• Title/Summary/Keyword: Hands-on Platform

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Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

Design and Implementation of The Formation of Basic living habits and Basic English Conversation Education Robot for Children in Dual Income Households - focused children over five (맞벌이 가정 자녀를 위한 기초 생활습관 형성 및 기초 영어회화 교육 로봇 설계 및 구현 - 만 5세 이상 아동을 중심으로)

  • Kim, Gyeong-Min;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.507-513
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    • 2020
  • This paper aims to design and implement a robot that will help teach children living habits and English conversation education in dual-income families using the open platform robot Q.bo one based on raspberry pi3 of a single board computer. The first function of life habit formation is to help children to wash their hands, to brush their teeth, homework and sleep regularly. The child is then photographed listening to the notification and acting so that the parent can identify and provide feedback. The second basic conversation education feature uses Google's DialogFlow to help children learn English naturally through simple English conversation through the robot. The two-functioning robot allows children from working families to feel secure by printing their parents' voices even when they are not at home. At the same time, it allows them to get into basic lifestyle, to have basic English conversation with robots, and to be interested in English early.

Effect of light touch on body sway during a stable posture with blocked visual information

  • Kim, Jong-Gun;Kim, Jin-Hong;Do, Kwang-Sun;Yim, Jongeun
    • Physical Therapy Rehabilitation Science
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    • v.5 no.3
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    • pp.138-142
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    • 2016
  • Objective: The purpose of this study was to investigate how light touch with a finger affects balance ability when a posture is maintained in the condition of visual information blockage and to provide a fundamental material for developing balance ability in the process of rehabilitation treatment. Design: Cross-sectional study. Methods: The study subjects were 17 healthy men and women in their twenties and thirties who were studying at S University in Seoul. The system was comprised of an equilateral triangular force platform. Subjects were asked to step on the foot position of the force platform (Good Balance, Finland) barefooted for 30 seconds, with eyes closed, hands hanging down loosely, and feet comfortably apart. It was connected to a laptop by using Bluetooth technology. An experiment was conducted in the following three circumstances: 1) no-touch trial, 2) light touch to the back (T7 area), and 3) light touch to the middle finger of the left hand. Each subject was given a 10-minute break between consecutive measurements. The experimental circumstances were performed randomly. Anteroposterior sway (APSV), mediolateral sway velocity (MLSV), and velocity moment (VM) were measured. Results: The APSVs (mm/s) were $9.32{\pm}3.37$ and $5.45{\pm}2.98$; the MLSVs (mm/s), $6.39{\pm}3.35$ and $3.31{\pm}2.48$; and VM ($mm^2/s$), $17.13{\pm}11.75$ and $6.76{\pm}8.31$ in the first and second experimental circumstances, respectively. APSV, MLSV, and VM values were significantly improved with the 1) no-touch trial and 2) light touch to the back trail conditions compared with the 3) light touch to the middle finger of the left hand condition (p<0.05). Conclusions: This study revealed that the balance ability for maintaining a body posture was influenced more by light touch to the back (T7) than by light touch with the sensitive fingertip and body sway diminished after visual information was blocked.

A Study on Implementation of Service Robot Platform for Mess-Cleanup (정리정돈용 서비스 로봇 플랫폼의 구현 연구)

  • Kim, Seung-Woo;Kim, Hi-Jun
    • Journal of Institute of Control, Robotics and Systems
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    • v.18 no.5
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    • pp.487-495
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    • 2012
  • In this paper, a Smart Home Service Robot, McBot II, which performs mess-cleanup function etc. in house, is designed much more optimally than other service robots. It is newly developed in much more practical system than McBot I which we had developed two years ago. One characteristic attribute of mobile platforms equipped with a set of dependent wheels is their omni- directionality and the ability to realize complex translational and rotational trajectories for agile navigation in door. An accurate coordination of steering angle and spinning rate of each wheel is necessary for a consistent motion. This paper develops trajectory controller of 3-wheels omni-directional mobile robot using fuzzy azimuth estimator. A specialized anthropomorphic robot manipulator which can be attached to the housemaid robot McBot II, is developed in this paper. This built-in type manipulator consists of both arms with 4 DOF (Degree of Freedom) each and both hands with 3 DOF each. The robotic arm is optimally designed to satisfy both the minimum mechanical size and the maximum workspace. Minimum mass and length are required for the built-in cooperated-arms system. But that makes the workspace so small. This paper proposes optimal design method to overcome the problem by using neck joint to move the arms horizontally forward/backward and waist joint to move them vertically up/down. The robotic hand, which has two fingers and a thumb, is also optimally designed in task-based concept. Finally, the good performance of the developed McBot II is confirmed through live tests of the mess-cleanup task.

The Effect of Dual-Task on Standing Postural Control in Persons With Chronic Stroke (만성 뇌졸중 환자의 기립 자세조절에 이중 과제가 미치는 영향)

  • Jeon, Hye-Won;Chung, Yi-Jung
    • Physical Therapy Korea
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    • v.17 no.3
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    • pp.20-30
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    • 2010
  • This study examined whether any changes by mental task types on postural control in chronic stroke persons. Sixteen chronic stroke persons (mean age=53.75 yr) and sixteen age-and gender-matched healthy controls (mean age=54.44 yr) took part in this study. Participants randomly performed three different tasks on the stable and unstable surfaces. The no mental task was to stand while holding a 100 g weight in each hand, the arithmetic task (mental task) was to perform a silent 1-backwards counting while standing and holding a 100 g weight in each hand, and the simple task (mental task) was to stand and hold with both hands a tray (200 g) on which a glass filled with water has been placed. Sway path and sway velocity of the center of pressure (COP) were measured to assess standing postural control by task performance using the force platform. According to the results, in stroke group, total sway path and total sway velocity of COP was significantly decreased during arithmetic and simple task compared to no mental task on the stable surface (p<.05), and sway path (anteroposterior AP, mediolateral ML) of COP, total and sway velocity (AP, ML, total) of COP was significantly decreased during arithmetic and simple task compared to no mental task on the unstable surface (p<.05). Especially, sway path (AP, total) of COP and sway velocity (AP, ML, total) of COP was significantly decreased under the simple task when compared to the arithmetic task on the unstable surface (p<.05). In healthy control group, sway path (AP, ML, total) of COP and sway velocity (AP, ML, total) of COP was significantly decreased during arithmetic and simple task compared to no mental task on the stable and unstable surface (p<.05), and sway path (AP, total) of COP and sway velocity (AP, ML, total) of COP was significantly decreased under the simple task when compared to the arithmetic task on the unstable surface (p<.05). In conclusion, the findings of this study showed that arithmetic and simple task improved standing postural control for chronic stroke patients and the type of arithmetic and simple tasks were critical factor that reduced standing postural sway in dual-task conditions. Future research should determine whether dual-task conditions, including simple task, would be effective as a training program for standing postural control of stroke patients.

User Experience Analysis on 3D Printing Services and Service Direction Suggestions (3D프린팅 서비스에 대한 사용자 경험 분석과 서비스 방향제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.11 no.1
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    • pp.47-55
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    • 2016
  • Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.

Building a Korean Sentiment Lexicon Using Collective Intelligence (집단지성을 이용한 한글 감성어 사전 구축)

  • An, Jungkook;Kim, Hee-Woong
    • Journal of Intelligence and Information Systems
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    • v.21 no.2
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    • pp.49-67
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    • 2015
  • Recently, emerging the notion of big data and social media has led us to enter data's big bang. Social networking services are widely used by people around the world, and they have become a part of major communication tools for all ages. Over the last decade, as online social networking sites become increasingly popular, companies tend to focus on advanced social media analysis for their marketing strategies. In addition to social media analysis, companies are mainly concerned about propagating of negative opinions on social networking sites such as Facebook and Twitter, as well as e-commerce sites. The effect of online word of mouth (WOM) such as product rating, product review, and product recommendations is very influential, and negative opinions have significant impact on product sales. This trend has increased researchers' attention to a natural language processing, such as a sentiment analysis. A sentiment analysis, also refers to as an opinion mining, is a process of identifying the polarity of subjective information and has been applied to various research and practical fields. However, there are obstacles lies when Korean language (Hangul) is used in a natural language processing because it is an agglutinative language with rich morphology pose problems. Therefore, there is a lack of Korean natural language processing resources such as a sentiment lexicon, and this has resulted in significant limitations for researchers and practitioners who are considering sentiment analysis. Our study builds a Korean sentiment lexicon with collective intelligence, and provides API (Application Programming Interface) service to open and share a sentiment lexicon data with the public (www.openhangul.com). For the pre-processing, we have created a Korean lexicon database with over 517,178 words and classified them into sentiment and non-sentiment words. In order to classify them, we first identified stop words which often quite likely to play a negative role in sentiment analysis and excluded them from our sentiment scoring. In general, sentiment words are nouns, adjectives, verbs, adverbs as they have sentimental expressions such as positive, neutral, and negative. On the other hands, non-sentiment words are interjection, determiner, numeral, postposition, etc. as they generally have no sentimental expressions. To build a reliable sentiment lexicon, we have adopted a concept of collective intelligence as a model for crowdsourcing. In addition, a concept of folksonomy has been implemented in the process of taxonomy to help collective intelligence. In order to make up for an inherent weakness of folksonomy, we have adopted a majority rule by building a voting system. Participants, as voters were offered three voting options to choose from positivity, negativity, and neutrality, and the voting have been conducted on one of the largest social networking sites for college students in Korea. More than 35,000 votes have been made by college students in Korea, and we keep this voting system open by maintaining the project as a perpetual study. Besides, any change in the sentiment score of words can be an important observation because it enables us to keep track of temporal changes in Korean language as a natural language. Lastly, our study offers a RESTful, JSON based API service through a web platform to make easier support for users such as researchers, companies, and developers. Finally, our study makes important contributions to both research and practice. In terms of research, our Korean sentiment lexicon plays an important role as a resource for Korean natural language processing. In terms of practice, practitioners such as managers and marketers can implement sentiment analysis effectively by using Korean sentiment lexicon we built. Moreover, our study sheds new light on the value of folksonomy by combining collective intelligence, and we also expect to give a new direction and a new start to the development of Korean natural language processing.