• Title/Summary/Keyword: Interactive Communication

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Effectiveness of Asynchronous Learning Networks in Teaching as a Supplement to Classroom Teaching: A Study from Perspective of Lecturers in National University of Singapore

  • Bock, Gee-Woo;Kim, Jong-Hyun;Shuo, Hannah Yang;Lee, Ji-Myoun
    • Asia pacific journal of information systems
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    • v.22 no.1
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    • pp.1-27
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    • 2012
  • Asynchronous Learning Networks (ALN) has become a kind of prevalent information systems to supplement or even substitute a traditional classroom face-to-face teaching method. In this paper, we investigate the impacts of types of courses, lecturers' instruction models and computer self-efficacy on the ALN effectiveness in teaching from lecturers' perspective. We conducted survey to professors in various faculties such as School of Computing, Faculty of Arts, Science, Business, Law and Engineering in the National University of Singapore. According to the responses from ninety-eight professors, instruction modes positively influence the usage of ALN; types of course and lecturers' computer-efficacy influence lectures' satisfaction of ALN in teaching. Both the usage of ALN and satisfaction of ALN positively influence the effectiveness of ALN. The results of this study fill the gap of ALN researches in education by examining it from lecturers' perspective and enable schools to improve their implementation of ALN systems based on our findings.

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An Analysis Research of Mathematics Classes utilizing Tangrams and Mosaic Puzzles (탱그램과 모자이크퍼즐의 활용에 관한 연구)

  • 안주형;송상헌
    • School Mathematics
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    • v.4 no.2
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    • pp.283-296
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    • 2002
  • In this study we tried to find the method of using the tangrams and the mosaic puzzles together for learning the elementary geometry in the Korean primary schools. The tangram and the mosaic puzzle activity-panels were developed and the activity-cards for them also were designed. The criteria to be used for the analyses of contents of the activity-cards were developed. We surveyed and analyzed the students' responses, A previous research had insisted that solely using the tangrams were not useful in learning about an obtuse-angled triangle in the elementary geometry (Welchman, 1999), but the combinative uses of the tangrams and the mosaic puzzles were found to extend the limits of the previous study in investigating the figures of the plain diagrams. Actually, the tangrams and the mosaic puzzles helped the students to learn the concepts of several elements of the plain diagrams such as 'angles', 'sides', and 'angular points', with students'operational comparison of the diagrams developed with them. They also provided useful clues in learning the relationship between the 'length' and the 'area' of the Plain diagrams. The students participated in the class with much activities, using the operational learning materials. They also comprehended the concepts and the principles of the elementary geometry more thoroughly, expressing their ideas in spoken or written languages through interactive communication. In conclusion, the tangram and mosaic puzzles can be used for learning the elementary geometry of the primary school level as motivative learning materials, helping students enhance diverse mathematical thinking and discover mathematical principles.

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A Study on the Police Knowledge Management System based on the IntraNet (인트라넷기반의 경찰지식관리시스템에 관한 연구)

  • Choi, Eung-Ryul;Lim, Jae-Kang
    • Korean Security Journal
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    • no.3
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    • pp.273-305
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    • 2000
  • The knowledge substitutes the traditional factors of production - land, labor, and capital - and has become one of the most important new resources. The Internet Knowledge Society is where the knowledge is the major source of development and competition. Now more than 350mi11ion computers are connected to internet servers and the internet users are more than 250mi11ion. The purpose of this paper is to propose some key factors for implementing the Police Knowledge Management System(PKMS) based on Intranet. With Information Technology(IT), the police administrative system will be much more efficient. Introducing the If into the system is critical for restructuring the police administrative system. This paper concludes as follows : ■ Knowledge is divided into tacit and explicit one. Knowledge process is divided into acquisition, accumulation, distribution and creation of knowledge. ■ The IntraNet is composed of Web server, FTP server, electric-mail server, and is constructed security system to safety. ■ All policemen are bound to serve as a new knowledge worker. ■ Police organization needs to operate data management system. The organization also needs to the Police Knowledge Management Center(PKMC). And the Police Chief Knowledge Officers(PCKO) needs to be appointed to manage the PKMC. ■ An information and knowledge infrastructure(various databases are the most important factor) should be established within the organization to promote the self-directed management, the interactive communication, and the learning ability of the members.

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Development of Distributed Interactive Stochastic Combat Simulation (DISCSIM) Model

  • Hong, Yoon-Gee;Kwon, Soon-Jong
    • Journal of the military operations research society of Korea
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    • v.25 no.2
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    • pp.15-30
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    • 1999
  • A number of combat simulation models are scattered and the analytic solution approaches have experienced very difficult computational efforts. Today´s computer communication technology let people to do many unrealistic things possible and the use of those technologies is becoming increasingly prevalent throughout the military operation. Both DIS and ADS are welled defined computer aided military simulations. This study discusses a simulation of stochastic combat network modeling through Internet space. We have developed two separate simulation models, one for clients and another for server, and validated for conducting studies with these models. The object-oriented design was necessary to define the system entities and their relationship, to partition functionality into system entities, and to transform functional metrics into realizations derived from system component behaviors. Heterogeneous forces for each side are assumed at any battle node. The time trajectories for mean number of survivors and combat history at each node, some important combat measures, and relative difference computations between models were made. We observe and may conclude that the differences exit and some of these are significant based on a limited number of experiments.

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Optimization Technology for MPEG-4 Scene Description of Interactive T-DMB contents (전송율을 고려한 지상파 DMB 대화형 컨텐츠의 MPEG-4 씬 디스크립션 최적화 기법)

  • Cha Kyung-Ae;Cho Jiyeon;Lee Songlu;Kim Sangwook;Jae YuYoung;Cheong Won-Sik
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.556-558
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    • 2005
  • 이동멀티미디어 방송 서비스의 국내 표준인 디지털 멀티미디어 방송(DMB) 시스템에서 대화형 컨텐츠는 MPEG-4 씬 디스크립션 정보에 의해서 이루어진다. 따라서 사용자 상호작용이 풍부한 컨텐츠일수록 씬 디스크립션이 전송되기 위해서 요구되는 비트레이트도 높아진다. 그러나 이동 단말에 고품질의 멀티미디어 데이터를 전송하는 지상파 DMB 환경에서는 씬 디스크립션과 같은 부가 데이터의 전송율을 매우 제한적이다. 그러므로 오디오나 비디오 데이터뿐만 아니라 씬 디스크립션 정보도 저대역폭 및 이동 단말을 대상으로 유효한 품질을 보장할 수 있는 형태로 인코딩되어야 한다. 본 논문에서는 컨텐츠를 전송하기 전에 인코딩된 MPEG-4 씬 디스크립션 정보를 파악하여 전송시점에 예상되는 비트율에 최적화되도록 재구성함으로써 씬 디스크립션 정보의 전송지연 및 손실을 최소화하는 방안의 연구 내용물 제안하고 실험결과를 소개한다.

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Intermedia Synchronization Protocol for Continuous Media Using MPEG-4 in Mobile Distributed Systems

  • Dominguez, Eduardo Lopez;Hernandez, Saul Eduardo Pomares;Gil, Pilar Gomez;Calleja, Jorge De La;Benitez, Antonio;Marin-Hernandez, Antonio
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.6
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    • pp.1689-1706
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    • 2012
  • The preservation of temporal dependencies among a group of processes that exchange continuous media at runtime is a key issue for emerging mobile distributed systems (MDS), such as monitoring of biosignals and interactive multiuser games. Although several works are oriented to satisfy temporal dependencies, most of them are not suitable for MDSs. In general, an MDS is characterized by the absence of global references (e.g. shared memory and wall clock), host mobility, limited processing and storage capabilities in mobile hosts, and limited bandwidth on wireless communication channels. This paper proposes an asymmetric synchronization protocol to be used at runtime in an MDS without using a common reference. One main aspect of our synchronization protocol is that it translates temporal constraints to causal dependencies of the continuous media data as seen by the mobile hosts. We simulate the protocol by considering a cellular network environment and by using MPEG-4 encoders. The simulation results show that our protocol is effective in reducing the synchronization error. In addition, the protocol is efficient in terms of processing and storage costs at the mobile devices, as well as in the overhead attached per message across the wired and wireless channels.

Characteristics of Kineticism in contemporary fashion window display (현대 패션 윈도우 디스플레이에 나타난 키네티시즘 움직임 특성)

  • Jeong, Yerang;Lee, Younhee;Yoon, Jung-A
    • The Research Journal of the Costume Culture
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    • v.26 no.3
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    • pp.327-345
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    • 2018
  • This study analyzes characteristics related to Kineticism found in different kinds of displays and arts in order to contemplate modern window displays. The standard of analysis is based on kinetic arts pioneer George Rickey's six display factors. Projection features and movements were categorized into "Direct movements," "Indirect movements," and "Relative movements." Results were obtained through analysis of different examples of each category. First, the most observed form of Kineticism was direct movements on the window display. Along with the development of science and techniques, a variety of divergent motional methods has arisen. After that followed indirect movement, which uses visual media and lights for presentation. The third was relative movements, which provides communication in practical experience; users' motion is used to provide modification in vision. Fourth, we observed that direct movements and indirect movements can express fluidity depending on materials, inducing a sense of tension within the window display through visual stimuli together with dynamism from mechanical exposure. Fifth, when direct movements pair with relative movements, it triggers customer participation; though it does not deliberately induce participation, the effects are beyond expectation. Sixth, if indirect movements meet relative movements, the motion of lights offers a major stimulation to the customers along with various expressions, thus achieving an interactive domain.

A Semantics Analysis in the Net Arts fran a Cybernetics Perspective (사이버네틱스 관점에서 본 넷 아트에 나타난 의미론적 분석)

  • Eun, Chang Ik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.123-136
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    • 2011
  • Arts gains a new relation as the new academic area that deals with living organisms and through this technology, it affects everything, such as the body, entity, consciousness and unconsciousness to bring an overall change. Based on this premise, arts require a different interpretation from the previous product-focused interpretation or the analysis focusing on the aesthetics. As the result of arts using the scientific methods, I examined the changes of the arts semantics and how it evolved with what kind of contents and characteristics. The net art with the internet base also form a close relationship with the social and cultural codes. In categorizing the social issues and the topical discussions with semantic factors that evolve from the digital biological perspective, it can be divided into four types of complex interaction, positive feedback negative feedback, and amplification of unsettledness. Based on the characteristics of the multimedia and the interactive reaction, the technique and the imagery amplify the message through a spatial and timely meeting in a mutual repletion. In other words, the emotional communication is used to attempt the messages from the products and the expression in various methods.

Plan and Suggestion for the Cooperatives Milk Campaign Improvement (우유 공동 광고 캠페인의 개선 방향 및 제언)

  • Baek, In-Woong
    • Journal of Dairy Science and Biotechnology
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    • v.17 no.1
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    • pp.39-49
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    • 1999
  • Since IMF relief financing, domestic economy has been rapidly cooled down. At this point that we predict an overall decrease of production and sale of industries, cooperative marketing activities of the whole dairy industry are required to promote milk consumption. As everyone knows, advertisement is only one of the various factors that affect sales. Other factors include price, distribution, package, promotion, and consumer's needs and taste. The objectives of the cooperative advertising campaign should be trial purchase of new consumers, maintenance of brand loyalty of existing consumers, more positive experience of using the product, and increase of frequency of purchase. Long term analysis is essential to making these kinds of behaviour changes. Also the objectives of the communication program should be a shift of awareness of milk from 'a basic health food for children' to a substitute to the beverage even for adults. To share database of consumers among companies, we need to find ways to use interactive on-line services, the internet, D.M. events and so on as well as the mass media. It should be a precondition that the main body of the cooperative advertisement includes the milk processing board, dairy companies, livestock cooperations, farmers and the Government. To assure continuous, activities to promote milk consumption, the Government should take the lead in legislating 'An enforcement ordinance for milk promotion and research', and seek complementary measures and support to establish the ordinance.

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Emotional Expression through the Selection Control of Gestures of a 3D Avatar (3D 아바타 동작의 선택 제어를 통한 감정 표현)

  • Lee, JiHye;Jin, YoungHoon;Chai, YoungHo
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.4
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    • pp.443-454
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    • 2014
  • In this paper, an intuitive emotional expression of the 3D avatar is presented. Using the motion selection control of 3D avatar, an easy-to-use communication which is more intuitive than emoticon is possible. 12 pieces different emotions of avatar are classified as positive emotions such as cheers, impressive, joy, welcoming, fun, pleasure and negative emotions of anger, jealousy, wrath, frustration, sadness, loneliness. The combination of lower body motion is used to represent additional emotions of amusing, joyous, surprise, enthusiasm, glad, excite, sulk, discomfort, irritation, embarrassment, anxiety, sorrow. In order to get the realistic human posture, BVH format of motion capture data are used and the synthesis of BVH file data are implemented by applying the proposed emotional expression rules of the 3D avatar.