발행기관
- 경인교육대학교 교육연구원(4)
- 인문사회과학기술융합학회(2)
- 한국성인교육학회(2)
- 환태평양유아교육연구학회(2)
- 대한전자공학회(1)
- 부산대학교 교육발전연구소(1)
- 이화여자대학교 교과교육연구소(1)
- 한국구비문학회(1)
- 한국시각장애교육재활학회(1)
- 한국창의력교육학회(1)
- 한국해양정보통신학회(1)
- 한국헬스커뮤니케이션학회(1)
간행물
- ANDRAGOGY TODAY(2)
- ASIA-PACIFIC JOURNAL OF RESEARCH IN EARLY CHILDHOOD EDUCATION(2)
- THE JOURNAL OF EDUCATION(2)
- 교육논총(2)
- 예술인문사회융합멀티미디어논문지(2)
- 교과교육학연구(1)
- 교육혁신연구(1)
- 구비문학연구(1)
- 시각장애연구(1)
- 전자공학회논문지. JOURNAL OF THE INSTITUTE OF ELECTRONICS ENGINEERS OF KOREA. CI, 컴퓨터(1)
- 창의력교육연구(1)
- 해양정보통신 : 한국해양정보통신학회지(1)
- 헬스커뮤니케이션연구(1)
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증강 현실(Augmented Reality) 기술 현황
윤용인, 김진태, 김동욱, 최종수 한국해양정보통신학회 해양정보통신 : 한국해양정보통신학회지 8 Pages
한국해양정보통신학회 해양정보통신 : 한국해양정보통신학회지 2004, Vol.5 No.1 49-56 (8 pages)
AR(Augmented Reality)는 일반적으로 VE(Virtual Environments) 혹은 VR(Virtual Reality)에서 파생한 것으로 실제 환경(real environment)에 컴퓨터 그래픽스 영상을 삽입하여 실제와 가상의 영상 혼합을 뜻한다[1]. 실세계는 컴퓨터로 만들기 힘든 많은 정보들이 존재한다. 그렇지만 그 정보들 중에 우리가 필요하지 않은 많은 정보도 있고, 때로는 우리가 필요 하는 정보가 부족할 수도 있다. 컴퓨터로 재생한 가상 환경을 이용하면, 필요하지 않은 정보들을 단순하게 만들거나 보이지 않는 정보들을 만들어 낼 수 있다. (중략) -
Global Education through Youth Virtual Media Production
Ching-Fu Lan 이화여자대학교 교과교육연구소 교과교육학연구 9 Pages
이화여자대학교 교과교육연구소 교과교육학연구 2016, 제 20권 3호 7 232-240 (9 pages)
game-like platform that enables youth to freely role play and construct virtual objects and environments of their interests, and it has potential to engage youth in meaningful learning activi- ties within its unique space. Sustainability, defined in the well-known Brundtland report (1987) as the “development ..PAGE:2 Global Education through Youth Virtual Media Production 233 2016, Vol. 20, No. 3... become ubiquitous in the daily life of many young people in the U.S. and virtual worlds present new localities for youth to explore and learn about global issues and make connections with people around the world. This study investigated one youth virtual media production program Sustainability Talk as an innovative approach to global education. Findings revealed that students gained new understandings about global issues and expressed youth perspectives on sustainability through a virtual talk... -
GPS 트래킹 방식을 이용한 옥외용 증강현실 시스템 구현
최태종, 김정국, 허웅, 장병태, Choi. Tae-Jong, Kim. Jung-Kuk, Huh. Woong, Jang. Byun-Tae 대한전자공학회 電子工學會論文誌. Journal of the Institute of Electronics Engineers of Korea. CI, 컴퓨터 11 Pages
대한전자공학회 電子工學會論文誌. Journal of the Institute of Electronics Engineers of Korea. CI, 컴퓨터 2002, Vol.39 No.5 45-55 (11 pages)
본 논문에서는 GPS를 사용하여 위치와 자세 트래킹 정보를 이용하는 옥외용 증강현실 시스템을 구현하였다. 본 시스템은 이동 운용국과 지상 운용국으로 구성하였고, 이동 운용국은 실시간 영상 획득 장치, GPS 트래킹 장치와 무선 데이터 송수신기로 구성하였다. 지상 운용국은 무선 송수신기, 가상 영상 발생 장치와 영상 합성 장치로 구성하였다. 영상 획득 장치가 부착된 이동 운용국의 위치와 자세를 측정하는 GPS 트래킹 장치는 TANS Vector와 RT-20으로 DGPS을 이용하도록 설계하였고, 무선 데이터 송수신기는 이동 운용국과 지상... -
DIGITAL ART & MEDIA LITERACY -on the Exhibition in GINUSEUM and Collaboration with Community Media Center Incheon
Oh Chang Geun 경인교육대학교 교육연구원 The Journal of Education 10 Pages
경인교육대학교 교육연구원 The Journal of Education 2020, Vol.3 No.2 8 125-134 (10 pages)
“Cybernetics Serendipity,” in 1968. The exhibition featured computer graphic images, lighting installations, sound environments, and sensing robots, all of which would be considered primitive in the current view but, at the time, became the most historical occasion that used digital technology as a dominant tool for artistic experiments. An American art critic, Jack Burnham, expressed a... This paper explores digital artworks that were mainly exhibited in the art gallery of GINUSEUM in Gyeongin National University of Education, Korea, and in the Community Media Center in Incheon. Last year, nine renowned artists from Korea participated in a media art exhibition titled Media Sensibilia in GINUSEUM. Consequently, a digital installation from the exhibition was invited to the Community Media Center in Incheon, for the experiential education of the residents. The fundamental purpose of... -
“In the Shoes of an Algorithm”: A Media Education Game to Address Issues Related to Recommendation Algorithms
Jerry Jacques, J?r?my Grosman, Anne-Sophie Collard, Yeonju Oh, Amie Kim, Hyeon-Seon Jeong 경인교육대학교 교육연구원 The Journal of Education 26 Pages
경인교육대학교 교육연구원 The Journal of Education 2020, Vol.3 No.1 4 37-62 (26 pages)
elections, and propaganda. These seemingly opposite concerns, hopes and fears, both stem from the difficulty of understanding what recommendation algorithms are and how they shape our digital environments. Therefore, educational responses must be developed to address this issue. To that end, this project used two complementary perspectives: media education and STS. 2. The Media Education... Recommendation algorithms play an important role in the current media landscape by fostering interactions between users of digital media platforms and media content. The growing concern with recommendation algorithms raises important questions for media educators who emphasize critical analysis of media content and creative production and are required to develop media education initiatives focused on a critical understanding of digital platforms and their underlying technical infrastructures.... -
개개인의 촉감 현존감 측정 방법
전성신 인문사회과학기술융합학회 예술인문사회융합멀티미디어논문지 6 Pages
인문사회과학기술융합학회 예술인문사회융합멀티미디어논문지 2011, 제 1권 제 2호 4 85-90 (6 pages)
i.e.,thatparticipantswill tend to respond to events in the VE rather than in the real world and the extentto which participants,afterthe VE experience,remember it as having visited a "place" ratherthan just having seen images generated by a computer. Witmer & Singer,1998 The subjective experience of being in one place or environment, even when one is physically situatedin another. Biocca,Harms &... 현 교육용 게임 시장의 확장은 중요한 의미가 있다. 게임 생산품의 사용자 경험을 증대시키기 위 해서는 개개인이 게임 콘텐츠 사용 시 촉감 현존감이 어떠한 경험을 주는가에 대한 색인 작업을 필 요로 한다. 본 논문은 교육용 게임 콘텐츠 사용 시, 개개인의 감성과 몰입을 촉감 현존감과의 관계를 통해서 측정하는 방법을 제안 하고 분석 했다. 본 연구로 교육용 게임의 학습과 훈련 콘텐츠의 학습 효과를 강화 하고자 하였다. -
자궁경부암에 관한 전자 건강 교육 : 3차원 가상현실에서의 메시지 프레이밍이 자궁경부암 예방 의도에 미치는 영향
진승아 한국헬스커뮤니케이션학회 헬스커뮤니케이션연구 16 Pages
한국헬스커뮤니케이션학회 헬스커뮤니케이션연구 2009, Vol.1 No.1 3 49-64 (16 pages)
e experimental site. 2. Literature Review 1) E-HEALTH IN 3D VIRTUAL ENVIRONMENTS (VEs) T h r e e - d i m e n s i o n a l ( 3 D ) v i r t u a l w o r l d s c a n p l a y a k e y r o l e i n e - h e a l t h a p p l i c a t i o n s . W h y i s VE-based e-health an efficacious intervention? E-health educators and service providers can benefit f r o m t h e n o v e l t y a n d v i v i d n e s s o f... 이 연구는 자궁경부암 전염 위험 수위가 높은 대학생들을 타겟으로 하여 아바타를 이용한 전자 건강 커뮤니케이션의 효과를 평가하였다. 무작위 할당을 기반으로 한 실험이 Second Life CDC내에서 실행되었다. 저자가 디자인한 3차원 의학 추천 아바타가 자궁경부암에 관한 교육 메시지를 전달하였다. 실험 결과, 메시지 프레이밍 효과와 개인적 연관성의 완충효과가 발견되었다. -
Systems Design on a Team Learning Process Model
Park Su-Hong 부산대학교 교육발전연구소 교육혁신연구 17 Pages
부산대학교 교육발전연구소 교육혁신연구 2016, 제 26권 제 3호 7 131-147 (17 pages)
output, and guidance process. The TL Process Model was intended to generalize to other similar environments (e.g., any kinds of problem-solving teams in physical or virtual work environments). As a rule, the more general a theory is, the more possible it is to apply it to other similar contexts. Indeed, the TL Process Model is quite general because it was designed upon the framework of a... Purpose: Team is a microcosm of organization. in turn, building a learning organization naturally requires how to manage team learning. in this context, the purpose of this article was to apply systems design on building a team learning process model. Method: In order to design the model, the research utilized the spiral system-design methodology, a revised version of Banathy’s systems-design process, which includes the major stages of developing a knowledge base, preparation, analysis, design,... -
Empowering Young Children with Folktales and Storytelling: A Report from a Rural West Java Village
Engliana Engliana, Agung Prasetyo, Afiatin Nisa 환태평양유아교육연구학회 Asia-Pacific journal of research in early childhood education 24 Pages
환태평양유아교육연구학회 Asia-Pacific journal of research in early childhood education 2021, Vol.15 No.1 9 157-180 (24 pages)
a comprehensive study. Smart Learning Environments, 1(6), 1-21. https://doi.org/10.1186/s40561-014-0006-3 Steiner, L. M. (2014). A family literacy intervention to support parents in children’s early ..PAGE:22 Engliana Engliana, Agung Prasetyo & Afiatin Nisa 178 literacy learning. Reading Psychology, (8), 703-735. https://doi.org/10.1080/02702711.2013.801215 Thambu, N. (2017). Storytelling... This article describes the results of visiting Choblong?a rural village near Bogor, one of the most dynamic cities in West Java, Indonesia. The purpose of our visit was to (re)introduce the concept of storytelling to parents and promote long-forgotten local folktales and character education. The hope was that the parents would enjoy this approach in the long run and use local stories and history to teach skills, develop a close relationship with their children, and support an oral storytelling... -
자기조절학습자로서의 성인 블로거의 학습경험
허경미, 이로미, 박영 한국성인교육학회 Andragogy Today 31 Pages
한국성인교육학회 Andragogy Today 2007, Vol.10 No.1 8 249-279 (31 pages)
b etween learners and their physical and social environments (Bandura, 1986; Schunk, 1999). Among the many theorists of social-cognitive paradigm of lea rning, Bandura (1986) explains learning as a model of triadic recip rocality in which personal, environmental, and behavioral factors ope rate as interacting determinants of each other. In other words, learning is a thr ee-way interaction between... Blogging is one of the popular online activities in Korea, and bloggers enjoy this experience with meaningful outcomes, including self-growth, an expanded social network, and enhanced knowledge level. This study investigates the experiences of adult bloggers when using a framework of self-regulated learning (SRL) as a social-cognitive model of learning. Data were collected from adult users of Cyworld through an online survey (n=100) and online interviews (n=15). The findings indicate that blogs...


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