• Title/Summary/Keyword: Information interaction

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Audience Interaction for Virtual Reality Theater (VR 극장을 위한 관객인터랙션)

  • 안상철;김익재;김형곤
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.50-58
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    • 2003
  • Recently we have built a VR(Virtual Reality) theater in Kyongju, Korea, which combines the advantages of VR and IMAX theater. The VR theater provides a virtual environment for several hundreds of people at the same time. The VR theater can be characterized by a single shared screen and by multiple inputs from several hundreds of people. In this case, multi-user interaction is different from that of networked VR systems and must be reconsidered. This paper defines the multi-user interaction in such a VR theater as Audience Interaction, and discusses key issues for the implementation of the Audience Interaction. This paper also presents a real implementation example in the Kyongju VR theater.

A Comparative Study on Differences in Interaction between Beginning Foreign Learners and Heritage Learners: Focused on Form (초급 외국인 학습자와 계승어 학습자의 상호작용 비교 연구 -형태 초점 양상을 중심으로-)

  • Lee, Bok Ja
    • Journal of Korean language education
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    • v.29 no.3
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    • pp.197-225
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    • 2018
  • The purpose of this study is to compare the difference in the interactions between beginning language learners and heritage learners on their forms based on the interaction hypothesis. In this study, three types of information gap activities were used to analyze Language Related Episodes (LREs) while investigating the interaction patterns in language use between four pairs (eight learners) of foreign learners and four pairs (eight learners) of English-speaking heritage learners. The result indicated that foreign learners had a high focus on form during interaction. In particular, they had a tendency to focus on vocabulary rather than grammar, and they conducted self-repair by examining and mostly adjusting their speech to postposition and tense. However, in the problem-solving process, they showed a limited ability in interaction, and thus directly asked others to settle the problem or resorted to using English due to their lack of ability to employ various communication strategies. However, heritage learners had a relatively low focus on form compared to foreign learners. Yet, they also focused more on vocabulary rather than grammar and conducted self-repair in interaction, especially for vocabulary. In addition, they were skillful at using various communication strategies such as indirect expressions, use of alternative words, evasion, and delaying, to expand speech and prevent communication breakdown. They focused less on grammar and mostly did not provide negative feedback in interaction.

A Study on the Factors Associated with the Success of CRM in the Insurance Company

  • Kang, Jung-Chul
    • Journal of the Korean Data and Information Science Society
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    • v.15 no.1
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    • pp.141-172
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    • 2004
  • This paper studied the theory and methodology of CRM for insurance business and perform empirical analysis to verify causes of success. It considered five factors as variables to explain success of CRM which are (1) Integration through the partnership among organization and members. (2) Utilization of customers' information. (3) Strategy through marketing channel and interaction with customers. (4) Investment and IT infrastructure to construct CRM system. (5) Interaction among organizations for CRM. The success is defined as four terms; effectiveness of organization, curtailment of cost, improvement of customer service and sale of insurance.

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A Design and Applying of E-BoardII for Interaction in Blended Learning (블렌디드 러닝에서 상호작용 증진을 위한 E-BoardII의 설계 및 활용 방안)

  • Jin, Myung Sook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.419-420
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    • 2012
  • 본 논문에서는 LMS나 고비용의 콘텐츠를 사용하지 않고 기본적인 상호작용 도구인 게시판을 개선하여 블렌디드 러닝에서 학습효과를 향상 시킬 수 있는 방안을 제시한다. 제안한 E-BoardII는 게시판의 기능을 개선하여 학습자의 성취 정도의 실시간 점검, 피드백 기능 수행, 수업 콘텐츠의 자동 생산 및 실시간 활용, 학습 동기 부여 및 분위기 환기 등의 효과를 가진다.

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Analysis of Metacognition Interaction based on Robot lesson (로봇활용수업에서의 초인지적 상호작용 분석연구)

  • Kim, Gyung-Hyun;Lee, Ju-Hyuk;Kim, Du-Gyu
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.2
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    • pp.430-440
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    • 2015
  • The purpose of this study was to analyze student's metacognition interaction based on a robot lesson. For this research as an analytical metacognition interaction tool was utilized. The results of this study revealed that, first, elementary school students had more metacognition interaction in middle learning levels but middle school students had more in the low learning level. Second, in the low learning level, middle school students revised the initiated goal strategy of the robot lesson. Third, in all learning levels, students showed much diagnosis and assesment metacognition interaction in the robot lesson. According to this study's results, the robot lesson has a positive effect in facilitating diagnosis meta cognition for processing of task performance. These results could provide effective cues and information on how to improve the robot lesson.

Structured Group Interaction System for Collaborative Problem Solving (협업 방식의 문제 해결을 위한 그룹원 간의 구조적 대화 지원 시스템)

  • 전건호;서용무
    • Korean Management Science Review
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    • v.20 no.2
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    • pp.81-93
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    • 2003
  • These days we come across many wicked problems whose solutions are beyond individuals intellectual ability. These problems can be resolved through collaborative group interaction. We developed an internet-based asynchronous group interaction support system, after looking into the collaborative problem solving process and the IBIS (Issue-Based Information System) argumentation model. It has the following characteristics ; 1) it is developed based on the modified IBIS model which is a model for group interaction to resolve wicked problems ; 2) it supports both processes of seeking and comparing solutions, while most similar systems do not have a feature to support the latter process ; 3) different structures can be defined dynamically according to the purpose of group interaction, so that it could be used for collaborative problem solving in a specific domain. To show the usability of the system, we carried out an experiment, whose result is shown at the end.

Challenges and New Approaches in Genomics and Bioinformatics

  • Park, Jong Hwa;Han, Kyung Sook
    • Genomics & Informatics
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    • v.1 no.1
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    • pp.1-6
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    • 2003
  • In conclusion, the seemingly fuzzy and disorganized data of biology with thousands of different layers ranging from molecule to the Internet have refused so far to be mapped precisely and predicted successfully by mathematicians, physicists or computer scientists. Genomics and bioinformatics are the fields that process such complex data. The insights on the nature of biological entities as complex interaction networks are opening a door toward a generalization of the representation of biological entities. The main challenge of genomics and bioinformatics now lies in 1) how to data mine the networks of the domains of bioinformatics, namely, the literature, metabolic pathways, and proteome and structures, in terms of interaction; and 2) how to generalize the networks in order to integrate the information into computable genomic data for computers regardless of the levels of layer. Once bioinformatists succeed to find a general principle on the way components interact each other to form any organic interaction network at genomic scale, true simulation and prediction of life in silico will be possible.

Upper and Lower Bound Solutions for Pile-Soil-Tunnel Interaction (한계해석법에 의한 파일-지반-터널 상호작용 해석)

  • Lee Yong-Joo;Shin Jong-Ho
    • 한국터널공학회:학술대회논문집
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    • 2005.04a
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    • pp.77-86
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    • 2005
  • In urban areas, new tunnel construction work is often taking place adjacent to existing piled foundations. In this case, careful assessment for the pile-soil-tunnel interaction is required. However, research on this topic has not been much reported, and currently only limited information is available. In this study, the complex pile-soil-tunnel interaction is investigated using the upper and lower bound methods based on kinematically possible failure mechanism and statically admissible stress field respectively. It is believed that the limit theorem is useful in understanding the complicated interaction behaviour mechanism and applicable to the pile-soil-tunnel interaction problem. The results are compared with numerical analysis. The material deformation patterns and strain data from the FE output are shown to compare well with the equivalent physical model tests. Admissible stress fields and the failure mechanisms are presented and used to develop upper and lower bound solutions to assess minimum support pressures within the tunnel.

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Analysis of Middle School Students' Verbal and Physical Interactions of Group Size in Small Group Learning Using Augmented Reality (소집단 크기에 따른 중학생의 증강현실을 활용한 소집단 학습에서 나타나는 언어적·물리적 상호작용)

  • Nayoon, Song;KiDoug, Shin;Taehee, Noh
    • Journal of The Korean Association For Science Education
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    • v.42 no.5
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    • pp.557-566
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    • 2022
  • This study analyzed paired middle school students' verbal and physical interactions in small group learning using augmented reality. Twelve 8th graders were paired to take classes of solubility and melting/boiling points based on augmented reality. These classes were videotaped and recorded. After the classes, all the students participated in a semi-structured interview. The results were analyzed in three sections; individual statement units of verbal interaction, interaction units of verbal interaction and physical interaction. In the individual statement units of verbal interaction, the proportion of information question/explanation was found to be high. In the interaction units of verbal interaction, the proportion of simple interaction was the highest, followed by elaborated interaction. Beneath the elaborate interaction, the proportion of cumulative interaction was found to be the highest, followed by reformative interaction. In the physical interaction, writing a worksheet and gazing at a virtual object were higher. On the basis of the results, effective ways to form a proper environment in small group learning using augmented reality are discussed.

A Robot Motion Authoring Using Finger-Robot Interaction

  • Kim, Yoon-Sang;Seok, Kwang-Ho;Lee, Chang-Mug;Kwon, Oh-Young
    • Journal of information and communication convergence engineering
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    • v.8 no.2
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    • pp.180-184
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    • 2010
  • This paper proposes a robot motion authoring using finger-robot interaction. The proposed method is a user friendly method that easily authors (creates and controls) robot motion according to the number of fingers. The effectiveness of the proposed motion authoring method was verified based on motion authoring simulation of an industrial robot.