Journal of Elementary Mathematics Education in Korea
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v.15
no.2
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pp.317-332
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2011
The purpose of this study is to suggest an effective plan for teaching the definition of prism by integrating and analyzing the theories related to the instruction of definitions. The subjects in this study to realize these objectives were as follows. First, it looks to theoretical backgrounds regarding the instruction of the definition of solid by functions of definition in mathematics education. Second, it explores the instructional way to form the definition of solid through function of definition, by analyzing the unit of solid in the 6th grade. Third, after conducting the real practice with the 5th graders who before learn solid in 6th curriculum, according to plan of instruction, it examined student's response and testify its effectiveness, and then propose a teaching scheme which is designed to be useful based on the outcomes. In terms of theoretical background, it investigated the precedent research in relation to the instruction of the definition that mathematical definition is not given perfectly but the process of making knowledge that mathematization activity is necessary. It investigated the effects of the instruction of definitions, based on the effects of teaching and interviews with the 5th graders, and analysis of student's handout. The followings were the results of this study. First, 'Making Definitions' activities through remove counterexample process was possible to analytic thinking not intuitively thinking, and it effects the extend of awareness in definition that definition is not fixed but various. Second, it need the step of organize terms that is useful on solid's definition through activate of background knowledge. Third, it is effective that explore characters of the solids after construct the solids. Fourth, interactive discussion that students correct their mistakes each other through mathematical communication and they can think developmental is useful on making definition more than individual study.
Journal of the Korean Society of Clothing and Textiles
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v.30
no.12
s.159
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pp.1800-1809
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2006
The wearable technology takes the concept of clothing over its limits -integrating software, communication devices, and sensors into the garments to enable them to 'think' for the wearer. A dress is no longer just a dress, but a dress as well as a wearable computer interface. This wearable computer network transports the data power and control signals within the wearer's personal space. The purpose of this thesis is to explore the wearable technology from a commercial perspective. On this theme I made a survey and interviewed 20 men and 20 women in London to find out if many people are familiar with the concept of the wearable technology. The main results of this study include: Firstly, according to the survey, people are not familiar with the concept of the wearable technology, and further people thought negatively about the wearable computer rather than positively they worried about hish prices, inappropriate technology and side effects. Secondly, people are especially interested in items related to health and security, so in this area there are huge potential opportunities for the wearable technology, Finally, wearable technology needs to be a simplified set of interactive devices, which are in a user friendly format for marketability because convenience was one of the biggest concern for consumers. Therefore, development of the wearable computer should be promoted not only through computer engineering but also through the connection with human lift.
This paper attempts to understand the reality of Netflix on the Korean film distribution market environment, and to verify the possibility of developing domestic content centered on independent films in the OTT market, led by Netflix. The research significance of finding the way for Korean diverse films and independent films that cannot be provided with investment and distribution opportunities in various Korean Wave contents will be studied, and the characteristics of Netflix in the Korean film market will be explored. Netflix disseminates Korean contents such as Korean movies and Korean dramas, contributes to the spread of the Korean Wave, and is re-adjusting the paradigm of the distribution market, raising issues that cause a virtuous cycle of profits, controversy over net usage fees, and flooding of Hollywood movies. Considering the nature of intercultural exchange, the interaction between independent film content, Netflix platform, audience, and global market will expand interactive communication opportunities. In other words, just as Netflix uses the Korean media market to make profits, Korea should also use Netflix to try to expand the global market of Korean film contents (K-Film)and maintain a cultural and economic reciprocal attitude.
This research explores websites of comics museum provided by the Korean Manhwa Museum and the Kyoto International Manga Museum and is supposed to analyze the type of content and finding out features. Since both museums specialize in comics and provide diverse information related to comics and their museums, this research analyze them on the basis of three types of categories, which are public relations content, professional content, and exhibition/education content The result shows that both museums generally provide similar type of information and content even though there are small differences. Especially, they have common points in the way that both offer detailed information of museum facilities and about exhibition schedules and education programs. However, the goal they are aiming at shows a difference. Korea Manhwa Museum tries to have interactive communication with its site visitors using the bulletin board system and to update newly published comics and events frequently managing separate websites. Kyoto International Manga Museum seems to focus on promoting itself in order to have more museum visitors. It provides detailed information such as history of the museum building, the object of setting up the museum and so on. Also, it provides four different foreign language websites.
The purpose of this paper is to examine the ethical implications in UCC participation. This paper aimed at examining the advent of UCC as a critical media tool in interactive two-way communication and the effect of ethical questions on the level of UCC participation. The findings show that uncertainty avoidance gives an positive and significant effect on privacy concern and regulatory preference, but it is not related to copyright invasion in Korea and U.S.A. It is shown that privacy concern does not influence on UCC retrieval in Korea whereas it is positively related to UCC retrieval in the United States. Also, privacy concern has not relationship with UCC production(modification, recreation, generation) in both nations. In the case of regulatory preference, it posits an significant and positive effect on UCC retrieval in Korea while it is not related to UCC retrieval in the United States. Also, regulatory preference does not affect on UCC production in Korea whereas it influences on UCC generation without impacting UCC modification and recreation in U.S.A. Finally, the results show that copyright invasion has stronger relationship with UCC recreation and generation than UCC modification, and it is positively related to UCC retrieval in both nations.
For the communication between human and computer in an interactive computing environment, the gesture recognition has been studied vigorously. The algorithms which use the 2D features for the feature extraction and the feature comparison are faster, but there are some environmental limitations for the accurate recognition. The algorithms which use the 2.5D features provide higher accuracy than 2D features, but these are influenced by rotation of objects. And the algorithms which use the 3D features are slow for the recognition, because these algorithms need the 3d object reconstruction as the preprocessing for the feature extraction. In this paper, we propose a method to extract the 3D features combined with the 3D object reconstruction in real-time. This method generates three kinds of 3D projection maps using the modified GPU-based visual hull generation algorithm. This process only executes data generation parts only for the gesture recognition and calculates the Hu-moment which is corresponding to each projection map. In the section of experimental results, we compare the computational time of the proposed method with the previous methods. And the result shows that the proposed method can apply to real time gesture recognition environment.
The purpose of this study is to explore the process that youths get involved in delinquent behavior after runaway. The experiences of runaway youths are studied interpretively, so that interactive features between situations and the youths are revealed. In this way, it is expected that directions in social services to prevent and intervene with delinquent behaviors of runaway youths can be suggested. Eleven youths who have experienced running-away participated in the in-depth interviews. Their narratives are interpreted through the procedures of interpretive interactionism by Denzin(1989). Five phases of the delinquency process have been discovered: Using personal resources, getting help from new relationships, exploring alternatives to survive, learning delinquent way of living, and living independently through delinquency. Interpreted contextually, it has been founded that delinquency is a behavior to survive and a developmental process on the street, taking place in a situation of blocked communication, nevertheless within people's networks. Thus, it is suggested that the problem of runaways are not to be treated narrowly as responsibilities of the youths themselves or their families, but to be approached from the viewpoint of providing social service systems that work as a safety network and offer alternatives for the youths to survive, to resolve their troubles, and to keep healthy lives.
The terrestrial-digital multimedia broadcasting(T-DMB) is now provided for the public service and the number of receivers reaches 15 million at the present of August 2008. The service of T-DMB itself has been succeeded in the presence. It is however remained as a supplementary role of stationed TV. It is necessary to find an additional business model as a new media to acquire surplus escaping from the deficit of the present T-DMB service. In the present paper, data service of T-DMB is proposed as candidate of such solution. Especially, TTI(Traffic and Travel Information) service is proposed as a killer application using TPEG(Transport Protocol Experts Group). At present, TPEG has not been so popular in the sense of various user satisfaction. Thus the variety of service including bi-directional service using DMB2.0 as in the sphere of Web2.0 is necessary for the service providers. In the paper, the restriction of TPEG-POI(Point of Interest) application service using the conventional mobile communication infrastructure is indicated. To overcome such restriction, TPEG-UCM(User Created Message) application service model using individual bi-directional media which is initiated and interacting by the users is proposed. In the experiment, the application program shows the usability of the proposed method so that the implementation results show its operability.
International journal of advanced smart convergence
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v.9
no.1
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pp.54-62
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2020
According to the Ministry of Health and Welfare, "Status of Registered Persons with Disabilities", the number of people with disabilities is 2,494,460 as of 2015. The lowest rates of children with disabilities were intellectual disabilities (23%) and mental disorders (33.3%). The highest rates of screening were blindness (97%), heart failure (94.4%), and hearing impairment (92.7%). 65.2% of visually impaired people who have already had a disability at the time of marriage, and the remaining 34.8% can be thought to be the cause of high incidence of disability after marriage. 'SID (Seed in the Dark)' project was designed to recapture the visually impaired parent's desire for attachment and the space difficulties of the blind who want to be a normal parent to their children through a visual impairment of a father with 7-year-old daughter. Using Gear VR(Virtual Reality), the general public was able to feel the surroundings as if they had no vision and focused on the hearing. Especially, We expressed the sound wave visually and added the hilarious game element which grasps the terrain of the maze by sound wave like a 'blind person who perceives the surroundings by sound' and catches up with daughter. People with disabilities who are far from mental illness often have a form of family with children. The fact that the rate of childbirth is high means that there is relatively little problem in daily life. It is wondered that the rate of blindness among the visually impaired, which accounts for 10% of the total disabled, is the highest at 97%. This is because, in the case of the visually impaired, the obstacle is often caused by aging, accidents, or diseases due to inherited causes rather than the visual disorder. In particular, However, the fact that there is an obstacle in vision that accounts for 83% of the body's sensory organs causes other difficulties in the nursing process of children who are non-disabled. Parents do not know the face of child when their visual impairment is severe. Parents are extremely anxious about worry that they will be lost or abducted if their children are not by their side. And that the child recognizes the disability of his or her parents other than the other parents easily and takes it as a deficiency. Since visually impaired parents are mentally mature parents with non-disabled people, they may want their children not to feel deprived of their disability. The number of people with visual impairments has been increasing since 2001, and people with impairments often become disabled. In addition, there is much research on the problem of nondisabled parents who have children with disabilities, while there is relatively little interest and research on the problem of nondisabled child rearing of parents with disabilities.
This study aimed to examine the effects of a reciprocal attention intervention on the joint attention behaviors of children with autism spectrum disorder (ASD) by comparing the music and nonmusic conditions. An alternating treatment design was applied as one of the single subject designs and the reciprocal attention intervention included music and nonmusic conditions implemented alternately within a session. The participants were four children between the ages 4 and 5 years and each participant who participated in 23 intervention sessions that followed the sequence of baseline (3 sessions), treatment (15 sessions), and follow-up (5 sessions). The music condition consisted of structured joint instrument playing, trials for attentional shift, and interactive instrument playing. The nonmusic condition consisted of joint toy play, trials for attentional shift, and turn taking-based play. The occurrence of target behaviors (i. e., joint attention behavior, eye gaze, and joint action) was analyzed across sessions. At pretest and posttest, the Early Social Communication Scale was administered. All participants showed increasing tendency in all target behaviors, but such occurrence was greater in the music condition than in the nonmusic condition. The findings support the use of a reciprocal attention intervention with musical stimuli to effectively improve joint attention in this population.
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