• Title/Summary/Keyword: Interactive Content

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Analysis of the Interactive Characteristic of Environmental Toxic Peptide and Phospholipid (환경 독성 Peptide의 인지질과의 상호 작용 특성 분석)

  • 이봉헌;박흥재
    • Journal of Environmental Science International
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    • v.12 no.1
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    • pp.77-80
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    • 2003
  • The interaction of mastoparan B, a cationic tetradecapeptide amide isolated from the hornet Vespa basalis, with phospholipid bilayers was studied with synthetic mastoparan B and its analogue with Ala instead of hydrophobic 12th amino acid residue in mastoparan B. MP-B and its derivative, [12-Ala]MP-B were synthesized by the solid-phase peptide synthesis method. MP-B and its analogue, [12-Ala]MP-B adopted an unordered structure in buffer solution. In the presence of neutral and acidic liposomes, the peptides took an $\alpha$-helical structure. The two peptides interacted with neutral and acidic lipid bilayers. These results indicated that the hydrophobic face in the amphipathic $\alpha$-helix of MP-B critically affected the biological activity and helical content.

An interactive image retrieval system: from symbolic to semantic

  • Lan Le Thi;Boucher Alain
    • Proceedings of the IEEK Conference
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    • summer
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    • pp.427-434
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    • 2004
  • In this paper, we present a overview of content-based image retrieval (CBIR) systems: its results and its problems. We propose our CBIR system currently based on color and texture. From the CBIR systems. we discuss the way to add semantic values in image retrieval systems. There are 3 ways for adding them: concept definition, machine learning and man-machine interaction. Along with this we introduce our preliminary results and discuss them in the goal of reaching semantic retrieval. Different result representation schemes are presented. At last, we present our work to build a complete annotated image database and our image annotaion program.

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The Study on the educational technology utilization of E-learning (E-learning의 교육적 기술의 활용에 관한 연구)

  • Kim, Kyung-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.189-191
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    • 2014
  • This paper provides an overview of the E-learning service education on the last decade, In the early 2000's the emphasis of educational technology was on interactive multimedia- stand alone packages on computer hard disks or portable memory, which integrated a range of media forms in the lately. Customers handle finding the best sources of content.The system then uses social signals such as those coming from Facebook, Twitter, LinkedIn, delicious as well as clicks and views. The SNS and network infrastructure is sufficiently mature that the focus should shift to how to use the technology most appropriately to facilitate learning. As we study environmental conditions of the traditional internet and the mobile internet users in some ways. In this paper, analyze the nature of learning, role of educational and suggest alternative policy, innovation of e-learning service and effective e-learning environment in developing technology.

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Development of Interactive Mobile Application based on Augmented Reality (증강현실 기반의 상호작용이 가능한 모바일 응용프로그램 개발)

  • Park, Byung-June;Back, Young-Tae;Park, Seung-Bo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.45-47
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    • 2014
  • 본 논문에서는 증강현실 기술을 응용하여 한정된 공간에서가 아닌 실제 세상에서 사람들과 상호작용할 수 있는 모바일 응용 프로그램 개발 전략을 클라이언트와 서버 단으로 나누어 설명하였다. ARToolKit이라는 오픈소스 라이브러리를 사용하여 증강현실을 구현하였으며, 클라이언트 시스템은 동시에 다수의 사용자가 상호작용을 하는 것을 이슈로 구현하였고, 서버 시스템은 클라이언트의 요청에 대한 신속한 응답처리를 위해 처리 과정에서의 의사 결정 단계를 최소화 시킨다는 것을 목표로 구현하였다.

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Construction of 21st Century Visual Algorithm in 5G-based VR/AR/MR/Hologram (5G기반 VR/AR/MR/Hologram의 공간에서 나타나는 21세기형 시각 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1208-1214
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    • 2019
  • 4th industrial age! 5G-based video content has changed rapidly. How do you view and understand VR/AR/MR/holograms in the age of convergent technology media represented by digital convergence in the 21st century beyond the modern visual system of Descartes? It predicts extension to an interactive visual system. This study proposes a methodology to visualize the Lacanian visual acuity after applying it to the L-System and to understand the visual system of the 21st century.

Simulation of Child Care for First-time Father

  • Jang, Sin-young
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.47-55
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    • 2019
  • In past patriarchal societies, childbearing was considered the sole possession of women. At a time when women were struggling to move into society, the concept of parenting as the mainstay of the capitalist economic society and the head of the family has naturally been taken for granted by a woman named "housewife." Since the role of male babies is as important as that of females, Fathers are trying to promote the importance of the effects of fathers due to active participation in childcare and help change old perceptions of the past. Men also know the importance of participating in childcare in early childhood, but often do not know what their children want or why they cry due to lack of basic child care knowledge and lack of education. We tried to give fathers the meaning of indirect experience and change their perception of parenting by producing interactive VR content, which is completed with dad's participation, so that they can experience the child in person. In addition, through familiar childcare professional product advertisement and 360 degree stereo sound. It is made to immerse in the game to gain persuasive effect, inducing fathers to have interest and interest in childrearing.

Development of Korean Learning Content for Children based on Interactive Edutainment (인터렉티브 에듀테인먼트 기반 유아용 한글 학습 콘텐츠 개발)

  • Song, Mi-Young;Park, Soo-Bin;Kim, Woo-Yeon;Kim, Hyo-Won;Choi, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.55-56
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    • 2019
  • 본 논문은 유아기 언어 발달 시기에 한글의 기초 단계를 학습하기 위해 기존의 교육 방식과는 달리 시각적, 청각적 효과로 몸의 감각을 통해 사물을 배우며 이러한 자극으로 정보를 기억하고 축적할 수 있는 에듀테인먼트 콘텐츠를 개발한다. 유아의 호기심을 자극할 뿐만 아니라 모바일 플랫폼과의 상호작용을 통해 재미와 즐거움을 키우며 나아가 지식을 얻을 수 있다.

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A First Grade Teacher's Challenge in Promoting Students' Understanding of Unit Iteration

  • Pak, Byungeun
    • Research in Mathematical Education
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    • v.25 no.3
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    • pp.175-188
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    • 2022
  • Measurement has been an important part of mathematics content students must learn through their schooling. Many studies suggest students' weak measurement learning, particularly related to length measurement, on the part of lower grade students. This difficulty has been attributed to mathematics curriculum as well as instruction. Building on a view of teaching as an interactive activity, this paper explores how a first grade teacher interacted with her students in small groups in a length measurement lesson to promote conceptual understanding as well as procedural fluency. I found that even though the teacher supported students to explain and justify what they understood, the ways the teacher interacted with students were not effective to promote students' understanding. Even though this finding is based on an analysis of a single mathematics lesson, it provides an example of challenges in promoting students' understanding through interaction with students in the context of teaching length measurement.

Design and Evaluation of a Social Networking Site (SNS) Supported Collaborative Learning Environment for Vocabulary Learning

  • YANG, Wanping;PAN, Yingying
    • Educational Technology International
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    • v.23 no.1
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    • pp.41-66
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    • 2022
  • Vocabulary learning plays an important role in language learning. This study explored a new paradigm based on social networking site (SNS) supported collaborative learning for vocabulary learning. SNS supported collaborative learning (SSCL) can effectively promote learners' engagement, interest and motivation by providing a more communicative and interactive environment. However, vocabulary learning studies on SSCL mainly focused on the effectiveness and influencing factors, lacking specific instructional strategies. Therefore, this study aims to develop instructional strategies that guide instructors to create an SSCL environment for facilitating vocabulary learning. The final instructional strategies are composed of three stages according to the course process, consisting of 8 general strategies and 21 specific guidelines. The content validity was ensured by four experts in the field of educational technology. The instructional strategies were then applied in an actual classroom with 16 students. The positive responses from the instructor and learners indicated that SSCL can be reasonably incorporated into the current curriculum to provide effective learning opportunities and to promote learners' vocabulary learning.

An Interaction-Based MPEG-4 Player for a PDA (PDA 환경에서의 인터렉션 기반의 MPEG-4 재생기)

  • N., Kim;S., Kim;H., Lee;S., Kim
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.370-373
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    • 2004
  • The rapid proliferation of mobile device such as PDA allows users more ubiquitous access to multimedia information. The user mobility provides users a uniform vision of their preferred working environment independently of their current points of attachment. Supporting the user mobility requires the Player capable of efficiently presenting the multimedia contents. MPEC-4 provides not only the description for coding audio and video (as its predecessors MPEG-1 and MPEG-2), but also for coding images, animations, interactivity and protecting content. With MPEG-4, we present interactive media using multiple objects - audio, video, image, 2D geometry, and text - in a single format. Therefore we propose the MPEC-4 Player for PDA. The proposed MPEG-4 Player for PDA supports mobility, portability and personality.

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