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      영상인식형 증강현실(AR) 애플리케이션을 활용한 디지털 드로잉 수업지도방안 연구

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      https://www.riss.kr/link?id=T14194078

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      This research is based on changes in education and art areas caused by development of scientific technology in 21st century. With development of recent new media technology, various works created by combining advanced scientific technology and art such as hologram, augmented reality, laser technology or media façade in art area. According to 2009 revised curriculum, many works created by modern artists using computer and new media are introduced and students are encouraged to utilize advanced technology in art area in the art text books for secondary school.
      In the recent education area, it is also encouraged to utilize smart device in the class by establishing ‘smart classroom’. However, class contents that can utilize the education environment are still remained as insignificant due to the lack of instruction resources, environment operation issue and maintenance issue. Therefore, researcher developed digital drawing class model using the app called ‘Aurasma’ which is a video recognizable augmented application as an art class instruction that can be used in smart class environment and reviewed the applicability for real classed. Following results are drawn from the research.
      Firstly, students could utilize augmented reality technology by using ‘Aurasma’ app for creating art works. Secondly, students could expand the range of consciousness by developing different ideas. Thirdly, augmented reality art class could open up the possibility for a new reality through convergence technology between the objects that stay still and the objects that move and make noises. Fourthly, students could come up with different stories by imagining stories based on background situation. Hence, augmented reality technology could be utilized by stimulating infinite imagination of teenage students.
      It is hoped that consilient and integrated class model suggested in this research could serve as an active role as a new class contents for smart class environment. Researcher will continue to study various class instruction plans to develop competency of students that is required in changing era.
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      This research is based on changes in education and art areas caused by development of scientific technology in 21st century. With development of recent new media technology, various works created by combining advanced scientific technology and art suc...

      This research is based on changes in education and art areas caused by development of scientific technology in 21st century. With development of recent new media technology, various works created by combining advanced scientific technology and art such as hologram, augmented reality, laser technology or media façade in art area. According to 2009 revised curriculum, many works created by modern artists using computer and new media are introduced and students are encouraged to utilize advanced technology in art area in the art text books for secondary school.
      In the recent education area, it is also encouraged to utilize smart device in the class by establishing ‘smart classroom’. However, class contents that can utilize the education environment are still remained as insignificant due to the lack of instruction resources, environment operation issue and maintenance issue. Therefore, researcher developed digital drawing class model using the app called ‘Aurasma’ which is a video recognizable augmented application as an art class instruction that can be used in smart class environment and reviewed the applicability for real classed. Following results are drawn from the research.
      Firstly, students could utilize augmented reality technology by using ‘Aurasma’ app for creating art works. Secondly, students could expand the range of consciousness by developing different ideas. Thirdly, augmented reality art class could open up the possibility for a new reality through convergence technology between the objects that stay still and the objects that move and make noises. Fourthly, students could come up with different stories by imagining stories based on background situation. Hence, augmented reality technology could be utilized by stimulating infinite imagination of teenage students.
      It is hoped that consilient and integrated class model suggested in this research could serve as an active role as a new class contents for smart class environment. Researcher will continue to study various class instruction plans to develop competency of students that is required in changing era.

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      목차 (Table of Contents)

      • Ⅰ. 서론 1
      • 1. 연구의 배경 및 목적 1
      • 2. 연구의 범위 및 절차 2
      • Ⅱ. 증강현실의 개념과 대두 5
      • 1. 증강현실의 정의와 특성 5
      • Ⅰ. 서론 1
      • 1. 연구의 배경 및 목적 1
      • 2. 연구의 범위 및 절차 2
      • Ⅱ. 증강현실의 개념과 대두 5
      • 1. 증강현실의 정의와 특성 5
      • 1.1. 증강현실의 정의 5
      • 1.2. 증강현실의 유형과 특성 9
      • 2. 증강현실 구현과 현대미술 11
      • 2.1. 증강현실의 활동과 산업 11
      • 2.2. 현대미술에서의 증강현실 구현 16
      • Ⅲ. 증강현실의 미술 교육매체로서의 가치 22
      • 1. 1인용 스마트 미디어의 예술적 활용 22
      • 2. 가상적 사고의 표현 24
      • 3. 시지각과 리얼리티의 확장 28
      • Ⅳ. 증강현실을 활용한 디지털 혼합 드로잉 수업지도방안 30
      • 1. 관련 미술교과 단원개관 및 지도계획 30
      • 1.1. 관련교과 단원현황 및 개관 30
      • 1.2. 수업지도방안의 실행 및 감상 환경 32
      • 2. 회화와 3D 오픈소스를 혼합한 증강현실 드로잉 수업지도계획 34
      • 2.1. 학습목표 34
      • 2.2. 학습지도안 35
      • Ⅴ. 수업평가 및 제언 48
      • 1. 학생작품 제시와 분석 48
      • 2. 감상지 평가 60
      • 3. 수업의 종합과 제언 82
      • Ⅵ. 결론 84
      • 참고문헌 87
      • 그림목록 89
      • 표 목록 90
      • 부록 91
      • ABSTRACT 97
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