• Title/Summary/Keyword: 흥미와 의미

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Discriminant Analysis of Human's Implicit Intent based on Eyeball Movement (안구운동 기반의 사용자 묵시적 의도 판별 분석 모델)

  • Jang, Young-Min;Mallipeddi, Rammohan;Kim, Cheol-Su;Lee, Minho
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.212-220
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    • 2013
  • Recently, there has been tremendous increase in human-computer/machine interaction system, where the goal is to provide with an appropriate service to the user at the right time with minimal human inputs for human augmented cognition system. To develop an efficient human augmented cognition system based on human computer/machine interaction, it is important to interpret the user's implicit intention, which is vague, in addition to the explicit intention. According to cognitive visual-motor theory, human eye movements and pupillary responses are rich sources of information about human intention and behavior. In this paper, we propose a novel approach for the identification of human implicit visual search intention based on eye movement pattern and pupillary analysis such as pupil size, gradient of pupil size variation, fixation length/count for the area of interest. The proposed model identifies the human's implicit intention into three types such as navigational intent generation, informational intent generation, and informational intent disappearance. Navigational intent refers to the search to find something interesting in an input scene with no specific instructions, while informational intent refers to the search to find a particular target object at a specific location in the input scene. In the present study, based on the human eye movement pattern and pupillary analysis, we used a hierarchical support vector machine which can detect the transitions between the different implicit intents - navigational intent generation to informational intent generation and informational intent disappearance.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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A study on producing cartoon contents for culture and art education for disabled children: Focusing on mild mentally retarded children on stage of pre-operational period (장애아 문화예술교육을 위한 만화콘텐츠 제작에 관한 연구: 전조작기 단계의 경도 정신지체 아동을 중심으로)

  • Lee, Kkot-Song-Yi;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.20
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    • pp.141-157
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    • 2010
  • Though the education of culture and art for disabled children is very important, it has not been brisk yet until recently due to 'absence of the teaching methods suitable for disability types, levels and programs.'. In this situation, cartoon contents can be used as the most appropriate tools for culture and art education for mentally retarded children. Entertainment functions and genre features of cartoon contents can motivate the applicable children to participate more voluntarily and positively and function as teaching tools for interesting activities. Of course, since it is not proper to apply the cartoon contents for normal children to Special Education Field as they are, cartoon works should be made by understanding closely the characteristics and degrees of retardation of the applicable children and applying them to the composition of cartoons. However, for the contribution of this attempt to education field, it is thought that concrete guidelines for producing cartoon contents considering the concept of various types of disability, emotion, social behavioral traits, ability of cognition, school achievements, and the characteristics of language and physical health should be necessary, and to improve the application of the developed cartoon contents so that they will not remain as superficial results, sufficient communication with the applicable children such as application to classes in the process of development is necessary.

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Development of Mathematical CAI program Model And Its Application (수학과 CAI프로그램 모형 개발과 적용)

  • 강희태;권연근
    • Education of Primary School Mathematics
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    • v.2 no.1
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    • pp.53-64
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    • 1998
  • Two different CAI programs have been developed to study the affect of CAI element for the types of learners'performance; (i) one is the 'CAI program 1' including the open questions for the fourth grade (the fourth period of the 'Time and Angle' in chapter 3 of the first term) of the mathematics class in the elementary school, and (il) the other is 'CAI program 2' for the existing methods. The fourth grade of Andong Songhyun elementary school has been chosen as the study subjects (243 learners), and the t-test and learners'interview have also been used to analysis the results of CAI programs. The CAI programs have only been used as the control variable. The developed CAI programs have been applied two different learners'groups to investigate the degree of performance among the superior, average, and inferior learners. For the superior group (p<.0023) at the t<3.2268 level and for the average group (p<.0706) at the t<1.8211 level the learner' group using CAI program 1 shows the higher performance compared with the learners' group using the CAI program 2, whereas fur the inferior group (p<.8073) at the t<.2458 level two programs did not show any difference. The learners interviews show that the superior and average groups have an interest for the open problems, whereas the inferior group do not shows an interest for the open problems. Thus, the CAI programs including the open questions (open fields, open evaluation) will be helped to the learners' group with the individual differences. Furthermore, it is expected that the CAI programs including the open questions as the mathematics and the program model of CAI can be used to develope the CAI program in future.

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A Study on the Recognition and Educational Needs for Korean Traditional Food Culture Among High School Students - Focusing on the Analysis of the Content of Technology.Home Economics Based on the 7th Curriculum - (고등학생의 한국 전통 음식문화에 대한 인식 및 교육 요구도 - 제 7차 교육과정의 기술.가정교과 차용분석을 중심으로 -)

  • Sim, Ji-Young;Lee, Gui-Chu
    • Journal of Korean Home Economics Education Association
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    • v.18 no.4 s.42
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    • pp.157-172
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    • 2006
  • This study was designed to make an analysis of the content related with Korean traditional food culture covered in the section of Food and Nutrition of Home Economics textbooks based on the current 7th curriculum and to investigate the recognition and needs for education on Korean traditional food culture among high school students. Through this, we tried to present basic data contributing to the construction of practical educational content and educational method in relation to Korean traditional food culture. The results of this study are as follows. The content of Korean traditional food culture in the section of Food and Nutrition covered by Home Economics textbooks consisted of 'Setting the Table and Table Manners' for the third graders of middle school, 'Planning and Preparing Invitation and Events' for the freshman of high school, and 'Food Culture and Preparation of Food' for the second and third graders of high school. High school students were proud of themselves on Korean traditional food culture, but fail to apply their knowledge to real household life. In particular, it was proved they didn't understand' Korean Festival Holidays and Annual Customs: The need on the content of Korean traditional food culture showed significant difference in accordance with pride on traditional food culture, its succession in the families and one's recognition. And it was highly correlated with the subordinate variables such as demands, interest, utilization. These results showed that the education of Korean traditional food culture is an area that is demanded and how to cook Korean traditional food should be included in the content for education and practice of cooking and experience of food culture should be dealt with as the educational methods.

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The effectiveness of the change in perspective of the nature of science depending on subjects of the history of science-role play -The atomic model transition and the Mendeleev's periodic table - (과학사 주제에 따른 과학사-역할놀이가 대학생의 과학의 본성의 변화에 미치는 효과 -원자모형의 변천과 멘델레프의 주기율표의 변천 주제를 중심으로-)

  • Kim, Do Wook
    • Journal of Science Education
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    • v.39 no.1
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    • pp.15-27
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    • 2015
  • This study investigated whether there was a difference of the change in perspective of the nature of science depending on subjects of the history of science, after designing for two kinds of topics of role play programs based on the history of science to be transformed into a modern perspective. Before the history of science-role plays, the degree of the modern perspective was statistically no difference between group I(the atomic model transition-role play) and group II(the Mendeleev's periodic table-role play). However after treatment of the history of science-role plays for the each group, the degree of group I was higher than the degree of group II in the modern perspective. The results of this study indicate that the degree of changes into modern perspective of the nature of science by performing a history of science-role play may be depend on the subject of the history of science combined with the role play, and suggest the possibility that may be more effective to change the nature of science into the modern perspective, in case of performing of role play based on the history of science that includes the scientific knowledge established by a number of scientists with time series.

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A Study of Seymour Chwast Focusing on his creative (시뮤와 크워스트(Seymour Chwast)의 작품세계에 대한 연구-독창적인 캐리커쳐(Caricature)를 중심으로-)

  • Moon, Chul
    • Archives of design research
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    • v.11 no.1
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    • pp.219-228
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    • 1998
  • Seymour Chwast, who has worked in various fields as in illustrator, graphic designer, and art director since 1950's, opened a new possibility in the field of visual design. Pushpin Graphics, founded by Chwast and his collegues, played a vital role in experimentation based on their creativity and courage. Amazingly enough his field covers Illustration, graphic design, poster, typography, and publication. His works, in which he sa tired people or events severely using his own lanb'Uage styit', appeals public powerfully and is remembered for a long time. He gives various forms to his creative ideas throughout many fields he deals with including caricature, giving all designers fresh and b'Teat inspiration. The fact that Chwast dose not limit himself to anyone style but uses various styles freely indicates his creative thinking process. The Creative Thinking, which is embedded in all his works, is so interesting and tactful that it may fulfill the requirement of the times, which wants to see something new and epochmaking. The aim of this study is to find creativity of Chwast's new visual language and its meaning through the analysis of unique caricatures among his works based on his philosophy, creative work process, and, particularly, creative thinking.

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영재교육원 수료 학생에 대한 과학고등학교 정원 외 선발의 타당성 분석

  • Jeon, Yeong-Seok
    • Journal of Gifted/Talented Education
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    • v.14 no.4
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    • pp.47-70
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    • 2004
  • We analyzed the validity of Science Highschool's selection process for the students from Science Gifted Education Center in order to suggest the direction of improvement. First of all, we invested the students' achievement in Mathematics and Science. As a result, we found that the students are not so good at mathematics and science through the selection process for the students from Science Gifted Education Center. However the difference is not statistically meaningful. On the contrary, The achievement of the students from Science Gifted Education Center is above average who were selected through the other course, e. g. the students who acquired the recommendation of principal, winner of prize in Olympiad of Mathematics or Science. We didn't find any meaningful result in the investigation of Affective Domain in Science. And then we found that the students prefer the generous environment through the selection process for the students from Science Gifted Education Center. As a whole, the selection process for the students from Science Gifted Education Center was not so satisfying. It should be reformed; we should examine the students' portfolio on the activities in the Science Gifted Education Center, and the entrance examination should include both divergent and convergent problems to find out the students' creativity. And the 3 dimensional process is also essential through the multiple steps.

The Effects of Portfolio Assessment on Elementary School Students' Science Knowledge, Inquiry Ability and Science Attitudes (자연과 수업에 증거집(포트폴리오) 평가의 적용이 초등학교 학생들의 과학 지식, 탐구능력 및 태도에 미치는 영향)

  • Kim, Hye-Jeong;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.19 no.1
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    • pp.19-28
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    • 1999
  • The major purposes of this study are to examine the effects of portfolio assessment on elementary school student's science knowledge, inquiry ability, science attitudes and to investigate students' perceptions on portfolio assessment. Control group consists of 45 fourth-graders at M-Elementary school located at Miwon, Chongwon-gun, Chung-buk and experimental group 36 fourth-graders of G-Elementary school located in Daejeon-si. The inventories of scientific knowledge I, inquiry ability, and science attitudes were administered to both groups as a pre-test. The experimental group was given portfolio assessment instruction and control group traditional instruction for about six weeks. Inventories about scientific knowledge 2, inquiry ability, and science attitudes were administered to both groups as a post-test. A questionnaire on the perception on portfolio assessment was given to experimental group after the treatment. The results were statistically analyzed with SPSS. Control group showed higher score on scientific knowledge than that of experimental group (p<0.5). No statistically meaningful difference was identified in inquiry ability and scientific attitude. More in-depth analysis revealed that scientific attitudes were improved statistically meaningfully by portfolio assessment. The students' perceptions on portfolio assessment is very positive. Students have positive responses on interests in portfolio assessment, feelings of involvement in learning, self-regulated learning, higher levels of thinking, intentions of participation in portfolio assessment.

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A Study on Correlation Analysis and Preference Prediction for Point-of-Interest Recommendation (Point-of-Interest 추천을 위한 매장 간 상관관계 분석 및 선호도 예측 연구)

  • Park, So-Hyun;Park, Young-Ho;Park, Eun-Young;Ihm, Sun-Young
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.871-880
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    • 2018
  • Recently, the technology of recommendation of POI (Point of Interest) related technology is getting attention with the increase of big data related to consumers. Previous studies on POI recommendation systems have been limited to specific data sets. The problem is that if the study is carried out with this particular dataset, it may be suitable for the particular dataset. Therefore, this study analyzes the similarity and correlation between stores using the user visit data obtained from the integrated sensor installed in Seoul and Songjeong roads. Based on the results of the analysis, we study the preference prediction system which recommends the stores that new users are interested in. As a result of the experiment, various similarity and correlation analysis were carried out to obtain a list of relevant stores and a list of stores with low relevance. In addition, we performed a comparative experiment on the preference prediction accuracy under various conditions. As a result, it was confirmed that the jacquard similarity based item collaboration filtering method has higher accuracy than other methods.