• Title/Summary/Keyword: 상호피드백

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Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents (몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.6
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    • pp.807-812
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    • 2021
  • In order to be able to interact with the user to experience it as if it were real in virtual reality contents, input/output devices that make them feel the five senses of humans are required . In virtual reality (VR), devices that stimulate sight and hearing are the most representative. For a more realistic experience, suits and gloves that stimulate the sense of touch have recently been released, but there are not many cases applied to actual contents due to the limitation of device . In this paper, we analyze a virtual reality glove that can detect hand movement and touch in a virtual world. Based on the analysis, we propose an algorithm that can sense the intensity of collision with a VR object by tactile sense by improving the UI/UX using the vibration of the feedback method used in the existing virtual reality glove. In addition, the system implemented by the algorithm is applied to an actual case.

Design and Implementation of Web based Real time Quiz-game Type Learning System for Multi-Learner Interaction (다중 학습자 상호작용을 위한 웹기반 실시간 퀴즈학습 시스템의 설계 및 구현)

  • Kim, Jong-Jin;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.351-363
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    • 2001
  • The established Web Based Learning System had not encouraged Multi-Learner Interaction. The System for Multi-Learner Interaction proposed an alternative measure. By now, this System for Multi-Learner Interaction have applied the sphere of Web Based Learning. But, Actually, the Multi-Learner's Interaction and Feedback of this System has a few effective and confidence, because this System has much time gap between Interaction and Feedback of Multi-Learner primarily. This Research propose an answer of this Problem, Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction. Moreover, this System expect increased concentration ability for Learning and strong motivation of Learning for the greatest Learning effects in a Subject Solution course of Learners with founding Web Based Quiz-game Type Learning. So this Research will design and implement the Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction.

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Covariational Reasoning of Ninth Graders in Reciprocal Peer Tutoring Process (상호또래교수과정에서 나타나는 중학교 3학년 학생들의 공변 추론)

  • Gil, Seung Ho;Shin, Jaehong
    • Journal of the Korean School Mathematics Society
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    • v.23 no.3
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    • pp.323-349
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    • 2020
  • In this study, we conducted eight reciprocal peer tutoring classes where each student took either role of a tutor or a tutee to study covariational reasoning in ninth graders. Students were given the opportunity to teach their peers with their covariational reasoning as tutors, and at the same time to learn covariational reasoning as tutees. A heterogeneous group was formed so that scaffolding could be provided in the teaching and learning process. A total of eight reciprocal peer tutoring worksheets were collected: four quantitative graph type questions and four questions of the qualitative graph to the group. The results of the analysis are as follows. In reciprocal peer tutoring, students who experienced a higher level of covariational reasoning than their covariational reasoning level showed an improvement in covariational reasoning levels. In addition, students enhanced the completeness of reasoning by modifying or supplementing their own covariational reasoning. Minimal teacher intervention or high-level peer mediation seems to be needed for providing feedback on problem-solving results.

The Effects of learner participation and interaction in web-based collaborative learning (웹기반 협력학습에서 참여와 상호작용의 차이에 대한 고찰)

  • Lim, KyuYon;Kim, HeeJoon;Park, Hana
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.69-78
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    • 2014
  • This study aims to investigate better predictors, among learner participation and interaction, for collective self-efficacy and achievement in a web-based collaborative learning environment. Interaction requires communication among two or more learners, while participation does not. In this study, interaction was measured by in-degree centrality and out-degree centrality based on the social network analysis perspective. Multiple regression analysis results from 53 college students who performed team project via online showed that in-degree centrality predicted collective self-efficacy and out-degree centrality predicted achievement, while participation was not a significant predictor.

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The Effect of Priming Attribution of Chance versus Effort on Task Satisfaction and Re-performance Intention (우연 대 노력 귀인점화가 과제 만족과 재수행 의도에 미치는 효과)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.16 no.4
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    • pp.535-544
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    • 2013
  • Prior research on attribution has paid much attention to cognitive processes through which people infer causes. However, surprising omission from this research stream is the role of unconscious priming of different causes in task satisfaction and re-performance intention. This research is conducted to examine how attributing to different causes (chance vs. effort) via priming procedure affects task satisfaction and re-performance intention. To do this, participants were assigned to either chance-priming or effort-priming attribution condition and asked to answer O/X quiz (Exp 1) or multiple choice questions (Exp 2). Then, we provided 'Good' or 'Bad' feedback to participants randomly regardless of their actual task results. Finally, we measured their task satisfaction and re-performance intention. Results indicate that task satisfaction is affected by the valence of feedback they received but re-performance intention is influenced by interaction between attribution priming and the valence of feedback. Specifically, when receiving 'Good' feedback, participants in effort-priming condition have higher re-performance intention than those in chance-priming condition, whereas when receiving 'Bad' feedback, participants in effort-priming condition have lower re-performance intention than those in chance-priming condition. Implications of the findings are discussed in relation to the research for induction and decision making as well as psychology of addiction.

The Effects of Acute Respiratory Training Feedback upon a Change on HRV-Autonomic Nervous System in Middle-aged Women (일회성 호흡훈련 피드백이 중년여성의 HRV-자율신경시스템 변화에 미치는 영향)

  • Kim, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.2
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    • pp.445-453
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    • 2018
  • The purpose of this study was to analyze the effect of acute respiratory training feedback upon a change on HRV-Autonomic nervous system in middle-aged women. The research subjects were totally 24 middle-aged women(40-60 years old), were randomly allocated 12 people to the respiratory training group and 12 people to the control group, and then were carried out the acute respiratory training. The feedback exercise in the respiratory training group was conducted for totally 15 minutes. Following the 10-minute breath awareness training according to the expert's guidance, the 5-minute autonomous breathing exercise was implemented. The data analysis was carried out Repeated Measures ANOVA with SPSS WIN 20.0. The conclusions that were obtained through this are as follows. The middle-aged women got significantly higher in SDNN, RMSSD, LF, HF after the acute respiratory training. Compared to the control group. the respiratory training group was indicated to have gotten higher significantly in SDNN, RMSSD, LF, HF. Mean HR and LF/HF were not shown a significant difference in both the main effect of group & period and the interaction effect of group & period. Above of a result the acute respiratory training feedback is effective for SDNN, RMSSD, sympathetic activity, parasympathetic activity in the middle-aged women. Thereby, the respiratory training program improves autonomic nervous system, being considered to be possibly expected the effective value of exercise intervention available for relieving stress and recovering autonomic dysfunction in the middle-aged women.

3D Virtual Engraving with Haptic Feedback (햅틱 모델을 이용한 3 차원 가상 판화 시스템)

  • Park, Se-Kil;Park, Ji-Hwan;Lee, Dong-Wook;Park, Jin-Ah
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.219-224
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    • 2006
  • 3 차원 입력 장치는 키보드나 마우스 같은 일반적인 입력 장치로는 받아 들이기 어려운 3 차원 입력을 사용자로부터 간편하고 직관적인 방법으로 받아들일 수 있다는 측면에서 활발히 연구 및 사용되고 있다. 또한 햅틱 장치는 가상 물체의 조작에 따른 시각적인 피드백 외에 가상 물체의 느낌을 피드백 힘을 통해 사용자에게 전달해 줌으로써 컴퓨터와 사용자간의 상호 작용에 큰 도움을 준다. 본 논문은 햅틱 피드백이 적용된 실시간 가변형 모델과 효과적인 3 차원 입력에 대한 기반 연구를 하고자 한다. 그리고 이에 대한 한 가지 사례로써 햅틱 장치를 이용한 가상 판화 시스템을 제작 한다. 가상 판화 시스템은 시각 처리 부분과 촉각 처리 부분, 그리고 사용자의 3 차원 입력을 돕는 인터페이스 부분으로 구성되어 있다. 시각 처리 부분은 3 차원 공간 상에서 사용자의 조각에 따른 판화 표면의 변형을 처리하며 촉각 처리 부분은 실제 판화를 제작할 때 느끼는 촉각을 햅틱 인터페이스를 이용하여 사용자에게 전달한다. 이를 위해 먼저 시각 처리 부분에서는 NURBS 기반의 자유 형상 변형 (FFD)기법을 이용하였는데 가상 조각도에 의한 물체 표면의 지역적인 변형을 구현하기 위해 조각도가 닿는 부분에 대해 기조 격자점 (control point)을 증가시켜 원하는 부분에 대한 지역적인 변화를 용이하도록 하였고 다음으로 촉각 처리 부분에서는 S-chain 모델을 이용하였는데 S-chain 모델을 객체 전체에 적용하지 않고 접촉이 일어날 경우 그 접촉점을 기준으로 S-chain 모델을 지역적으로 적용하는 방법을 고안하여 실제 구현에 이용하였다. 인터페이스 적인 측면에서 사용자의 3 차원 입력장치를 통한 인터렉션은 사용자로 하여금 보다 자유로운 입력을 허용하지만 이에 따른 깊이 지각 문제를 발생시킨다. 이러한 문제를 최소화 시키고 사용자의 깊이 지각을 강화시키기 위해 사용자에게 제공되는 시각적 자극을 변형시키고 다양한 정보를 제공하도록 하였다. 가상 판화 시스템은 가상 환경에서 사용자의 조작에 따른 다양한 결과물을 제작 및 출력해 볼 수 있도록 해준다. 또한 가상 환경에서 이러한 기반을 제공함으로써 가상 환경의 장점인 복사, 이동 및 영구 보존 특성을 동시에 얻을 수 있다. 본 논문은 이러한 작업을 위한 기반 기술로써 햅틱 및 가변형 모델, 3 차원 입력 장치에 대한 시각적 인터페이스에 대해 다루고 이 기반 기술을 바탕으로한 가상 판화 시스템의 구현에 대하여 논하고자 한다.

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Millimeter Wave Energy Transfer based on Beam Steering (밀리미터파를 이용한 빔 조향 기반의 에너지 전송 기술)

  • Han, Yonggue;Jung, Sangwon;Lee, Chungyong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.4
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    • pp.10-15
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    • 2017
  • Feedback burden of a full-digital energy beamforming, which is known as the optimal precoding scheme for radio frequency (RF) energy transfer, is huge because it uses a vector quantization for a channel feedback. To reduce the feedback burden, we consider a beam steering based wireless energy transfer, which uses a scalar quantization. Researches related to the beam steering based wireless energy transfer have been studied in special channel model with an assumption of full channel state information at the transmitter. In this paper, we analyze the beam steering scheme compared with the full-digital energy beamforming for practical channel models with channel estimation errors. According to characteristics of the millimeter wave channel, the number of antennas of the base station and the user, the distance between them, and channel estimation errors, we simulate the performance of the beam steering scheme and analyze reasons why.

The Sensitivity Analysis for Customer Feedback on Social Media (소셜 미디어 상 고객피드백을 위한 감성분석)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.4
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    • pp.780-786
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    • 2015
  • Social media, such as Social Network Service include a lot of spontaneous opinions from customers, so recent companies collect and analyze information about customer feedback by using the system that analyzes Big Data on social media in order to efficiently operate businesses. However, it is difficult to analyze data collected from online sites accurately with existing morpheme analyzer because those data have spacing errors and spelling errors. In addition, many online sentences are short and do not include enough meanings which will be selected, so established meaning selection methods, such as mutual information, chi-square statistic are not able to practice Emotional Classification. In order to solve such problems, this paper suggests a module that can revise the meanings by using initial consonants/vowels and phase pattern dictionary and meaning selection method that uses priority of word class in a sentence. On the basis of word class extracted by morpheme analyzer, these new mechanisms would separate and analyze predicate and substantive, establish properties Database which is subordinate to relevant word class, and extract positive/negative emotions by using accumulated properties Database.

Effectiveness of Learning Flow and Academic Achievement on Learning Activities with Real-Time Feedback utilizing a Smart Clicker App in Higher Education (대학교육에서 스마트 클리커 앱을 활용한 실시간 피드백 학습활동이 학습몰입 및 학업성취에 미치는 영향)

  • Bae, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5543-5552
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    • 2014
  • The advancement of smart-phones and their market expansion has led to the development of numerous educational applications (apps). In this study, learning activities were designed for real-time feedback utilizing a smart clicker app for effective communication between the instructors and students, and to provide educational results, such as learning flow and academic achievement. These strategies were applied in the actual educational fields, and 70 college students were taking classes with the same curriculum. Experiments involving an experimental group and control group were conducted. The results of the t-test were follows. In terms of learning flow, a significant difference was observed between the two groups, but not in terms of academic achievement.