• Title/Summary/Keyword: Communication Action

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A study on Health healing method for incite to the brain of the part of the visual nerve and auditory (3D 영상 기반에서 시각 및 청각 뇌 자극을 이용한 가상현실 건강치유기법에 관한 연구)

  • Jeong, Yang-Kwon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.3 no.4
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    • pp.233-239
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    • 2008
  • This study is study regarding system implementation that a ruler maximizing an autoimmunity effect supported it as I stimulate I am visual hearing so that treatment ability is possible. As I am known in a lot of conspiracy mental problems by being disproportionate for a direct reason to be connected to an action, the brain whom emotional, govern spirits through fragrance to stimulate sense of smell so that, specially, an ARoMa treatment is effective. I will inquire into changes and an influence around alpha of the rear wave object before watching this system.

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Analysis of G4 Science Digital Textbook according to Universal Design for Learning (보편적 학습 설계의 관점에서 초등학교 4학년 과학 디지털 교과서 분석)

  • Seo, Jeong-Hee;Sung, Jung-Hee;Koo, Yang-Mi
    • Journal of Korean Elementary Science Education
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    • v.30 no.4
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    • pp.442-458
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    • 2011
  • Digital textbook project is one of government-driven project to improve education due to integrating technology. Digital textbook need to be universally designed to fit for each student. Recently, universal design for learning( UDL) gains great attention as one of promising approaches for the development of the digital textbook through giving various options and flexibility to all students. UDL has three main principles, first provide multiple means of representation, second provide multiple means of action and expression, third provide multiple means of engagement. The purpose of the study is to analyze fourth grade science textbook according to three UDL guidelines and suggest implications to improve an existing science textbook. The results indicated that fourth grade science digital textbook has been partly applied UDL guidelines like implementing multimedia and multi- mode contents, learning and communication tools, and motivation strategies. But options which students can choose according to their needs and styles are insufficient and tools for expression and communication need to enhance for helping each student to overcome his/her obstacles for learning and need to be more and elaborate to support learner-centered science digital textbook.

Study on Laughter-arousing Factors of Character Designs of Kakaotalk Emoticons (카카오톡 이모티콘 캐릭터 디자인에서 웃음 유발 요인에 관한 연구)

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.253-259
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    • 2015
  • The spread of smartphones enabled the two-way communication through the Internet, and character emoticons added fun and comfort to communication among users. To figure out laughter-arousing factors, a survey about emoticon designs of Kakaotalk Itemstore was conducted, targeting university students in their twenties. An interaction of 'user-preferred emoticons' and 'laughter-arousing emoticons' was analyzed. 90% of 'user-preferred emoticons' were 'humorous emoticons', and 84% of respondents answered that there is a relationship between 'user-preferred emoticons' and 'laughter-arousing emoticons'. Consequently, a high interaction between the 'rank of emoticons' and 'laughter-arousing emoticons' was derived. Also, factors of laughter-arousing emoticons were analyzed by studying the ranks of emoticon from 1st to 8th of Kakaotalk Itemstore. Two-divisional figures reminding pure kids, maximization of emotional expression by omission or exaggeration of mouth, and smoothness by concave curves aroused laughter. Intuitively understandable gestures were employed in terms of action. Furthermore, two-divisional figures' acting with comparably small body, hands and foot to their head, and people-mimicking motions of animals with cuteness and familiarity enabled arousal of laughter. In facial expressions, humorous articulation of sad, busy or mad expression enabled positive communion among users.

FPGA Implementation of Chaotic Signal Generator Using System generator (System Generator를 이용한 카오스 신호 발생기의 FPGA 구현)

  • Hur, Yong-Won;Ha, Jeong-Woo;Jang, Eun-Young;Byon, Kun-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.336-339
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    • 2007
  • A chaos signal is used in all fields like engineering, a medical science and a biology very much, and study regarding the digital communication system that used a recent chaos signal is consisting actively. Applied a chaos signal in a digital communication system, and this paper designed six chaos signal generator to have been composed of by nonlinear equations as used System Generator, and implemented hardware to FPGA. Loaded bit stream to a FPGA board in order to verify this design to Hardware co-simulation from these results. Also, compared as investigated the maximum action frequency through timing analysis and resource of logic in order to evaluate performance of six chaos generator.

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Lack of connexin 32 does not enhance the benzene-induced hematotoxicity and hemopoietic tumor incidence in mice

  • Yoon, Byung-IL
    • Korean Journal of Veterinary Research
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    • v.45 no.4
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    • pp.517-525
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    • 2005
  • This study was performed to evaluate using wild-type (WT) and $C{\times}32$ knockout (KO) mice if lack of cell to cell communication by connexin 32 gap junction enhances the benzene-induced hematotoxicity and hemopoietic tumor development. The WT and $C{\times}32$ KO mice were exposed to 300 ppm of benzene for 6 hours/day, 5 days/week for a total of 26 weeks by inhalation, and then sacrificed to evaluate the toxicities of hemopoietic organs or allowed to live out their life span to evaluate the hemopoietic tumor incidence. The significant increase and decrease of organ weight were respectively noted in spleen and thymus of both WT and $C{\times}32$ KO mice without significant difference between the genotypes. Histopathologically, benzene exposure for 26 weeks induced the morphological changes in hemopoietic organs, characterized by fat cell accumulation in the bone marrow and extramedullary hemopoiesis in the spleen. The fat cell accumulation was, compared with that of WT mice, considerably exacerbated in the $C{\times}32$ KO mice. However, no significant difference was observed in the changes of hematological values and bone marrow cellularity as well as in the onset and incidence of hemopoietic tumors between WT and $C{\times}32$ KO mice. In conclusion, this study indicated little significant role of the cellular communication by $C{\times}32$ gap junction in the action mechanism of benzene hematotoxicity and leukemogenicity.

The Role of Subjective Well Bing in Internet Continuance (인터넷의 지속적 이용에 있어서 주관적안녕감의 역할)

  • Kwon, Soon-Jae
    • 한국IT서비스학회:학술대회논문집
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    • 2009.11a
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    • pp.73-82
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    • 2009
  • Although the Internet has been a important communication tool in modern societies, researchers did not pay attention to its' positive impacts on individual's psychological process. The Internet provides users with a unique environment such as visual isolation, non face-to-face communication, and easiness to escape from social influences. This environment enables people to take free action according to their personality and disclose themselves. From the uses and gratification perspective, the current research reveals that individuals with high extraversion are inclined to maintain social networking sites and those with high openness participate in web communities. The findings indicate that individuals' social use of the Internet may reflect their personality. To fill the research void like this, this study proposes a new research model in which well bing as well as perceived value are positively linked to satisfaction and continuance to use. The statistical results obtained by applying PLS to the valid 150 questionnaires showed that the well bing has stronger positive influence on satisfaction and continuance to use than the perceived value. Therefore, a practical implication is suggested that the web site need to be designed in a way of arousing users' well bing more strongly.

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A Design of Serious Game for English Words Study (영어단어 학습을 위한 기능성 게임의 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.165-169
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    • 2013
  • A serious game is to design for not amusement but special aim. It can be defined of the game which have various useful aspects. It is a different game which exists important the proper function through interactive action compared to general games. English education games have a goal which is the English Study in addition to amusement. It's important one which is to have an immersiveness to be accomplished studying through games for users. In this paper, an effective analysis and design method of serious game using UML, that is Objected Oriented Analysis and Design Method, and Storyboard to develop a serious game "Guessing correctly english words over playing joyfully" is presented.

Performance Test of APIS, DELOS Algorithm using Paramics (Paramics를 이용한 APID, DELOS평가)

  • Nam, Doohee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.61-66
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    • 2013
  • The central core of the Traffic Management System is an Incident Management System. Whole approach has been component-orientated, with a secondary emphasis being placed on the traffic characteristics at the sites. The first action taken during the development process was the selection of the required data for each components within the existing infrastructure of Algeria freeway system. After review and analysis of existing incident detection methodologies, Paramics was utilized to test the performance of APID, DELOS algorithms. The existing system of Algeria freeway was tested in a different configuration at different sections of freeway, thereby increasing the validity and scope of the overall findings. The incident detection module has been performed according to predefined system validation specifications. The Paramics simulation was done with the use of synchronous analysis, thereby providing a means for testing the incident detection module.

Exploratory Study on the Relationships among Social Use of the Internet, Personality, and Well-Being (인터넷의 사회적 사용, 성격 및 안녕감 관계에 대한 탐색적 접근)

  • Lee, Gyu-Dong;Kwon, Soon-Jae
    • The Journal of Information Systems
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    • v.18 no.4
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    • pp.87-103
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    • 2009
  • Although the Internet has been a important communication tool in modem societies, researchers did not pay attention to its' positive impacts on individual's psychological process. The Internet provides users with a unique environment such as visual isolation, non face-to-face communication, and easiness to escape from social influences. This environment enables people to take free action according to their personality and disclose themselves. From the uses and gratification perspective, the current research reveals that individuals with high extraversion are inclined to maintain social networking sites and those with high openness participate in web communities. The findings indicate that individuals' social use of the internet may reflect their personality. This study, also, reveals that controlling the big five personality dimensions, the amount of self-disclosure through ones' social networking site is positively related with subjective happiness. This finding suggests that like confession behaviors in religious or curing facilities, people can use the Internet as a therapeutic or a preventative method for promoting their well-being. Theoretical contributions and practical implications are discussed.

Gesture Communications Between Different Avatar Models Using A FBML (FBML을 이용한 서로 다른 아바타 모델간의 제스처 통신)

  • 이용후;김상운;아오끼요시나오
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.5
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    • pp.41-49
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    • 2004
  • As a means of overcoming the linguistic barrier between different languages in the Internet cyberspace, a sign-language communication system has been proposed. However, the system supports avatars having the same model structure so that it is difficult to communicate between different avatar models. Therefore, in this paper, we propose a new gesture communication system in which different avatars models can communicate with each other by using a FBML (Facial Body Markup Language). Using the FBML, we define a standard document format that contains the messages to be transferred between models, where the document includes the action units of facial expression and the joint angles of gesture animation. The proposed system is implemented with Visual C++ and Open Inventor on Windows platforms. The experimental results demonstrate a possibility that the method could be used as an efficient means to overcome the linguistic problem.