic colleges and by surveying the personnels engaged in the field of domestic interior design. Also, the study has the objective to propose the development plan of educational program for the presentation technique in order to enable the student to effectively work in real business.

컴퓨터 그래픽스 기법을 이용한 초고층 강제어초에 관한 연구(I) - 설계지원 프로그램 개발 (A Study on Very High-rise Steel Artificial Reefs Based on Computer Graphics - part I (Design Aided Program Development))

  • 신현경;박호균
    • 대한조선학회논문집
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    • 제36권1호
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    • pp.99-108
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    • 1999
  • 초고층강제어초(VEry High-rise Steel Artificial Reef, VEHSAR)의 형상 표현과 해석을 위해서 3차원 모델링 프로그램을 Windows 95(또는 Windows NT) 환경하에서 MFC(Microsoft Foundation Class)를 기반으로 한 Visual C++로 개발하였다. 컴퓨터를 통해 미리 초고층 강제어초 건조를 실제와 같이 구현해 봄으로써 문제점의 사전 예측 및 대책 수립 등을 가능케 하는 저비용 고효율의 일관설계시스템을 구축하는 것을 목표로 하는 이 프로그램은 객체지향프로그램 기법과 CAD/CAM기술의 도입으로 생산성 향상이 기대되며, OpenGL이라는 그래픽 라이브러리를 도입하여 좀더 빠른 고화질의 3차원 그래픽을 화면상에 나타나게 할 수 있다.

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An Audio-Visual Teaching Aid (AVTA) with Scrolling Display and Speech to Text over the Internet

  • Davood Khalili;Chung, Wan-Young
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 V
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    • pp.2649-2652
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    • 2003
  • In this Paper, an Audio-Visual Teaching aid (AVTA) for use in a classroom and with Internet is presented. A system, which was designed and tested, consists of a wireless Microphone system, Text to Speech conversion Software, Noise filtering circuit and a Computer. An IBM compatible PC with sound card and Network Interface card and a Web browser and a voice and text messenger service were used to provide slightly delayed text and also voice over the internet for remote teaming, while providing scrolling text from a real time lecture in a classroom. The motivation for design of this system, was to aid Korean students who may have difficulty in listening comprehension while have, fairly good reading ability of text. This application of this system is twofold. On one hand it will help the students in a class to view and listen to a lecture, and on the other hand, it will serve as a vehicle for remote access (audio and text) for a classroom lecture. The project provides a simple and low cost solution to remote learning and also allows a student to have access to classroom in emergency situations when the student, can not attend a class. In addition, such system allows the student in capturing a teacher's lecture in audio and text form, without the need to be present in class or having to take many notes. This system will therefore help students in many ways.

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Half-Against-Half Multi-class SVM Classify Physiological Response-based Emotion Recognition

  • ;고광은;박승민;심귀보
    • 한국지능시스템학회논문지
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    • 제23권3호
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    • pp.262-267
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    • 2013
  • The recognition of human emotional state is one of the most important components for efficient human-human and human- computer interaction. In this paper, four emotions such as fear, disgust, joy, and neutral was a main problem of classifying emotion recognition and an approach of visual-stimuli for eliciting emotion based on physiological signals of skin conductance (SC), skin temperature (SKT), and blood volume pulse (BVP) was used to design the experiment. In order to reach the goal of solving this problem, half-against-half (HAH) multi-class support vector machine (SVM) with Gaussian radial basis function (RBF) kernel was proposed showing the effective techniques to improve the accuracy rate of emotion classification. The experimental results proved that the proposed was an efficient method for solving the emotion recognition problems with the accuracy rate of 90% of neutral, 86.67% of joy, 85% of disgust, and 80% of fear.

입체조형 실습을 연계한 가구디자인 수업 개발을 위한 사례연구 (Study on Process Development of Furniture Design Class by Fusing 3D Form Study)

  • 인치호
    • 한국가구학회지
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    • 제25권3호
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    • pp.165-172
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    • 2014
  • 3D form study is one of basic subjects in industrial design education. There are an array of textbooks of visual art, design and architecture, most of which address basic geometrical form study and abstract forms. With the introduction of computerization, current trends are directed to reduce basic form education and students' participation in classes and their accomplishments. This study was intended to develop works under a theme of furniture design with concrete shapes and functions. This study focused on developing relevant process by fusing 3D form study and furniture design which fall into basic design and design studio subjects, respectively. Among 3D form studies, applied were a concept of 3D configuration that explores the relations between surface forms and 3D forms. Furniture design is a challenge to students at beginner or intermediate level in basic design education from initial devising stage to production in kind. To ease high level of difficulties at designing and producing stages, technical education was systematized in the process of conceptualizing, developing idea and production. This type of challenge was carried out during separate semesters, along with a case study done to develop different types of challenges. This study helped students to be motivated and actively participate in classes and well perform advanced form study and technical training from design to actual production.

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전문대학 시각디자인과의 캡스톤디자인을 통한 직무교육에 관한 연구 (A Study on Competency Education through Capstone Design in the Junior College for the Visual Design Major)

  • 송지영;김선화
    • 한국콘텐츠학회논문지
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    • 제16권6호
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    • pp.183-192
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    • 2016
  • 본 연구는 국가직무표준(National Competency Standards, NCS)에서 제시한 시각디자인 직무를 적용한 캡스톤디자인 운영사례를 통해 시각디자인 전공 분야 학생들의 시각디자인 실무능력 변화와 캡스톤디자인의 활용 가능성을 살펴보는 것을 목적으로 하였다. 이를 위해 동의과학대학교 시각디자인전공의 '커뮤니케이션 디자인 프로젝트' 교과목을 수강하는 2학년 학생과 담당교수, 그리고 산업체가 협업하여 '연예인 로버트 할리의 캐릭터디자인' 과제를 중심으로 연구를 진행하였다. 이 과정에서 학생들은 '커뮤니케이션 디자인 프로젝트'에서 배운 전공 이론과 실기를 '연예인 로버트 할리의 캐릭터디자인' 개발에 직접 적용해 보고 그 결과물을 공모전에 지원하게 된다. 수집된 학생 설문 분석, 산업체 평가, 공모전 수상 등의 자료를 분석한 결과, 캡스톤디자인에 참여한 시각디자인 전공 학생들은 NCS에서 제시한 지식, 기술, 태도의 관점에서 시각디자인 직무에 대한 이해도가 높아졌으며 과제를 수행하는 과정에서 문제해결기술과 실무능력이 고취되었음을 보여주었다. 따라서 본 연구에서의 캡스톤디자인 교육설계가 현장실무중심 시각디자인 교육과정 개발에 유용한 기초자료가 될 수 있을 것으로 여겨진다.

자연지리 강좌를 대상으로 한 온라인 러닝의 효과 분석 (Effectiveness of Online Learning Tools in College Education: Experiments in Physical Geography)

  • 박선엽;오은주
    • 대한지리학회지
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    • 제46권6호
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    • pp.707-723
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    • 2011
  • 현재 대부분의 국내외 대학과 교육 기관에서는 온라인 학습방법을 채택하고 있다. 이에 본 연구는 전통적인 교수법에 대한 상대적 이점으로 많은 온라인 학습도구를 통한 학습효과를 자연지리학 강좌를 중심으로 정량적으로 평가하고자 하였다. 자연지리학 수강자들을 대상으로 실험을 실시하였으며, 인터넷 상에서 정보의 전파 도구로 널리 사용되고 있는 RSS(Really Simple Syndication) 기반의 Podcasting과 Profcast 소프트웨어 프로그램을 이용하여 생성한 동영상 강의가 온라인 도구로 활용되었고, 전통적인 강의실 수업도 함께 병행하였다. 학습효과를 살펴보기 위해, 수강자들이 작성한 강의평가 자료를 분석하였다. 실험은 2007년 봄학기부터 2008년 봄학기까지 동일한 자연지리학 개론 강좌를 대상으로 실시되었다. 본 연구에서 다루어진 실험의 결과에 의하면 온라인 학습 도구는 학습자들의 학습 효과뿐 아니라 수업과 강사에 대한 태도를 긍정적으로 변화시키는 것으로 나타났다. 또한 단순한 PowerPoint 슬라이드만 제공될 때에 비해 교수자의 음성 녹음이 결합된 강의자료가 학습 동기를 높이는데 더욱 효과적인 것으로 조사되었다. 즉, PowerPoint 슬라이드와 같은 시각적인 강의 자료만 제공되는 경우에는 기존의 강의방식과 학습 효과 면에서 큰 차이를 보이지 않았으나, 시각자료에 강의음성이 결합되었을 때, 인터넷 학습자료에 접근하는 빈도가 증가하고 학업성적 및 수업 출석률이 향상되었다. 연구 결과를 바탕으로 온라인과 교실 학습을 병행한 블랜디드형 교수설계 모델이 제안되었다.