Download presentation
Presentation is loading. Please wait.
Published byMargery Owens Modified over 6 years ago
1
“Asobi 遊び” Educational roles of the next generation digital contents that pioneer possibilities of new media 新たなメディアの可能性を拓く次世代デジタルコンテンツの教育的役割 Examination into the diversity of social technology of Japanese strong point multimedia literacy “Asobi” 日本の強みマルチメディア・リテラシー“遊び”の社会技術その多様性の考察 , ASIAGRAPH_TOKYO 2007 PROCEEDINGS Oct 13,2007. Koichi Sunada,Ph.D. Chairman of the committee, Committee of inquiry into Digital Content for the Next Generation Professor and Science Professor Kyushu University Faculty of Design
2
For the forth stage ground plan of science and technology
The fundamental policy of science and technology in Japan has been developed in the form of reflection and preoccupation of the age while shifting value goal that it should aim. That is, in the first stage ground plan of science and technology “intellectual value” as human race’s common wisdom was focused, “economical value” in the second stage and “social value” in the third stage were concentrated. Then, for the forth stage ground plan of science technology scheduled to start in 2016, “cultural and artistic value” as the forth value is now being focused. “ The development of science and technology to answer new request of society” , while the value of culture is recognized as “soft power” which contributes to improve national image and produce new industry, its significance has risen more and more. 2006~2010 The science and technology The forth stage 2011~2016 Cultural and artistic value 2001~2005 1995~2000 “Cultural and artistic value” as the forth value given by science and technology
3
Strategic important fields for Japan to survive (Plural answers: 2007 survey byThe Advisory Committee On Next Generation Digital Contents) (300 sample)
4
DEVELOPMENT OF NEW RESEARCH AREA
The 29 field of technology for Japanese “Strong Point” outstanding performance in technology for daily lives and home information appliances (in red ), quoted from “Future Science and Technology in Japan toward the Year 2035 ” National Institute of Science and Technology Policy
5
Areas and fields of research to tackle intensively
That is there are two areas and four fields as follows. 1) The area that can exercise Japanese strength ①Research and development of hybrid type contents that aim at escape computer ②Research and Development original contents deep-rooted Japanese climate and culture 2) Basic research and development ・research and development of science and technology ③ Research and development of basic and common technology ④ Fundamental science research field of man characteristic etc
6
Development of original contents deep-rooted Japanese culture, climate
As concrete fields,①Various contents created by Japanese “play mind ”cultivated by Japanese culture and climate ever. ②Tangible and intangible contents that Japanese traditional culture is related to state of art technology and ③Analyzing Japanese beauty exists in background of contents and so on
7
GAME MACHINE LINKED TO THE REAL WORLD
Wii remote ・interface technology ・new advice on how to enjoy (break a sweat etc.) health package (be scheduled to be available in summer) ・health care as though it were a game Nintendo Wii pointer Motion sensor speaker oscillatory function Nike+iPod Neurosky’s 7
8
Comparison of interest to topic between usual education and multimedia education
experience Fun interactive non interactive Serious Video Game Effectiveness 1. 2. Game Game Play Game Replay 1. 3. 25% 25% 2. 3. 4. Text Hyper Text Text 4. 25% 25% Sample 100 by 4 group. Gp= exp>fun>,Grp=exp<fun>, HpT=exp>fun<,Text=exp<text<,
9
Introduction of multimedia skill to the whole university
10
2020Classroom The future of immersive technologies as applied to learning, encompassing: Software and hardware architecture for distributed learning Investigate innovative methods for student/teacher interaction with the curriculum Dynamic curriculum content, specifically designed for this unique immersive platform Development and assessment of high fidelity presence in learning Our two testbed sites are used to study the requirements for interface design, computational complexity, visual and aural fidelity, network performance, and data acquisition of presence for learning applications
11
通常のテキスト教育からマルチメディア教育へイノベーション例(USC/IMSC)
12
Committee of Japanese Esthematology Strategic Research
九州大学感覚器研究融合チーム(非固定式ウェラブル仕様計測器研究班)制作 医学研究院眼科学研修医教育教材 Committee of Japanese Esthematology Strategic Research
13
"Utilization of multimedia in medical education" Showing a research case that made a teaching material of ophthalmology using expression method of virtual body that made use of 3DCG skill normally prevailing in entertainment field like two dimensions or three dimension measurements of living body information, film, game and so on.
14
Changing roles by ASOBI
Three high-ranking items of measures for fostering personnel who is needed for cooperation (Digital contents survey 2007 by The Institute for Future Technology,)
15
For the forth stage ground plan of science and technology
The fundamental policy of science and technology in Japan has been developed in the form of reflection and preoccupation of the age while shifting value goal that it should aim. That is, in the first stage ground plan of science and technology “intellectual value” as human race’s common wisdom was focused, “economical value” in the second stage and “social value” in the third stage were concentrated. Then, for the forth stage ground plan of science technology scheduled to start in 2016, “cultural and artistic value” as the forth value is now being focused. “ The development of science and technology to answer new request of society” , while the value of culture is recognized as “soft power” which contributes to improve national image and produce new industry, its significance has risen more and more. 2006~2010 The science and technology The forth stage 2011~2016 Cultural and artistic value 2001~2005 1995~2000 “Cultural and artistic value” as the forth value given by science and technology
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.