체감형 디지털 놀이학습 Gesture-based Digital-play learning Choohan ChoGesture-based Digital-play learning 체감형 디지털 놀이학습
게임중독을 예방하고 치료에 효과있는 혁신적인 교육방법
학교가 즐거워지는 첨단 기술 활용 교육
특수 교육을 위한 체감형 비디오게임활용 교육Choohan Cho특수 교육을 위한 체감형 비디오게임활용 교육
체감형 기능성 게임 / 움직임 기반 게임활용 학습 소개
- 체감형 기능성 게임의 변천사
- 학교 현장의 게임 활용 수업 사례
- 누구나 참여할 수 있는 움직임 활용 학습 (특별반 수업사례)
Yoon hyungsup_why_gamification_ksf2012(Gamification in Korea)형섭 윤Definition of Gamification
Importance of Gamification
Mechanics of Gamification
Cases of Gamification
Limits of Gamification
Prospect of Gamification
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark BillinghurstThe document provides an overview of a virtual reality course, detailing its structure, content, and key dates for lectures and assignments. It includes definitions of virtual and augmented reality, historical context, and characteristics of VR technology. Students will learn about VR applications, user experience, and design principles, engaging in practical assignments using Unity and Google Cardboard.
Virtual Reality Hardware Market Q4 2014KZero WorldswideThe document outlines the VR hardware landscape as of Q4 2014, detailing various types of virtual reality devices, their development status, and categorization of hardware, including head-mounted displays (HMDs) and input devices. It provides insights into Kzero Consulting's services in market analysis and strategic guidance for VR companies and highlights different hardware products and their manufacturers. Additionally, it mentions other related Kzero presentations regarding VR games, brands, and market assessments.
Digital Marketing Trends for 2016 by YDM's Innovation Center (Korean)Yello Digital Marketing 1. 2015 saw the further evolution of digital marketing, with big data becoming more important and personalized, real-time messages being delivered through programmatic techniques. Personalized content increased user engagement.
2. Mobile brought the biggest changes to media consumption and content distribution, allowing content to reach global audiences anywhere, anytime. This opens new opportunities for marketers.
3. Digital platforms provide more functions and services deeply embedded in consumer lives, related to search, consumption, communication, and sharing.
VR and AR: 2016, 2020, and 2025Jesse SchellThis document makes 40 predictions about the future of virtual reality (VR) and augmented reality (AR) technologies between 2016 and 2025. Some of the key predictions include: 1) VR headsets will be permanently in the consumer market starting in 2016; 2) By 2020 there will be around 1 billion PC/console gamers and 4 billion smartphone users; 3) By 2020 VR porn will be a $1 billion industry worldwide. The document predicts widespread adoption and integration of VR and AR technologies across gaming, entertainment, social platforms, and other industries over the next decade.
Virtual Reality Kids User TestingKZero WorldswideThe document summarizes findings from qualitative user testing with kids aged 7-12 on the Oculus Rift virtual reality headset. Key findings include:
- Kids found the headset comfortable, easy to use, and enjoyed the sense of immersion it provided. However, younger kids found it heavy for some active games.
- Kids quickly understood the potential of VR, suggesting genres like shooters, exploration games, and games allowing creativity would be suited.
- Education applications like virtual field trips that allow freedom to explore were seen as valuable. Minecraft-style games and simulations like The Sims also appealed.
- When ideating new VR concepts and games, kids emphasized creation, exploration, and social
The overview of VR solutionsRouyun PanThis document discusses various aspects of virtual reality (VR) technology, including hardware categories, typical head-mounted displays (HMDs), controllers, 3D cameras and audio, end-to-end platforms, and challenges that remain. It provides details on popular integrated and mobile-based HMDs such as Oculus Rift, HTC Vive, Samsung Gear VR and their specifications. Controller options like Leap Motion and Virtuix Omni are outlined along with haptic and 3D camera/audio technologies. Skills needed for VR development and available free software are also mentioned.
VR for Cinema 4D 세미나 (2016) - VR/AR 콘텐츠와 테크놀로지의 현재와 미래(더부스터)HYEONSU BAEVR Seminar for Cinema 4D에서 VR/AR 콘텐츠와 테크놀로지의 현재와 미래에 관해 더 부스터 안 창현 대표께서 발표해주신 자료입니다.
Consumer Virtual Reality: State of the MarketKZero WorldswideThis report examines the emerging market for consumer virtual reality (VR). It forecasts that nearly 57 million VR devices will be purchased between 2014-2018, with total active users reaching 47.6 million by 2018. The hardware market is currently led by Oculus VR, with Samsung, Microsoft, and Sony pursuing the technology. The report also explores the sectors and applications that will adopt VR, including virtual worlds, mirror worlds that recreate real places, and new forms of social interaction and content creation. Overall, the VR market is estimated to grow to $16.2 billion in revenue by 2018, representing a compound annual growth rate of 125% as the technology advances and its uses expand.
The rise of VR & AR era. Why this time is different?Vasily RyzhonkovThe document discusses the current state and future potential of augmented reality (AR) and virtual reality (VR), predicting they will become significant technologies by 2030. It compares their current state to that of mobile phones 15 years ago, suggesting a decade is needed for mainstream adoption due to necessary technological advancements and price reductions. The document highlights the growing interest and investment in AR/VR technologies, emergence of new companies, and the factors influencing the industry’s development.
It Trends 2015-2H-totoro4SangSu Jeon2015년 하반기의 뉴스 모음입니다.
뉴스에 나온 이미지와 주요 내용을 PPT 1장으로 정리한 것으로 총 13가지로 분류하였습니다.
IT Market
IT Technologies
Internet of Things
Virtual Reality (VR)
Connected Car
Connected Home
Drone
Mobile
Wearable
Online to Offline, Offline to Online (O2O)
FinTech
IT Company
Security
감사합니다.
Brands in Virtual RealityKZero WorldswideThe document provides an overview of virtual reality experiences created by various brands and intellectual properties (IPs) for the Oculus Rift, categorizing them into official (marked with 'o') and unofficial (marked with 'u') games/apps. It outlines Kzero Consulting's services in the virtual reality and gaming sectors, including market analysis, strategic guidance, and brand partnerships. Additionally, it lists several VR experiences and mentions that updates to the presentation will occur weekly.
Intel RealSense For Digital EducationChoohan ChoThe document discusses the applications and installation process of Intel's RealSense technology, emphasizing its role in natural user interfaces (NUI) and digital education. It outlines the structure of RealSense, including its camera capabilities, and provides instructions for setting up the necessary software and development kits. Additionally, it highlights various applications and an extension for Scratch that enables gesture and face recognition for educational purposes.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark BillinghurstThe document provides an overview of a virtual reality course, detailing its structure, content, and key dates for lectures and assignments. It includes definitions of virtual and augmented reality, historical context, and characteristics of VR technology. Students will learn about VR applications, user experience, and design principles, engaging in practical assignments using Unity and Google Cardboard.
Virtual Reality Hardware Market Q4 2014KZero WorldswideThe document outlines the VR hardware landscape as of Q4 2014, detailing various types of virtual reality devices, their development status, and categorization of hardware, including head-mounted displays (HMDs) and input devices. It provides insights into Kzero Consulting's services in market analysis and strategic guidance for VR companies and highlights different hardware products and their manufacturers. Additionally, it mentions other related Kzero presentations regarding VR games, brands, and market assessments.
Digital Marketing Trends for 2016 by YDM's Innovation Center (Korean)Yello Digital Marketing 1. 2015 saw the further evolution of digital marketing, with big data becoming more important and personalized, real-time messages being delivered through programmatic techniques. Personalized content increased user engagement.
2. Mobile brought the biggest changes to media consumption and content distribution, allowing content to reach global audiences anywhere, anytime. This opens new opportunities for marketers.
3. Digital platforms provide more functions and services deeply embedded in consumer lives, related to search, consumption, communication, and sharing.
VR and AR: 2016, 2020, and 2025Jesse SchellThis document makes 40 predictions about the future of virtual reality (VR) and augmented reality (AR) technologies between 2016 and 2025. Some of the key predictions include: 1) VR headsets will be permanently in the consumer market starting in 2016; 2) By 2020 there will be around 1 billion PC/console gamers and 4 billion smartphone users; 3) By 2020 VR porn will be a $1 billion industry worldwide. The document predicts widespread adoption and integration of VR and AR technologies across gaming, entertainment, social platforms, and other industries over the next decade.
Virtual Reality Kids User TestingKZero WorldswideThe document summarizes findings from qualitative user testing with kids aged 7-12 on the Oculus Rift virtual reality headset. Key findings include:
- Kids found the headset comfortable, easy to use, and enjoyed the sense of immersion it provided. However, younger kids found it heavy for some active games.
- Kids quickly understood the potential of VR, suggesting genres like shooters, exploration games, and games allowing creativity would be suited.
- Education applications like virtual field trips that allow freedom to explore were seen as valuable. Minecraft-style games and simulations like The Sims also appealed.
- When ideating new VR concepts and games, kids emphasized creation, exploration, and social
The overview of VR solutionsRouyun PanThis document discusses various aspects of virtual reality (VR) technology, including hardware categories, typical head-mounted displays (HMDs), controllers, 3D cameras and audio, end-to-end platforms, and challenges that remain. It provides details on popular integrated and mobile-based HMDs such as Oculus Rift, HTC Vive, Samsung Gear VR and their specifications. Controller options like Leap Motion and Virtuix Omni are outlined along with haptic and 3D camera/audio technologies. Skills needed for VR development and available free software are also mentioned.
VR for Cinema 4D 세미나 (2016) - VR/AR 콘텐츠와 테크놀로지의 현재와 미래(더부스터)HYEONSU BAEVR Seminar for Cinema 4D에서 VR/AR 콘텐츠와 테크놀로지의 현재와 미래에 관해 더 부스터 안 창현 대표께서 발표해주신 자료입니다.
Consumer Virtual Reality: State of the MarketKZero WorldswideThis report examines the emerging market for consumer virtual reality (VR). It forecasts that nearly 57 million VR devices will be purchased between 2014-2018, with total active users reaching 47.6 million by 2018. The hardware market is currently led by Oculus VR, with Samsung, Microsoft, and Sony pursuing the technology. The report also explores the sectors and applications that will adopt VR, including virtual worlds, mirror worlds that recreate real places, and new forms of social interaction and content creation. Overall, the VR market is estimated to grow to $16.2 billion in revenue by 2018, representing a compound annual growth rate of 125% as the technology advances and its uses expand.
The rise of VR & AR era. Why this time is different?Vasily RyzhonkovThe document discusses the current state and future potential of augmented reality (AR) and virtual reality (VR), predicting they will become significant technologies by 2030. It compares their current state to that of mobile phones 15 years ago, suggesting a decade is needed for mainstream adoption due to necessary technological advancements and price reductions. The document highlights the growing interest and investment in AR/VR technologies, emergence of new companies, and the factors influencing the industry’s development.
It Trends 2015-2H-totoro4SangSu Jeon2015년 하반기의 뉴스 모음입니다.
뉴스에 나온 이미지와 주요 내용을 PPT 1장으로 정리한 것으로 총 13가지로 분류하였습니다.
IT Market
IT Technologies
Internet of Things
Virtual Reality (VR)
Connected Car
Connected Home
Drone
Mobile
Wearable
Online to Offline, Offline to Online (O2O)
FinTech
IT Company
Security
감사합니다.
Brands in Virtual RealityKZero WorldswideThe document provides an overview of virtual reality experiences created by various brands and intellectual properties (IPs) for the Oculus Rift, categorizing them into official (marked with 'o') and unofficial (marked with 'u') games/apps. It outlines Kzero Consulting's services in the virtual reality and gaming sectors, including market analysis, strategic guidance, and brand partnerships. Additionally, it lists several VR experiences and mentions that updates to the presentation will occur weekly.
Intel RealSense For Digital EducationChoohan ChoThe document discusses the applications and installation process of Intel's RealSense technology, emphasizing its role in natural user interfaces (NUI) and digital education. It outlines the structure of RealSense, including its camera capabilities, and provides instructions for setting up the necessary software and development kits. Additionally, it highlights various applications and an extension for Scratch that enables gesture and face recognition for educational purposes.
너 커서 뭐 될래? Dream Come TrueChoohan Cho학습동기유발을 위한 프로젝트 학습
Achieve universal primary education needed in korea
한국에서 학교를 그만두는 학생 1년 평균 6만명...
어떻게 하면 학교를... 공부를... 즐겁게 할 수 있을까?
대답은 나의 꿈을 찾는 공부입니다!
어린이 건강 식생활 교육용 앱 개발 Development of an Application for Children's Dietary Educ...Choohan ChoDevelopment of an Application for Children's Dietary Education
에버랜드 구축 창의적 디지털 수업프로젝트 키넥트스쿨 KinectSchoolChoohan Cho창의적인 아이디어로 놀이동산을 구축하라!
키넥트 스쿨 프로젝트!
Create own game envisioned by the experience of amusement parks and attractions
9. 동작인식게임 인터페이스 Gesture-based Game Interface
KONAMI Dance Dance Revolution SEGA DC Samba de amigo
SONY PS2 EyeToy SONY PS3 Move
Nitendo Wii Microsoft Xbox360 Kinect
발판 컨트롤러 마라카스 컨트롤러
모션 인식 카메라 목소리 및 2개 컨트롤러 장착 부위 인식
2개의 컨트롤러 인식 안면 관절 목소리 인식 카메라
14. 미래지향
인터페이스
적응
개별화 학습
경험치 관리
체력강화
동기부여
꾸준한 참여
새로운 협업
온라인
협동학습
새로운
학습방법
부적응학생
자존감 향상
신체활동과
온라인
게임활동 연결
조절능력 강화
함께하는
즐거움을 통한
미디어 조절
능력 발전
Kinect
모션인식센서
온라인 활동
LIVE enabled
인터넷 미디어
게임 조절 능력
16. 개인 성향
분석 흥미유발
반복연습가능
온라인 개인
운동 결과
점수 관리
남 : 게임
여 : 댄스 및
아바타
활용요소 다양
소인수 학급
교류 활동 및
협동 학습
게임의 흥미를
학습과 자존감
회복에 활용
화상 및
아바타 활용
온라인 협업
학습
게임의 흥미
재미를
학습에 활용
온라인 게임
단점을 넘어
협동 및 소셜
맞춤 학습
꾸준한
체력단련 및
참여 가능
댄스 및 체육
대체 학습
(시뮬레이션)
사춘기 여학생
비만 자폐
ADHD 학생의
자존감회복
신체활동
동기부여
23. • 자신과 비슷한 아바타를 설정하거나
개성있는 아바타 세팅이 가능하여
학생들의 자존감 향상에 기여합니다.
• 교우관계로 인한 문제, 사회성
결여(자폐) 등 학교에서 동기부여가
부족한 학생들에게 새로운 기회를
주는 새로운 교육의 혁신을 이룰 수
있습니다.
온라인 3D 아바타 시스템
24. MS계정과 연계된 온라인시스템
• 인터넷 연결을 통해 각 사용자와
친구를 맺고 함께 협동/경쟁하며
다양한 활동을 할 수 있습니다.
• MS계정과 연계되어 다양한 소셜
활동과 학습 정보를 공유할 수
있습니다.
XBOX LIVE
25. • 학생의 운동 기록, 학습 기록을 SNS와 연계하여 실시간 통계나 협업이 가능
학생의 학습/운동 정보를 공유하여 바로 활용이 가능합니다.
• 19세 미만의 학생들의 경우 LIVE계정 사용을 위해서는 보호자 아이핀 인증이
필수, 계정 등록 및 관리가 어려움
• 교육기관 방화벽에 Xbox.com이 게임 사이트로 분류되어 차단되어 학교 내부망 이용시 접속
불가나 게임 매칭 불가
MS 계정이 XBOX LIVE로 인해 게임으로 분류되어 아이핀 인증필수
• 게임에 대한 인식 변화로 사회적 게임 교육 분위기 확산 (아이핀 인증 완화 필요)
• 게임의 교육적 활용 내용을 토대로 교육기관 방화벽 세팅 수정 필요
해결 방법
29. 아침 활동
-꾸준한 운동
-오전혈액순환
수업집중유도
-체력강화
-지각방지
-학교 재미
부진아 지도
-기초연산
구구단 등
단순반복연습
-ADHD,
학습부진아
자존감 회복
창의적 체험
동아리 활동
방과후 교실
보육교실
-자기주도적 활동 유도
-학생 흥미와 안전한
체육활동 가능
체육 활동
-실내체력운동
-체육 못하는 학생
동기유발 참여 가능
-위험한 종목 연습
-원격 체육경기 가능
30. 출처 : Kinect School http://cafe.naver.com/kinectschool
31. 출처 : Kinect School http://cafe.naver.com/kinectschool
#32: 키넥트 어드벤쳐 및 스포츠의 교육적 활용점을 교육과정과 연계하여 수업 단계별 혹은 전체 활용 지도안 및 수업 사례 발굴.
#33: 국어 발표, 영어 대화, 사회 지역별 교류 학습이 가능한 비디오 키넥트 및 키넥트 아바타. 연극을 아바타로 배경도 자유자재, 인터뷰, 방송, 우주에서까지 대화나 토론, 이야기 활동. 자신감이 없는 아이들에게 도약의 기회. 게임처럼 나도 모르게 수업을 즐기고 있음.
#34: 지금까지 지식의 표현이 말하기, 쓰기였다면 이제는 몸으로 표현할 수 있는 시대. 사칙연산 및 단순 암기를 몸을 활용하여 익히고 표현.학습에 대한 개념 자체가 바뀜. 그동안 뒤쳐졌던 학습부진아, ADHD(과잉행동장애), 고도비만, 자폐아까지도 수업에 참여. 나머지 공부가 인기 방과후 학습이 되어버림.
#35: 남의 경험을 듣는 스토리텔링에서 내가 주인공이 되어 직접 체험하는 스토리두잉 학습. 국립공원을 다큐멘터리로 볼 뿐만 아니라 직접 국립공원에 들어가 동물이 되어보는 획기적인 TV 2.0 경험. 3조원짜리 화성착륙선을 직접 조정해보고 우주탐사보고서를 나의 경험으로 작성하면 누구나 토론에 활발하게 참여.
#36: 실내에서 객관적으로 인정받은 운동효과가 있는 육상경기나 댄스, 피트니스 활동을 할 수 있습니다. 더 나아가 스키나 피겨, 아이스하키 등 계절 운동이 가능하며 양궁, 승마 등 장비나 동물이 필요한 운동이나 스포츠클라이밍, 패러글라이딩, 윙슈트 등 위험하여 학교에서 불가능한 운동까지 가능. 현실과 게임의 차이를 설명해주기 위한 교사의 역할이 더욱 강조될 수 있음.
#37: 실내에서 객관적으로 인정받은 운동효과가 있는 육상경기나 댄스, 피트니스 활동을 할 수 있습니다. 더 나아가 스키나 피겨, 아이스하키 등 계절 운동이 가능하며 양궁, 승마 등 장비나 동물이 필요한 운동이나 스포츠클라이밍, 패러글라이딩, 윙슈트 등 위험하여 학교에서 불가능한 운동까지 가능. 현실과 게임의 차이를 설명해주기 위한 교사의 역할이 더욱 강조될 수 있음.
#38: 실내에서 객관적으로 인정받은 운동효과가 있는 육상경기나 댄스, 피트니스 활동을 할 수 있습니다. 더 나아가 스키나 피겨, 아이스하키 등 계절 운동이 가능하며 양궁, 승마 등 장비나 동물이 필요한 운동이나 스포츠클라이밍, 패러글라이딩, 윙슈트 등 위험하여 학교에서 불가능한 운동까지 가능. 현실과 게임의 차이를 설명해주기 위한 교사의 역할이 더욱 강조될 수 있음.