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      홀로그램 가상이미지 제작에 관한 콘텐츠 교육 효과 = The effect of the Contents Education concerning the Production of the Hologram Virtual Image

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      https://www.riss.kr/link?id=T14587646

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      Various multimedia appeared as new medium with the invention of the camera due to the development of the scientific technology after modern times, and the image is being produced in bulk in the form of three dimension such as Virtual Reality(VR) away from the two-dimensional plane. In present day, the hologram technology is also being researched as the image media technology bearing the possibility of expanding the width of VR, and actually it is possible to create and make the hologram by smart phone and various contents using it are being produced in many fields.
      In line with this period flow, the researcher aimed to adduce the guidance plan of hologram-based three-dimensional contents making class considering the students’level and the middle & high school’s classroom environment on the basis of the nature of virtual image, and to let students recognize the aesthetic value of the virtual image of this era while providing the interest and the sense of immersion. That is, this study is intended to present students the video and image combined with more vivid contemporary technology and let them make the hologram-using virtual image by themselves in real time. Also, the 4 hypotheses: concentration, psychological distance, intelligibility, and reuse intention were adduced to research the contents education effect about the production of hologram-using virtual image, and the correlation about it was analyzed in an empirical and quantitative way to draw its educational effect.
      The subsequent study will focus on the class type cultivating the ability to use the smart phone/tablet application in the educational dimension, and seek for the more concrete plan to apply the class guidance method adduced by this study to the stage of contents planning and development. This study is expected to be helpful to the overall curriculum and the development of education digital contents that can cope fast with the change of educational environment following the rapidly changing digital media era.
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      Various multimedia appeared as new medium with the invention of the camera due to the development of the scientific technology after modern times, and the image is being produced in bulk in the form of three dimension such as Virtual Reality(VR) away ...

      Various multimedia appeared as new medium with the invention of the camera due to the development of the scientific technology after modern times, and the image is being produced in bulk in the form of three dimension such as Virtual Reality(VR) away from the two-dimensional plane. In present day, the hologram technology is also being researched as the image media technology bearing the possibility of expanding the width of VR, and actually it is possible to create and make the hologram by smart phone and various contents using it are being produced in many fields.
      In line with this period flow, the researcher aimed to adduce the guidance plan of hologram-based three-dimensional contents making class considering the students’level and the middle & high school’s classroom environment on the basis of the nature of virtual image, and to let students recognize the aesthetic value of the virtual image of this era while providing the interest and the sense of immersion. That is, this study is intended to present students the video and image combined with more vivid contemporary technology and let them make the hologram-using virtual image by themselves in real time. Also, the 4 hypotheses: concentration, psychological distance, intelligibility, and reuse intention were adduced to research the contents education effect about the production of hologram-using virtual image, and the correlation about it was analyzed in an empirical and quantitative way to draw its educational effect.
      The subsequent study will focus on the class type cultivating the ability to use the smart phone/tablet application in the educational dimension, and seek for the more concrete plan to apply the class guidance method adduced by this study to the stage of contents planning and development. This study is expected to be helpful to the overall curriculum and the development of education digital contents that can cope fast with the change of educational environment following the rapidly changing digital media era.

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      목차 (Table of Contents)

      • I. 서론 1
      • 1. 연구의 배경 및 목적 1
      • 2. 연구의 내용 및 방법 2
      • II. 사이버스페이스 시대와 홀로그램 테크놀로지 4
      • 1. 사이버스페이스 시대에 있어서 이미지의 가상화 4
      • I. 서론 1
      • 1. 연구의 배경 및 목적 1
      • 2. 연구의 내용 및 방법 2
      • II. 사이버스페이스 시대와 홀로그램 테크놀로지 4
      • 1. 사이버스페이스 시대에 있어서 이미지의 가상화 4
      • 1.1. 사이버스페이스의 대두와 가상이미지 구현 4
      • 1.2. 홀로그램의 개념과 생성원리 7
      • 2. 플로팅 방식 홀로그램과 홀로그램의 발전 동향 9
      • 2.1. 홀로그램의 구분과 플로팅 방식 홀로그램 9
      • 2.2. 홀로그램의 발전 동향 15
      • 3. 홀로그램의 표현과 교육적 가치 20
      • 3.1. 홀로그램 활용과 표현 20
      • 3.2. 홀로그램의 특성과 교육적 효과 25
      • III. 홀로그램 가상이미지 제작 수업지도 방안과 적용 28
      • 1. 학습자의 실태조사 및 분석 28
      • 1.1 실태조사 결과 및 분석 28
      • 1.2 실태분석을 통한 지도방향 33
      • 2. 수업설계 34
      • 2.1. 관련단원 개관 34
      • 2.2. 교육목표 35
      • 3. 수업계획 36
      • 3.1. 학습목표와 지도 계획 36
      • 3.2. 학습지도안 제시 37
      • IV. 수업 결과 45
      • 1. 학생작품의 제시 45
      • 2. 수업의 결과와 만족도 분석 50
      • V. 결론 63
      • 참고문헌 66
      • 표 목차 68
      • 그림 목차 69
      • 부록 70
      • ABSTRACT 74
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