• 제목/요약/키워드: Interactive Content

검색결과 408건 처리시간 0.032초

심층면접을 활용한 위탁급식업체 국제화 추진, 유인 및 상호작용 요인 항목 선정 (Identification of Contract Foodservice Management Companies' Push, Pull, and Interactive Push-Pull Factors for Internationalization by In-Depth Interview)

  • 이현아;한경수
    • 한국식생활문화학회지
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    • 제24권4호
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    • pp.401-412
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    • 2009
  • The aims of study were to provide basic data for the internationalization of Contract Foodservice Management Companies (CFMC) and to gain a better understanding of internal push-and-pull factors through in-depth interviews. The interviewees were managers of four large CFMCs and one small-to-medium CFMC. The non-structured interview format employed an interview guide of open-ended questions. All interviews were digitally recorded and notes were taken simultaneously by an interview assistant. The narrative data analysis involved transcription, coding, classification by categories, and content analysis. Eighty-eight codes were generated from the interview analyses, and the subordinate variables uncovered included seven push factors, eight pull factors, one interactive factor, and 10 internal dynamics. These factors will be useful in further studies of the internal operations of specific CFMCs, and more generally, the practical condition of the industry.

웹기반의 건강사정 멀티미디어 컨텐츠 개발 (Development of Web-based Multimedia Content for a Physical Examination and Health Assessment Course)

  • 오복자;김일옥;신성례;정회경
    • 대한간호학회지
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    • 제34권6호
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    • pp.994-1003
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    • 2004
  • Purpose: This study was to develop Web-based multimedia content for Physical Examination and Health Assesment. Method: The multimedia content was developed based on Jung's teaching and learning structure plan model, using the following 5 processes: 1) Analysis Stage, 2) Planning Stage, 3) Storyboard Framing and Production Stage, 4) Program Operation Stage, and 5) Final Evaluation Stage. Results: The web based multimedia content consisted of an intro movie, main page and sub pages. On the main page, there were 6 menu bars that consisted of Announcement center, Information of professors, Lecture guide, Cyber lecture, Q&A, and Data centers, and a site map which introduced 15 week lectures. In the operation of web based multimedia content, HTML, JavaScript, Flash, and multimedia technology(Audio and Video) were utilized and the content consisted of text content, interactive content, animation, and audio & video. Consultation with the experts in context, computer engineering, and educational technology was utilized in the development of these processes. Conclusions: Web-based multimedia content is expected to offer individualized and tailored learning opportunities to maximize and facilitate the effectiveness of the teaching and learning process. Therefore, multimedia content should be utilized concurrently with the lecture in the Physical Examination and Health Assesment classes as a vital teaching aid to make up for the weakness of the face-to- face teaching-learning method.

분산환경에서 표준제품모델(STEP)을 이용한 내용검색 (Content-search in Distributed Environment Using Standard Product Model (STEP))

  • 손정모;유상봉;김영호;이수홍
    • 한국CDE학회논문집
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    • 제4권4호
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    • pp.285-294
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    • 1999
  • This paper presents a content-search system built on distributed environments using the open product model of STEP, The content-search system searches design data for given product descriptions such as part name and features. Distribute object interfaces has been defined by IDL and distributed product data are searched through CORBA protocols. Web interfaces are also provided for interactive user interfaces. Given a user request, a mediator interacts with distributed search servers and sends collected results back to the user. The mediator has such metadata as location, program name, and other information about product data stored on distributed system. The search servers use SDAI interfaces to search STEP files or databases. The content-search system promotes the reuse of previous design within a company and the outsourcing of part designs.

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Interactive Effects of Nitrogen and Potassium Fertilization on Oxalate Content in Napiergrass (Pennisetum purpureum)

  • Rahman, M.M.;Ishii, Y.;Niimi, M.;Kawamura, O.
    • Asian-Australasian Journal of Animal Sciences
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    • 제23권6호
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    • pp.719-723
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    • 2010
  • Ingestion of forage containing a large quantity of soluble oxalate can result in calcium deficiency and even death of livestock. Fertilization is one of the most practical and effective ways to improve yield and nutritional quality of forage. An experiment was conducted to determine the effects of nitrogen (N) fertilization (150, 300 and 600 kg/ha) across varying levels (150, 300 and 600 kg/ha) of potassium (K) on oxalate accumulation in napiergrass (Pennisetum purpureum). Application of N at 300 kg/ha produced higher dry matter yield than at 150 or 600 kg/ha, while K fertilization had no effect on yield. In general, N fertilization did not affect the soluble and total oxalate contents, but slightly affected the insoluble oxalate content. Soluble oxalate content showed an increasing trend and insoluble oxalate content showed a decreasing trend with increasing K level, but total oxalate content remained relatively constant. There were significant interactions between N and K fertilization for the content of soluble and insoluble oxalate fractions. The greatest increase in soluble oxalate content with N level at 300 kg/ha was found at the high level (600 kg/ha) of K application. The greatest increase in insoluble oxalate content with N level at 600 kg/ha was found at the low level (150 kg/ha) of K application. These results indicated the possibility of controlling the content of soluble and insoluble oxalate fractions in forage by fertilization.

과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발 (Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum)

  • 김태욱;박남기
    • 한국융합학회논문지
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    • 제11권7호
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    • pp.137-144
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    • 2020
  • 본 연구에서는 과학박물관의 기본 개념과 역할을 바탕으로 일상생활과 직접 관련 있는 과학 원리의 전시, 교육, 체험의 제공을 목표로 한 '소리 빛' 인터랙션 전시 콘텐츠와 체험 전시공간을 연구 개발해 국립광주과학관의 '소리 빛' 전시 공간에 구현한다. 연구의 범위는 기존 과학관의 체험형 콘텐츠 선행 연구 사례와 현황을 살펴, 과학관 체험형 전시의 조건과 요소를 정의하고 그를 바탕으로 체험형 전시 시나리오와 어린이를 대상으로 한 콘텐츠를 연구 개발했다. 본 연구 개발 콘텐츠의 성과는 첫째, 빛과 소리를 테마로 인터랙티브 홀로그램 체험 콘텐츠를 개발한다. 둘째, 다수의 프로젝터에 의한 프로젝션 매핑을 통해 미디어 파사드 면을 다면화해 시각적으로 넓고 스펙터클한 화면 구성과 애니메이션을 실현한다. 셋째, 다양한 컬러와 소리를 함께 움직이며 관람객과의 상호작용이 가능한 관람객 중심의 전시, 체험을 실현한다. 마지막으로 홀로 스크린을 통한 홀로그램 인터페이스를 통해 인터랙티브 콘텐츠를 제공하여 전시 정보의 단순한 전달이 아닌 관람에 대한 다수 관람객의 적극적 참여를 유도하며 전시 재방문을 증진한다. 일련의 연구를 통해 최근 과학관의 추세인 테마파크적 성격을 지닌 콘텐츠 및 체험 전시공간 연구 개발이 가능했다.

전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계 (Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View)

  • 민병준;비나야감 마리아판;차재상;김대영;조주필
    • 한국정보전자통신기술학회논문지
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    • 제11권4호
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    • pp.414-420
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    • 2018
  • 최근 디지털 컨버전스는 현실세계를 기반으로 만들어진 미디어 콘텐츠에 가상 콘텐츠를 투영시켜 사용자에게 새로운 경험을 제공 할 수 있도록 발전하고 있다. 이에 본 논문에서는 HMD AR 기술을 이용한 Light ID 및 HMD-AR 기반 인터렉티브 전시를 제안하였다. 이 접근법은 현재 사용되고 있는 전시물에 추가적인 인프라를 설치할 필요 없이 기존 사용되고 있는 조명 또는 디스플레이를 사용 할 수 있다. 또한 Light ID는 웹 콘텐츠로의 접근을 위해서만 사용되는 QR 태그와 달리 위치 인식을 위한 식별자 및 통신 매체로도 사용될 수 있는데, 이는 카메라를 기반으로 한 광 무선 통신 (OWC)의 장점을 활용하여 스마트 장치에서 미디어 콘텐츠에 대한 ID를 수신하고 AR형태로 실감 3D 콘텐츠를 시각화하여 제공한다. 본 논문에서는 안드로이드 스마트폰을 사용하여 제안한 설계 기법에 대해 전주 한옥 마을을 타겟으로 Light ID 기반 광무선통신 기술을 활용한 실감 3D View 제공 기술을 구현하고 테스트를 수행하였으며, 실험 결과 제안한 기법을 통해 전시물에 관한 실시간 몰입형 3D 뷰를 제공 할 수 있음을 확인하였다.

Infrared LED-Based Arcade Gun System for Wide Screen

  • Choi, YoSeph;Kang, DuCheol;Yun, TaeSoo
    • IEIE Transactions on Smart Processing and Computing
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    • 제3권5호
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    • pp.306-312
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    • 2014
  • The arcade gun has been a popular game controller in the video game market from the 1970s. The arcade gun, which is used partially in game centers and domestic games, recently is utilized as the interface for the interactive system and tangible media. On the other hand, the existing arcade gun has limits on hardware so it is unsuitable for wide screens. In addition, being platform-dependent, it is inapplicable to various types of content as a single module. This study suggests a correction algorithm that establishes an arcade gun system based on an infrared camera to solve those drawbacks and apply to possibly numerous surroundings.

초등학교 수학의 교수를 위한 모바일 가상조작물 앱 분석 (An Analysis of Mobile Virtual Manipulatives Apps for the Teaching of Elementary School Mathematics)

  • 신미경
    • 한국멀티미디어학회논문지
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    • 제20권6호
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    • pp.935-949
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    • 2017
  • The purpose of this study was to analyze the characteristics of virtual manipulatives apps that can be used to teach students struggling to learn mathematics. To achieve this goal, ten general characteristics of 23 virtual manipulatives apps were evaluated. The instructional, interface, and interactive design features of apps were also evaluated on five-point scale ratings of 18 items. In addition, SPSS frequency analysis and the correlation between each feature was analyzed. Frequently presented instructional contents among 23 virtual manipulatives apps were geometry, arithmetic operation, number concept and measurement. The frequently presented level of instructional contents was lower grade elementary school and kindergarten age. The frequently presented instructional type was the simulation. Regarding the design features, instructional design was rated as the highest (mean = 3.7); interactive design (mean = 3.6) and interface design (mean = 3.3) were also rated higher than neural. In addition, as the learning strategy was appropriately presented, it was evaluated that there was less screen linkage and content error.

Relighting 3D Scenes with a Continuously Moving Camera

  • Kim, Soon-Hyun;Kyung, Min-Ho;Lee, Joo-Haeng
    • ETRI Journal
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    • 제31권4호
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    • pp.429-437
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    • 2009
  • This paper proposes a novel technique for 3D scene relighting with interactive viewpoint changes. The proposed technique is based on a deep framebuffer framework for fast relighting computation which adopts image-based techniques to provide arbitrary view-changing. In the preprocessing stage, the shading parameters required for the surface shaders, such as surface color, normal, depth, ambient/diffuse/specular coefficients, and roughness, are cached into multiple deep framebuffers generated by several caching cameras which are created in an automatic manner. When the user designs the lighting setup, the relighting renderer builds a map to connect a screen pixel for the current rendering camera to the corresponding deep framebuffer pixel and then computes illumination at each pixel with the cache values taken from the deep framebuffers. All the relighting computations except the deep framebuffer pre-computation are carried out at interactive rates by the GPU.

Interactional Modifications in Text-based Chats between Korean and Japanese Students

  • Chu, He-Ra
    • 영어어문교육
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    • 제12권2호
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    • pp.1-18
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    • 2006
  • This study investigates the types of interactional modifications employed by Japanese and Korean university students during text-based chats. In particular, this study focuses on the role of a network-based medium on the use of interactional modifications, which have been claimed to facilitate interlanguage development. The results show that students use a variety of features of interactional modifications. The most used strategies were the use of paralinguistic features, framing, overt indication of understanding/agreement, and clarification checks, which reveals inconsistent results with findings from research on the negotiation of meaning in face-to-face interaction. Results suggest that the computer-mediated communication (CMC) environment requires the above mentioned strategies and students are able to adapt to this new context by employing alternative strategies. The majority of negotiations were generated by content and lexical items either to resolve communication problems or to better manage interactions, and very few negotiations occurred in terms of grammar. The findings suggest that text-based synchronous chats can be an effective tool for promoting interactive competence, but their effectiveness on grammatical development is uncertain.

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