• Title/Summary/Keyword: 즉각적 상호 작용

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A Design of an Interactive Streaming Platform for Supporting Instant Retrieval of Product Information in Product Placement Advertisement (간접광고에서 제품 정보의 즉각적 검색을 지원하는 인터렉티브 동영상 플랫폼 설계)

  • Im, Hyeon-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.369-370
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    • 2020
  • 최근 크로스 미디어 이용의 확대로 일방적으로 제품의 정보를 받아들이던 수동적인 소비자는 직접 정보를 찾아보는 능동적 소비자로 바뀌었다. 따라서 대중들은 단순히 방송을 시청만 하는 것이 아니라 방송 중에 나오는 인물, 스토리, 제품 등에 대한 다양한 정보를 함께 소비하고 있다. 하지만 시청에 사용되는 디바이스와 검색에 사용되는 디바이스가 달라 불편함이 있고 방송과 검색의 시점의 차이로 대중들은 간접광고를 접한 후 대상제품의 구체적인 정보를 얻는데 어려움이 있다. 또한 제품회사는 간접광고를 접한 시청자들의 반응을 통한 간접광고의 효과를 입증하기 어렵다. 이 논문에서는 간접광고에서 제품 정보의 즉각적 검색을 지원하는 인터렉티브 동영상 플랫폼을 제안하고자 한다. 이를 통해 시청자는 본 방송을 시청하는 도중 관심이 가는 제품이 나왔을 때, 이벤트를 주어 화면 속 제품의 구체적인 정보를 빠르게 제공받을 수 있고 제품회사에서는 인터렉티브한 시청자의 반응을 제공받아 간접광고에 대한 효과를 확인할 수 있도록 한다.

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A Study on the Interactivity of Smart LMS in a University Class (대학 수업에서 스마트 LMS의 상호작용 효과)

  • Choi, Mi-Yang
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.395-404
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    • 2019
  • This study investigates the interactivity of smart LMS. To this end, smart LMS was used for one semester in the English course for economics majors and the surveys about its interactivity were conducted. The findings show that smart LMS enhanced the interaction between instructors and students, between students and students, and between students and learning contents. Especially in the classroom, the activity bulletin made possible the instructor's immediate feedback about team-based activity outcomes. Also, outside the classroom, Wiki made it convenient for students to collaborate with each other. In addition, activity outcomes in the activity bulletin and course materials uploaded on smart LMS contributed to the interactivity. However, what is recommended to do to increase the interactivity are to prepare instructional strategies for students to get used to using smart LMS and smartphones as their learning tool, to test the target systems of smart LMS in advance, and to take proper actions to solve the problems of smartphone's data and battery.

Quantum Inspired Eco-system Transformation in Augmented Reality (양자 기법 기반 증강현실 객체 간 생태계 변형)

  • Kim, Ju-Hwan;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.573-575
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    • 2019
  • Recently, augmented reality (AR) technology has been widely used in a variety of fields such as defense, medical, education, and entertainment. In the augmented reality environment, a user can interact a virtual object by the user 's specific behaviors. Also, it is necessary to use a technique to automatically interacts among the generated virtual objects. In this paper, we propose an authoring model to apply augmented reality environments based on quantum computing inspired entanglement and overlapping phenomenon. For example, it is possible to allow the user to automatically increase and decrease the number of the object with the characteristics of the virtual object without user intervention. As a tested platform for this purpose, this paper provide an augmented reality eco-system environment with automatic interaction among virtual animals.

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Hierarchical User Intention-Response Model using Behavior Network (행동 네트워크를 이용한 계층적 사용자 의도대응 모델)

  • Yoon, Jong-Won;Cho, Sung-Bae
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06c
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    • pp.315-318
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    • 2011
  • 최근 인간-컴퓨터 상호작용 분야에 있어서 사용자와의 원활한 협력을 위해 각종 센서 정보로부터 사용자 의도를 인식하고 행동을 예측하여 대응하는 의도대응 인터페이스에 대한 연구가 주목 받고 있다. 이는 사람들 사이에서는 자연스러운 일이며, 인간의 의도대응 과정을 모방하여 공학적으로 구현하는 연구가 활발히 진행 중이다. 본 논문에서는 보다 효과적으로 사용자의 의도에 대응하기 위해서 거울 뉴런과 마음의 이론을 기반으로 하는 사람의 의도대응 과정을 분석하고 이를 바탕으로 인터페이스에 적용 가능한 의도대응 방법을 제안한다. 본 논문에서는 센서로부터 즉각적으로 인식하여 대응 가능한 기본의도와 추가적인 지식을 통해 추론 가능하며 기본의도의 조합으로 이루어진 복합의도에 대해 계층적으로 대응하는 방법을 제안한다. 제안하는 방법은 행동네트워크를 이용하여 기본의도에 대해 즉각적으로 대응을 생성하며, 복합의도에 대하여 계획 기반 방법을 통해 대응 시퀀스를 생성하고 대응을 수행한다. 제안하는 방법은 일정 관리와 집안 관리 서비스를 제공하는 인공비서 시스템에 적용되었으며, 다양한 의도와 상황에 대한 생성 대응을 분석함으로써 사용자의 의도와 관측된 행동을 반영하여 적합한 대응을 생성함을 확인하였다.

Q&A and management AI chatbot service in the context of a university non-face-to-face remote lecture using the Seq2Seq model (Seq2Seq 모델을 활용한 대학교 비대면 원격강의 상황에서 질문 문답 및 관리 인공지능 챗봇 서비스)

  • Na, Dongjun;Ahn, Jaewook;Park, Sejin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.325-327
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    • 2020
  • 최근 비대면 원격강의의 비율이 증가하였지만 비대면 상황에서 원격으로 진행하는 강의로 인해 강의를 수강하는 학생들의 강의를 진행하는 교수와의 질문에 대한 즉각적인 상호작용과 피드백이 부족하고 교수 또한 비대면 상황에서 학생들과의 소통의 어려움으로 인해 질문에 대한 답변을 하는 것에 어려움 있다. 본 논문에서는 이러한 문제를 해결하기 위해 학생들에게 질문에 대한 즉각적인 답변을 해주고 교수에게는 질문-답변을 관리할 수 있는 인공지능 챗봇 웹 서비스를 제안한다. 웹 서비스는 강의를 수강하는 학생과 강의를 진행하는 교수로 나눠져 제공된다. 구현을 위해 Seq2Seq 모델을 활용하였고 질문-답변 데이터셋으로 학습을 하여 테스트 하였다.

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A Scene Composition by Object Priority Order on MPEG-4 Player (MPEG-4 플레이어에서 객체 우선 순위에 의한 장면 구성)

  • 이윤주;이석필;조위덕;김상욱
    • Journal of KIISE:Software and Applications
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    • v.30 no.3_4
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    • pp.285-292
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    • 2003
  • Existing MPEG-4 players have limitation of screen blinks and drops of object rendering speed when user insert, delete, and replace objects on scenes. In this paper, an Object Priority Order Composition operated through the MPEG-4 player is proposed. This composition is the method for presentation user can insert, delete, and replace scene objects more efficiently. Therefore, this composition can show the MPEG-4 multimedia scenes without blinks and delays on MPR-4 player may seem random and natural.

An Analysis of Change in Beginner Science Teacher's Classroom Interaction through Mentoring Program (멘토링을 통한 초임중등과학교사의 수업에서의 교사.학생 상호작용 변화 분석)

  • Nam, Jeong-Hee;Lee, Sun-Duck;Lim, Jai-Hang;Moon, Seong-Bae
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.953-970
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    • 2010
  • The purpose of this study was to investigate the change of teacher-student interaction in a beginner secondary science teachers' class through collaborative mentoring program. Three experienced science teachers as mentors and three beginner science teachers as mentees were participated in this study. Mentors have been teaching science secondary school for more than 13 years with specialty in science education, and mentees have been teaching less than three years in secondary schools. They were matched one-toone on grounded characteristics that were revealed from pre-interview. Data collection consisted of lesson plans of mentees' classes, videotaped lessons of mentees, consultation meetings between mentors and mentees, and interviews with mentees as well as mentors. The consultation meetings and interviews were audiotaped and then transcribed with the videotaped lessons. To examine the change in teacher-student interactions, the lesson observed after four sessions of mentoring was compared to the lesson before mentoring on the basis of the analytical framework that was developed based on the interpretative approach. The analytical framework addresses the four aspects of teacher-student interaction, which include beginner of interaction (initiation), the types of the question, the student response and the feedback. After four sessions of collaborative mentoring, the beginner science teacher's classroom interactions were initiated by students more often. Teachers' questions increasingly turned into thought-provoking queries that required higherorder thinking. The students responded in the form of statements instead of asking question more frequently. Also, teachers provided more delayed feedback than immediate feedback. These changes of interaction patterns showed that students took a leading role in classroom interaction and they were encouraged to think. From this result, we argue that the beginner science teachers developed the ability to make students think and to support them in coming to an understanding of knowledge through a collaborative mentoring program.

Effects of Interactions and Affective Factors in On-line English Grammar Courses of High Education (온라인 대학영문법 강의에서 상호작용과 정의적 요인이 교육효과에 미치는 영향)

  • Park, Deok-Jae
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.510-519
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    • 2012
  • The purpose of this study is to investigate how interactions and affective factors are influencing on-line English Grammar courses of higher education. This study addressed the following questions: (1) How are the interactions going in on-line English Grammar courses? (2) Are affective factors influencing effective learning in on-line English Grammar courses? The questionnaire was conducted on 170 college students who have taken on-line English course of K University. The data analysis of 300 college students' responses on their courses showed that e-learning has both positive and negative effects compared to face to face classroom instructions. Analysis showed that the percentage of students who have got negative opinions on e-learning was 17%, while that of students who have got positive opinions was 49.3%. The percentage of those in the middle was 33.3%. However, results demonstrated that immediate feedback and affective factors could be facilitated through Q&A bulletin and feedback program for completing on-line learning. Negative effects of on-line learning can be solved by a planned and well-supported on-line approach that includes a theory-based instructional model rather than the new method replaced by 'blended learning' that combines face-to-face classroom instruction with on-line learning.

The Analysis of Non-linear Interaction Problem between the Consolidation ground and the Upper Structure (압밀지반과 상부구조의 비선형 상호작용의 해석)

  • 이외득;정진환
    • Computational Structural Engineering
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    • v.10 no.4
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    • pp.327-336
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    • 1997
  • When a structure is built on the consolidation ground, the instant elastic deflection occures according to the characteristics of the ground and the load on it. And the corresponding contact pressure is established. But, as time passes, the secondary consolidating deflection is added to the instant elastic deflection, the upper structure, due to its flexural rigidity, resist to the additional curvature. So the variation of the contact pressure occurs. And this new contact pressure exerts influence on the consolidation form again. The new consolidation form exerts influence on the contact pressure in return. This kind of interaction continues till all the consolidation of the ground is finished. So the consolidation problem can not be definded as the linear problem. This paper intends to scheme an approximate iteration method to analyse this non-linear interaction problem between the upper structure and the lower consolidation ground which supports the former.

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Augmented reality based virtual humans for remote guide (증강현실 가상 휴먼 기반 원격지 가이드 상호작용 기술 개발)

  • Lee, Daeseong;Choi, Seohyun;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.569-570
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    • 2022
  • Failure situations occur frequently in the industry, and the existing 2D-based manual for this purpose is not intuitive to understand and it is difficult to immediately interact with maintenance experts. In this paper, we propose a technology that enables workers to perform maintenance in real time with the help of experts without restrictions in time and place based on augmented reality when a failure situation occurs at a remote location. A local virtual human-based expert diagnoses a failure situation based on an adapted panoramic image of a remote failure situation while wearing an HMD headset, and gives instructions to a remote operator. In addition, in an augmented reality (AR) environment in a remote location, for the interaction between the operator and the expert, the HMD's microphone is used to create the expert's hand as well as verbal communication. You can use to point or draw a picture. If this technology is used, it is possible to overcome the limitations of the existing 2D-based manual, and to provide assistance in performing maintenance smoothly remotely even if an expert does not directly visit a remote location.

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