• 제목/요약/키워드: 흥미성

Search Result 1,255, Processing Time 0.03 seconds

A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.229-240
    • /
    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

  • PDF

Decision process for right association rule generation (올바른 연관성 규칙 생성을 위한 의사결정과정의 제안)

  • Park, Hee-Chang
    • Journal of the Korean Data and Information Science Society
    • /
    • v.21 no.2
    • /
    • pp.263-270
    • /
    • 2010
  • Data mining is the process of sorting through large amounts of data and picking out useful information. An important goal of data mining is to discover, define and determine the relationship between several variables. Association rule mining is an important research topic in data mining. An association rule technique finds the relation among each items in massive volume database. Association rule technique consists of two steps: finding frequent itemsets and then extracting interesting rules from the frequent itemsets. Some interestingness measures have been developed in association rule mining. Interestingness measures are useful in that it shows the causes for pruning uninteresting rules statistically or logically. This paper explores some problems for two interestingness measures, confidence and net confidence, and then propose a decision process for right association rule generation using these interestingness measures.

A Convergence Study on the Affecting Factors of Cyber Lecture for University Students (대학생의 사이버강의 영향 요인에 관한 융복합 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
    • /
    • v.17 no.4
    • /
    • pp.41-47
    • /
    • 2019
  • The purpose of study is to enhance the convergence effects of cyber lecture for university students. The results were derived through the comparison and verification of recognition levels before and after cyber lectures. The study material was a questionnaire composed of 15 questions divided into five areas; usefulness, enjoyment, academic relevance, social intention and usage intention. The recognition levels significantly improved after learning in five areas with particularly large improvements in enjoyment and academic relevance. The recognition levels significantly improved in the five areas(p<.001). With regard to changes in recognition levels by major, social science majors showed significant improvements in usage intentions after learning. Cyber lectures for university students were proved to be generally convergence effective.

The Educational Implementation of e-Learning System Applying the Theory of Motivation - With Focus on "Interest" and the "Self-Determination Theory" (동기 이론이 적용된 e-Learning system의 교육적 실천: 흥미와 SDT를 중심으로)

  • Bang, Mi-Hyang
    • Journal of Digital Convergence
    • /
    • v.16 no.11
    • /
    • pp.69-79
    • /
    • 2018
  • This study examines and measures the enhancement of intrinsic motivation in learners who have been part of the e-Learning system (www.englishbuddy.kr) for elementary-level English learning, developed based on the systematic application of the motivation theory as dictated by 'interest' and 'self-determination' and put into practice at 3,100 private tutoring institutions. According to the survey conducted on 328 learners in the e-Learning system inspired by the motivation theory and on 150 learners in other English programs, the former was found to have stimulated 'interest' and satisfied 'psychological desire' in the learners, leading to the development of 'specific strategies to motivate learners.' The study has clearly identified how learners are better motivated in the e-Learning environment, demonstrating its contributions to advancing e-Learning, building a practical e-Learning system based on a systematic motivation theory defined by 'interest' and 'self-determination,' and applying the system to some 16,000 learners at 3,100 private tutoring institutions.

The Effect of Kids Fashion Brand Personality on Brand Loyalty -Exploring the Moderating Effect according to the Child's Gender- (키즈 패션 브랜드 개성이 브랜드 충성도에 미치는 영향 -자녀의 성별에 따른 조절효과를 탐색하며-)

  • Yang, Su-Jin;Lee, Hyun-Ah
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.8
    • /
    • pp.455-465
    • /
    • 2021
  • The current study investigated multiple dimensions of brand personality for kids' fashion brands according to the brand personality scale of Aaker (1997) through an online survey of 500 women in their 20s to 40s raising children. The extracted brand personality factors, such as sincerity, competence, and excitement, showed positive and direct effects on brand loyalty. However, while sincerity and excitement turned out to have indirect effects mediated by brand identification on brand loyalty, competence did not have significant indirect effect. However, as a result of examining the moderated mediating effect according to the child's gender on the brand personality's mediating effect, in case of daughters, the effect of competence was strengthened, whereas the effects of sincerity and excitement were turned out to be increased in case of sons.

A Study on High School Students′ Interests and Usefulness of TechnologyㆍHome Economics (고등학생의 기술ㆍ가정 교과에 대한 흥미도와 유용성)

  • Kim Jin-Hee;Kim Hang-Ja;Choi Jeong-Hye
    • Journal of Korean Home Economics Education Association
    • /
    • v.16 no.3
    • /
    • pp.43-61
    • /
    • 2004
  • This study is purposed to examine the interests of students and usefulness of TechnologyㆍHome Economics, which is a requirement for both male and female high school students. The targeted subject of this study were 533 high school sophomores and seniors in Kyungsangnamdo region and in consideration of regional differences, three high schools were selected in urban Jinju and three other schools were selected in countryside of Hapchun. The collected data was processed by SAS program, a social, scientific and statistical processing program. and analyzed the date using the statistical methods of frequency, percentage and average along with t-test and one-way ANOVA. The results and conclusions of this study are summarized as follow: 1. The interests of students' Technology. Home Economics. the respondents gave 3.10 points of the perfect 5.0. The influential variables to the interests of high school students to TechnologyㆍHome Economics were sex, type of school, location of inhabitation. grades, favor to textbook, and self-esteem. 2. The practical usefulness of students' TechnologyㆍHome Economics, the respondents gave 3.17 points of the perfect 5.0. The influential variables to the usefulness of TechnologyㆍHome Economics were sex, type of school, location of inhabitation, age of father, occupation of mother, domestic financial status, grades, favor to textbook and self-esteem.

  • PDF

An Evaluation Model of Information Quality of UCC Service Site (UCC 서비스 사이트의 정보품질 평가 모델 개발)

  • Kang, So-Ra;Kim, Yoo-Jung;Lee, Hyun-Ju;Moon, Yoon-Ji;Kim, Woo-Dy
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.11 no.8
    • /
    • pp.2818-2826
    • /
    • 2010
  • This research was conducted to develop a model appropriate for the measurement of information quality of UCC service site. The evaluation factors that reflect more improvement of the information utilization capability were verified. Enhancement of information utilization capability can control greater amount of information among the users and site companies, and among users. Therefore, Wikipedia, for example, provides a Web 2.0 based information quality that is more advanced than Web 1.0 by allowing effective control of information among the users. This type of information quality presents 'information reliability' and 'information stability' as evaluation factors added to the factors such as 'information sufficiency' and 'information usability.' Information reliability and information stability are essential factors that need to conduct an evaluation in the Web 2.0 environment that can distribute greater number of information in the environment where all the users serve as participants. Moreover, 'interesting information' and 'originality of information' suggests that information itself should include the attributes that can attract the attention of users, due to the nature of the Attention Economics, which points out one of the Web 2.0 phenomenon that the number of information consumers is smaller than that of information suppliers.

Influence of Programming Education Using Unity3D on Computational Thinking Ability and Interest (Unity3D를 활용한 프로그래밍 교육이 컴퓨팅 사고력과 흥미에 미치는 영향)

  • Lee, Dong-Yun;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.415-418
    • /
    • 2016
  • The core of IT Convergence Education is being made through educational SW, SW purpose of education has been focused on improving the CT(Computational Thinking). In this paper, Programming Education Using Unity3D is able to affect learners of computational thinking and learning interest. After configure the experimental and control groups and check the identity of the learner for Influence on it. The impact on the education using Unity3D computational thinking and learning interest of students was measured. This paper proposes a compliance that Programming Education Using Unity3D is an intermediate step of utilizing the EPL software training, and pure text language.

  • PDF

Development of the ICT technology applied Theraband (ICT기술을 활용한 흥미유발형 운동밴드 개발)

  • Choi, hyun hee;Yang, ja gyeong;Hong, jun min;Lee, jun hyeok;Jang, ji young
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.07a
    • /
    • pp.231-232
    • /
    • 2016
  • 본 논문에서는 세라밴드의 장점과 ICT기술을 접목시키고 운동 흥미유발 및 재미추구를 보안한 소도구를 개발하여 소비자 위주의 보급을 제안한다. 기존의 소도구 및 기구의 사용에 있어 소비자의 가격부담을 최소화하고 운동기구의 휴대성을 극대화시킨다. 또한 운동 시 지루함을 느끼지 않도록 개개인에게 맞춤형 운동 정보를 제공 하고 다함께 어울려 할 수 있는 운동 프로그램을 개발하고자 한다. 이 연구를 통해 공간에 제약 없이 어디서든 쉽고 재미있게 운동을 할 수 있고 정확한 정보를 가지고 체계적인 운동을 할 수 있게끔 장려 할 것 이다.

  • PDF

A Study on the high school students' family strengths by Interests and usefulness of Technology$\cdot$Home Economics (고등학생의 기술$\cdot$가정교과 흥미도 및 유용성에 따른 가족건강성)

  • Choi Jeong-Hye
    • Journal of Korean Home Economics Education Association
    • /
    • v.17 no.1 s.35
    • /
    • pp.15-27
    • /
    • 2005
  • This study is purposed to investigate the high school students' family strengths by interests and usefulness of technology$\cdot$home economics. The subject of this study were 533 high school students in Kyungsangnamdo region, three high schools were selected in urban Jinju and three other schools were selected in countryside of Hapchun. The collected data was processed by SAS program, a social. scientific and statistical processing program, and analyzed the date using the statistical methods of frequency, t-test, one-way ANOVA, Duncan Multiple Range Test and Regression Analysis. The results and conclusions of this study are summarized as follow: 1. The degree of family strengths among high school students was 3.23, when the maximal family strengths value was set to 5.0. The significant variables to the family strengths of high school students were type of school. domestic financial status, average score of term, self-respect. 2. The higher a student recognized of the interests of technology$\cdot$home economics, the healthier their family strengths was. 3. The higher a student recognized of the usefulness of technology . home economics. the healthier their family strengths was. 4. The influential variables to the family strengths in high school students were their self-respect, recognition of the usefulness of technology . home economics, grades, domestic financial status, recognition of the interests of technology$\cdot$home economics.

  • PDF