• Title/Summary/Keyword: 참여자 상호작용

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A Qualitative Single Case Study on Change in Interactive Bibliotherapy Experience with A Middle-aged Widowed Spouse (배우자 사별 중년여성의 상호작용적 독서치료 경험에서 나타나는 변화에 대한 질적 단일 사례연구)

  • Park, Jung-Ae;Lee, Myng-Woo
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.299-324
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    • 2015
  • This paper is a qualitative single case study and it was conducted for the purpose to explore change in interactive bibliotherapy experience with a middle-aged widowed spouse. A Middle-aged Widowed Spouse was taken as a research partaker. Through this research, we explored partitively the partaker's experience changes by each session during the commencing of interactive bibliotherapy and the partaker's inner/external experience change after the end of session. The result, interactive bibliotherapy facilitated and expressed the reaction of a partaker by its writing skills and reading materials including partaker's own poems. Furthermore, facilitated emotion from material and self-awareness made a partaker understand and accept itself through therapeutical interaction. In addition, those kind of changes appeared inner/external experience in life, and lasted after the end of the session. In this regard, the inner/external change appeared from a partaker means the effect of bibliotherapy, and we can notice that it is a result that facilitated through truthful reaction of counselor and texts.

Theoretical Considerations on Analytical Framework Design for the Interactions between Participants in Group Argumentation on Socio-Scientific Issues (사회 속 과학 쟁점에 대한 소집단 논변 상호작용 분석을 위한 방법론 고찰)

  • Park, Jee-Young;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.604-624
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    • 2012
  • This study aims to design a framework for analyzing group argumentation in terms of participants' interaction. Regarding the current group argumentation setting as argumentation on socio-scientific issues within participants who have had limited experience on group argumentation, the analytical framework was designed to explain (1) what was each participant's role on group argumentation, (2) how these roles were changed within each time of argumentation, and (3) how the patterns of interaction were changed through seven times of a series of argumentation on socio-scientific issues. Based on the literature review on analytical framework of argumentation in science education including the works on the structure of argumentation, the discourse formation through interaction, and the linguistic approach on participants' interaction, the current research framework was built. Showing the results of applying the designed framework on group argumentation as an example, strength of using the current designed framework was discussed.

Learner Centered, Web-Based Integrated Virtual Education System: CyberClass (학습자 중심의 웹 기반 통합 가상교육시스템의 개발)

  • 문석원;박경환
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.297-302
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    • 1998
  • 본 논문에서는 월드와이드웹에 기반한 학습자 중심의 통합 가상교육시스템 CyberClass를 설계하고 구현한 방법을 소개한다. 기존의 가상교육시스템은 학습자 중심의 상호작용 유형을 분석하여 이에 따른 적당한 상호작용 모델을 제시하지 않고 기능면에서의 사용도구 및 방법만을 제시함으로써 각 기능들이 자연스럽게 통합되지 못하였다. 따라서 전통적인 교육 방식인 강의실 수업에 참여한 학습자들이 가지는 현장감이나 친밀감에서 오는 커다란 교육적 이득을 제공하지 못하였다. 본 논문에서 개발한 가상교육시스템 CyberClass는 학습자 중심의 상호작용유형을 분석하고 이를 기반으로 상호작용모델을 제시한다. 그리고 제시된 모델에 기반하여 학습자와 교수, 학습자와 학습자 나아가 학습자와 가상교육시스템간의 상호작용에 기반한 시스템을 설계하였다. 따라서 학습자의 상호작용 모델에 기반함으로써 학습 참여도나 학습 능률의 향상을 기대할 수 있다. CyberClass는 학습자 중심의 상호작용을 위해 비동기공유 기공과 동기고유 기능을 모두 지원한다. 이들의 공유 기능들은 유기적으로 결합하고 직관적인 학습자 인터페이스를 제공함으로써 학습자에게 기능의 다양성에 따른 학습의 부담을 줄이고 자연스런 학습과정이 유도되도록 하였다.

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The Study of Interaction for On-Line Game Characters (온라인 게임 캐릭터의 상호작용 연구)

  • Lee, Sung-Ug
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.204-207
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    • 2009
  • The multimedia techniques have changed form of media because of digital media technique. It is notable change that this is possible with the interaction of media. The human being present the interaction of the form using by the difference of expression. The treatise proposes the method, which increases the interaction of the On-Line game system. It is analyze that an online game UI and expand by interface. It will be to the offer an opportunity which the parity game for various age gammer.

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The Effects of Interactive Instrument Playing Program on Social Interaction of Adults With Autism Spectrum Disorder (상호적 악기 연주 프로그램이 자폐범주성장애 성인의 사회적 상호작용 기능 향상에 미치는 효과)

  • Cho, Soo Jin
    • Journal of Music and Human Behavior
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    • v.13 no.1
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    • pp.89-110
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    • 2016
  • This study examined the effect of an interactive instrument playing program on the social interaction of adults with autism spectrum disorder (ASD). A single subject design with multiple baselines across participants was applied, and three adults with severe ASD in their late 20s living at a group home participated in this study. Participants received a total of 25 group sessions. During the intervention, participants engaged in structured instrument playing in which initiation and response to socially interactive behaviors were musically cued, and target behaviors were reinforced in the musical environment. At pre- and posttest, the frequency of initiation of and responding to social interaction behaviors were recorded and analyzed. The results of this study showed that the frequency of both initiation of, and response to, social interaction increased for all participants during the intervention phase, compared to the baseline phase. This result demonstrates that interactive instrument playing increased social behaviors of adults with ASD. It also shows that musically delivered social information can facilitate adults with ASD understanding the intention of social partners in social contexts and motivate this population to engage in social interaction.

The Effects of Dashboard Types on Students' Participation and Interaction on Online Group Discussion Activities based on Learning Analysis (온라인 토론활동에 대한 학습분석기반 대시보드 유형이 학습자들의 그룹토론 참여도와 상호작용에 미치는 영향)

  • Yoo, Mina;Jin, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.117-126
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    • 2020
  • This study was conducted to explore the effect of the type of dashboard on online group discussion activities based on learning analysis. The experimental research was conducted among 51 learners from a university by dividing them into 2 groups. Group A provided participation and interaction dashboard, and group B provided the discussion topics and message type dashboard. First, pre-tests were conducted on attitudes toward computer writing and the level of motivation that could affect online discussion activities. Then the students participated three different topics of online group discussions. The participation and interaction data were automatically collected through the dashboard, and learning outcome data were collected through post-tests. The results showed level of participation in Group B (M=47.56, SD=2.37) that provided discussion topics and message type dashboard was significantly higher than the level of participation in Group A (M=38.13, SD=2.21) that provided participation and interaction dashboard. On the other hand, there were no differences in the level of interaction and learning outcomes. In future studies, we suggest that the dashboard effects based on the learners' characteristics should be carried out because the learners' characteristics may affect the use of the dashboard.

Analysis of Interaction Pattern of the Students in Online Discussion of Physics Investigation (온라인 물리탐구토론에 나타난 학생들의 상호작용 유형 분석)

  • Lee, Bong-Woo;Lee, Sung-Muk
    • Journal of The Korean Association For Science Education
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    • v.24 no.3
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    • pp.638-645
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    • 2004
  • In this study, the on-line discussion learning system of physics investigation was developed for developing the creativity in the problem solving and critical thinking. And with the number of participants of a topic unit, the formation of multiple discussion field and a turn-taking, we found that the interaction patterns of the students were composed of interpersonal interaction pattern, interaction pattern of one to one participation, interaction pattern of one to many participation and interaction pattern of many to many participation. These interaction patterns could make us understand the participation structure and the aspect of interaction of the students in the cyber space.

Development of a Interactive Stereoscopic Image Display System using Invisible Interaction Surface Generation (비가시성 인터랙션 표면 생성을 통한 인터랙티브 입체영상 시연 시스템 개발)

  • Lee, Dong-Hoon;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.3
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    • pp.371-379
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    • 2011
  • In this paper, we propose a development methodology of interactive stereoscopic image display system. In our case, we consider a multiple touch recognition technique as the interaction method. That's because we want to guarantee multiple user access and interaction to the content without any restriction. In this case, however, some restrictions are occurred on account of the distance between display and participants. For this reason, this paper propose an invisible interaction surfaces which are generated in the air. This surface is utilized as interaction medium instead of the display wall. We also present an effective way to generate and edit interactive stereoscopic images based on Game Engine.

Exploratory Study on the Levels of Participation and Interaction in Online Debate of the Classes with Discussion Session (토론식 수업에서 온라인 토론의 참여적 차원과 상호작용 차원에 관한 탐색적 연구)

  • Lee, Ran
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.63-74
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    • 2021
  • The aim of this study was to analyze the levels of learners' participation and interactions both quantitatively and qualitatively based on the learners' choices of topic patterns in a process of online debate of a general subject and to explore the effects in order to suggest the ways for activating online debates. For this, it quantitatively analyzed the messages and the patterns in the online debate boards and supplementally implemented a post survey in order to investigate the participants' recognition on the factors of the learners' interactions and the effects. The given topic patterns were 'the presentation of one's opinion' and 'the presentation of pros and cons.' As a result of the analysis, the participating degree was higher in the pattern of 'the presentation of one's opinion' apart from the previous study. This study surveyed and, based on the result, it proposed the teachers should refer to the participants' tendency in advance. Also, it presented the deeper meanings on the interactions extracted by the results of the survey. The learners showed the strong dependence on the teacher' lectures or his materials and a variety of interactions with diverse objects. Besides, it is revealed that debates are helpful factors for enhancing learners' argumentative thinking, writing skills, and the knowledge about the subject in terms of the participants' recognition. Based on the findings, this study emphasized the teachers' educational roles and suggested the educational effects of the online debates in each class should be activated in this era of distance education.

A Representation Model of Human-Computer Interactions in Storuboard (스토리보드에서의 학습자와 컴퓨터간의 상호작용 표현기법)

  • 이근백;예홍진
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.697-699
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    • 1998
  • 멀티미디어 교수/학습 자료들을 제작함에 있어서 학습자가 컴퓨터와의 상호작용을 통해 직접 학습과정에 참여할 수 있도록 하기 위하여 시나리오의 내용에 따라 각각의 멀티미디어 요소를 정의하고 화면에 배치하는 것은 물론 시간흐름에 따라 화면상에서 이루어지는 사용자와의 상호작용을 스토리보드에 손쉽게 표현할 수 있어야 한다. 이를 위하여 본 논문에서는 스토리보드 작성기를 개발함에 있어서, 화면상에서 이루어지는 학습자와 컴퓨터간의 상호작용을 스토리보드에 표현하기 위한 모델을 제안하고, 그에 따른 스토리보드 작성기의 주요 기능과 작업 화면들을 설명하고 있다.

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