• Title/Summary/Keyword: Art Activity

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Development of self-expression activity class program for elementary school students to cultivate AI literacy

  • LEE, DoeYean;KIM, Yong
    • Fourth Industrial Review
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    • v.2 no.1
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    • pp.9-17
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    • 2022
  • Purpose -In general, elementary school is the time to take the first social step away from family relationships with parents or siblings. Recently, AI technology has been widely used in everyday life and society. The purpose of this study is to propose a program that can cultivate AI literacy and self-expression for elementary school students according to the trend of the times. Research design, data, and methodology - In this study, prior to developing a self-expression class program for cultivating AI literacy, we looked at the related literature on what AI literacy is. In addition, the digital learning program was analyzed considering that the current AI literacy is based on the cutting edge of digital technology and is located in the same area as digital literacy. Result -This study developed a curriculum for self-expression and AI literacy cultivation. The main feature of this study is that the education program of this study allows 3rd, 4th, and 5th graders of elementary school to express themselves and to express their career problems by combining culture and art with AI programs. Conclusion -Self-expression activity education for cultivating AI literacy should be oriented toward holistic education and should be education as a way to express oneself in order to improve the quality of life of learners

Egocentric Vision for Human Activity Recognition Using Deep Learning

  • Malika Douache;Badra Nawal Benmoussat
    • Journal of Information Processing Systems
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    • v.19 no.6
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    • pp.730-744
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    • 2023
  • The topic of this paper is the recognition of human activities using egocentric vision, particularly captured by body-worn cameras, which could be helpful for video surveillance, automatic search and video indexing. This being the case, it could also be helpful in assistance to elderly and frail persons for revolutionizing and improving their lives. The process throws up the task of human activities recognition remaining problematic, because of the important variations, where it is realized through the use of an external device, similar to a robot, as a personal assistant. The inferred information is used both online to assist the person, and offline to support the personal assistant. With our proposed method being robust against the various factors of variability problem in action executions, the major purpose of this paper is to perform an efficient and simple recognition method from egocentric camera data only using convolutional neural network and deep learning. In terms of accuracy improvement, simulation results outperform the current state of the art by a significant margin of 61% when using egocentric camera data only, more than 44% when using egocentric camera and several stationary cameras data and more than 12% when using both inertial measurement unit (IMU) and egocentric camera data.

Antioxidant Activity of Korean Traditional Soy Sauce (한국 전통 간장의 항산화 활성)

  • Lee, Sangki;Jeong, Yoonhwa;Yim, Seoung Been;Yu, Sungryul
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.44 no.9
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    • pp.1399-1406
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    • 2015
  • The purpose of this study was to investigate the antioxidant activity of Korean traditional soy sauce and its relationship with physicochemical properties. Seventeen samples of soy sauce prepared by using a Korean traditional method were obtained from six provinces of Korea. The most powerful antioxidant activity of soy sauce was ranging from 8.96 to 63.39% for 2,2-diphenyl-1-picrylhydrazyl (DPPH) radical scavenging activity, from 0.12 to 2.41 AE mg/mL for ferric reducing antioxidant power (FRAP) value, and from 8.42 to 115.69 TE mg/mL for oxygen radical absorbance capacity (ORAC). Protease activity and total polyphenol contents were highly correlated with antioxidant activities such as DPPH radical scavenging activity and FRAP value (R=0.97). The contents of amino nitrogen were also correlated with DPPH radical scavenging activity (R=0.92), FRAP (R=0.93), and ORAC values (R=0.80). Based on these results, antioxidant activities were highly influenced by protease activity, contents of total polyphenols, and amino nitrogen.

Exploring class criticism in multicultural mentoring activities using textuality (텍스트성을 활용한 다문화 멘토링 활동에서의 수업비평 탐색)

  • Oh, Sekyung;Huang, Haiying
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.9
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    • pp.563-571
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    • 2018
  • The purpose of this study is to explore the direction of multicultural mentoring class activities in order to promote the professional growth and critical reflection of student mentors who are undergraduate students from a variety of major. For this purpose, the contents and phenomena of the multicultural mentoring of the mentor - mentee were reported as activity texts, and then seven directions of textuality were applied to explore the direction of multicultural mentoring class activities. As a result, coherence refers to the relationship between the mentor and the mentee for continuing the activities of multicultural mentoring, and cohesiveness refers to the relationship between the mentor and the mentee. It was called the achievement of identity. Intention means that the mentor has an intention or goal for the class before the mentoring activity, and tolerance means that the text produced by the mentor in the multicultural mentoring process is accepted by the mentee. Intentional means that the mentor has intention or goal for the class before the mentoring class activity, and tolerance means having the text as the class activity text when the mentor's text is accepted by the multicultural mentoring class activity process. In the case of informativeness, the information produced by the mentor is less informative when the mentee is predictable and less informative when the predictor is low. In the case of contextuality, contextuality of class activities can be changed according to the physical text situation and the mentee situation in class activity. In case of multicultural mentoring class activity, except for case where mentor creates new class activity text, it is related to the production of class activity texts through mentor learning experiences, peer friends' advice, and education.

Beauty Food Activities of Isolated Phenolic Compounds from Ulmus pumila (유근피(Ulmus pumila)로부터 분리한 페놀성물질의 미용식품활성)

  • Kim, Kyung-Bum;Jo, Bun-Sung;Lee, Ju-Yeong;Park, Ki-Tae;An, Bong-Jeun;Lee, Sun-Ho;Cho, Young-Je
    • Journal of Applied Biological Chemistry
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    • v.55 no.4
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    • pp.207-215
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    • 2012
  • Phenolic compounds of $17.9{\pm}1.0mg/g$ were extracted from Ulmus pumila with 70% ethanol. The elastase inhibitory activity related with forming wrinkle was shown an excellent wrinkle improvement effect in 70% ethanol extracts as 55.5-69.5% at phenolic concentration of $50-200{\mu}g/mL$. The tyrosinase inhibitory activity related with skin-whitening was 24% in 70% ethanol extracts at phenolic concentration of $200{\mu}g/mL$. The astringent activity of 70% ethanol extracts was shown activity of 71% at phenolic concentration of $200{\mu}g/mL$ therefore it is judged that there is a high effect on pores reduction of the skin. The hyaluronidase inhibitory activity of U. pumila extracts was confirmed anti-inflammation effect of 80% at phenolic concentration of $50{\mu}g/mL$. Antimicrobial activity of U. pumila water extracts was shown each 8.7, 10.0, 11.1 and 11.8 mm clear zones on Propionebacterium acnes at phenolic concentration of $50-200{\mu}g/mL$. The stability of the multi-functional cosmetic (lotion) added U. pumila extracts was very stable for 28 days without changing of pH and viscosity also it's stable on temperature and sun lights. As the concentration of extracts was increased, the color of lotion was getting dark, but the sensory evaluation was high at score of 8.5.

An Analysis on Mediating Effect of Participant Activity in Investment Crowdfunding (투자형 크라우드펀딩에서 참여자활동성의 매개효과 분석)

  • Kim, Jong Yun;Kim, Chul Soo
    • The Journal of Society for e-Business Studies
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    • v.25 no.1
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    • pp.65-82
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    • 2020
  • Start-ups often use crowdfunding platforms such as Wadiz to get financing from corporate investors and general public. These platforms include functions to increase participant activity through the number of comments, interest and online word-of-mouth. This study aims to elucidate how these functions related to a participant activity exhibit mediating effects on a success of crowdfunding and an achievement rate of targeted investment amount. To this end, the individual variables such as progress period, target amount, venture company, experience of attracting investment, possession of intellectual property rights, a career of the representative and an award experience of the representative were classified into the project characteristics, the company characteristics and the representative characteristics through not only previous studies but also interviews with investment professionals and platform operators. Afterwards, this study went through an empirical verification process using a structural equation model that has both crowdfunding performance and participant activity, which is the independent and mediating factors of three perspectives, as well as the dependent variables. In other words, this study analyzes how the characteristics of three perspectives affect the participant activity and how the participant activity had the mediating effects on the crowdfunding performance. In addition, it derives how the analysis results mentioned above vary according to business types (internet services, culture/art, manufacturing/distribution) and investment styles (stock type and bond type). It is expected that this study will help not only in deriving the factors affecting the performance of an investment type crowdfunding but also in preparing the measures to increase a participant activity.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Characteristics of Everyday Movement Represented in Steve Paxton's Works: Focused on Satisfyin' Lover, Bound, Contact at 10th & 2nd- (스티브 팩스톤(Steve Paxton)의 작품에서 나타난 일상적 움직임의 특성에 관한 연구: , , 를 중심으로)

  • KIM, Hyunhee
    • Trans-
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    • v.3
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    • pp.109-135
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    • 2017
  • The purpose of this thesis is to analyze characteristics of everyday movement showed in performances of Steve Paxton. A work of art has been realized as a special object enjoyed by high class people as high culture for a long time. Therefore, a gap between everyday life and art has been greatly existed, and the emergence of everyday elements in a work of art means that public awareness involving social change is changed. The postmodernism as the period when a boundary between art and everyday life is uncertain was a postwar society after the Second World War and a social situation that rapidly changes into a capitalistic society. Changes in this time made scholars gain access academically concepts related to everyday life, and affected artists as the spirit of the times of pluralistic postmodernism refusing totality. At the same period of the time, modern dance also faced a turning point as post-modern dance. After the Second World War, modern dance started to be evaluated as it reaches the limit, and at this juncture, headed by dancers including the Judson Dance Theatre. Acting as a dancer in a dance company of Merce Cunningham, Steve Paxton, one of founders of the Judson Dance Theatre, had a critical mind of the conditions of dance company with the social structure and the process that movement is made. This thinking is showed in early performances as an at tempt to realize everyday motion it self in performances. His early activity represented by a walking motion attracted attention as a simple motion that excludes all artful elements of existing dance performances and is possible to conduct by a person who is not a dancer. Although starting the use of everyday movement is regarded as an open characteristic of post-modern dance, advanced researches on this were rare, so this study started. In addition, studies related to Steve Paxton are skewed towards Contact Improvisation that he rose as an active practician. As the use of ordinary movement before he focused on Contact Improvisation, this study examines other attempts including Contact Improvisation as attempts after the beginning of his performances. Therefore, the study analyzes Satisfyin' Lover, Contact at 10th & 2nd and Bound that are performances of Steve Paxton, and based on this, draws everyday characteristics. In addition, related books, academic essays, dance articles and reviews are consulted to consider a concept related to everyday life and understand dance historical movement of post-modern dance. Paxton attracted attention because of his activity starting at critical approach of movement of existing modern dance. As walking of performers who are not dancers, a walking motion showed in Satisfyin' Lover gave esthetic meaning to everyday movement. After that, he was affected by Eastern ideas, so developed Contact Improvisation making a motion through energy of the natural laws. In addition, he had everyday things on his performances, and used a method to deliver various images by using mundane movement and impromptu gestures originating from relaxed body. Everyday movement of his performances represents change in awareness of performances of the art of dancing that are traditionally maintained including change of dance genre of an area. His activity with unprecedented attempt and experimentation should be highly evaluated as efforts to overcome the limit of modern dance.

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Research Trends of Two-Dimensional Nanomaterial-Based Tactile Sensors (이차원 나노 소재 기반 촉각 센서 기술 동향)

  • Min, B.K.;Kim, S.J.;Yi, Y.;Choi, C.G.
    • Electronics and Telecommunications Trends
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    • v.33 no.1
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    • pp.123-130
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    • 2018
  • Tactile sensors, which are commonly referred to as pressure and strain sensors, have been extensively investigated to meet the demands for attachable and wearable electronics for monitoring the health status or activity of human users. For this purpose, the introduction of two-dimensional (2D) materials such as graphene and transition metal dichalcogenides (TMDs) with high mechanical strength at the atomic scale is very suitable for tactile sensors applicable for use in human-friendly devices. In this paper, we examine a descriptive summary of a tactile sensor and review state-of- the-art research trends of 2D material-based tactile sensors in terms of the material and architecture. Finally, we propose a roadmap for future studies into advanced tactile sensors based on our ongoing research.

The Persona of Digital Space for Avatar Design (아바타 기획을 위한 디지털 공간의 페르소나)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.33-43
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    • 2009
  • The Digital Space that is generated by combining the development of computer technology with the imagination of utopia is entering upon the new phase no more playground than the space of creation. This study focused on the persona of digital space included the digital game and the virtual world. This paper compared with the persona formation processes -creation, activity, death phase- and interpreted the distinctive features of digital game and virtual world. This is a valuable study for avatar design in digital game and virtual world.

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