• Title/Summary/Keyword: Interactive Design

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Development of a Digital Textbook on 'Structure and Contraction Mechanism of Skeletal Muscle' with the Learning Model for Biomimicry-Based Convergence (생체모방 기반 융합 학습 모델을 적용한 '골격근의 구조와 수축'에 대한 디지털 교재 개발)

  • Kim, Soo-Youn;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.42 no.2
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    • pp.95-105
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    • 2018
  • The purpose of this study was to develop a digital textbook on 'structure and contraction mechanism of skeletal muscle' with the learning model for biomimicry-based convergence. The unit of 'structure and contraction mechanism of skeletal muscle' is a part of Life Science I in high school. The convergence learning model was designed with three phases of biomimicry-based convergence (Exploration-Design-Implementation) including 3D modeling & printing. The developed digital textbook was composed of 8 sessions which contains the following learning contents : Exploration of skeletal muscle, creative designing of skeletal muscle using sketch application and 3D modeling, convergent implementing of the designed using 3D printing, exploration of muscle contraction, creative designing of muscle contraction using sketch application and 3D modeling, and convergent implementing of the designed using 3D printing. Each session is also involved in the contents of gallery widgets, media widgets, keynote widgets, sketch widgets, the cloud, polling widgets, and review widgets for interactive and mobile learning. After administering the developed digital textbook to 20 high school students, it was shown a positive effectiveness on life science learning for high school students. Moreover, the digital textbook was evaluated as to promote student's abilities on creative designs and implementation related to biomimicry-based convergence. The digital textbook was also shown a favorable response on students' interest and self-directed learning on life science.

Dashboard Design for Evidence-based Policymaking of Sejong City Government (세종시 데이터 증거기반 정책수립을 위한 대시보드 디자인에 관한 연구)

  • Park, Jin-A;An, Se-Yun
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.173-183
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    • 2019
  • Sejong, Korea's special multifunctional administrative city, was created as a national project to relocated government ministries, the aim being to pursue more balanced regional economic development and boost national competitiveness. During the second phase development will focus on mitigating the challenges raised due to the increasing population and urbanization development. All of infrastructure, apartments, houses, private buildings, commercial structures, public buildings, citizens are producing more and more complex data. To face these challenges, Sejong city governments and policy maker recognizes the opportunity to ensure more enriched lives for citizen with data-driven city management, and effectively exploring how to use existing data to improve policy services and a more sustainable economic policy to enhance sustainable city management. As a city government is a complex decision making system, the analysis of astounding increase in city dada is valuable to gain insight in the affecting traffic flow. To support the requirement specification and management of government policy making, the graphic representation of information and data should be provide a different approach in the intuitive way. With in context, this paper outlines the design of interactive, web-based dashboard which provides data visualization regarding better policy making and risk management.

The Effects of In-service Education of Newborn's Behavior Response on the Nurse-Newborn Play Interaction (신생아의 행동반응에 대한 실무교육이 간호사와 신생아와의 유희적 상호작용에 미치는 영향)

  • Yang, Young-Ok
    • Korean Parent-Child Health Journal
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    • v.5 no.1
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    • pp.1-23
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    • 2002
  • The purpose of this study was to find out the effect of in-service education on the nurse-newborn play interaction. The research design adopted the pre-experimental design applied only for one pretest-posttest group and Barnard's mother-infant interaction model was used as a conceptual framework. The subjects were 26 nurses who were selected from 2 nurseries in general hospital in Pusan, and 52 healthy newborns who were after 4 days from birth during data collection period at the same hospital. The data were collected from June 1st to October 5th in 2001, by video-taping for the interactive behaviors between the nurse and the newborn, played for 5 minutes in nurseries 2 weeks before and after in-service education. The in-service education consisted of the newborn's behavior responses focused on the newborn baby's states, behavior, cues and state modulation, 3 times per 1 week, 90 minutes per 1 time, lecture, demonstration and hand out project. The experimental tool used for this research was Ha Young-Soo's Korean translation of the Maternal-Infant Play Interaction Scale by Thompson, Jody Baird, Sara Gordman, Bryant(1982), some parts of which were adapted to be suitable for the purpose of this research. Mother and baby scale by Wolke & James-Roberts(1987) was also modified and used as the criterion of nurse's perception of a newborn baby. The results of this study were as follows: 1. This result supported the major hypothesis : After the intervention of in-service education, the nurse and newborn play interaction was promoted. 2. After intervention of in-service education, the nurse perception of newborn, especially the criteria of newborn's reaction was promoted., The results of this research confirm that in-service education on the newborn's behavior responses such as states, behavior, cues and state modulation is an effective way to improve the interaction between the nurse and the baby. It elevated the nurse's sensitivities to the baby's needs. Therefore, in-service education can change the conditions of current nursing practice mostly centered on physical care into a better one in which nurses consider the emotional, social, and intellectual development stages of babies. Accordingly, in-service education contributed to promoting the effective nurse-newborn play interaction so positively.

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Design and Performance Evaluation of Software On-Demand Streaming System Providing Virtual Software Execution Environment (가상 소프트웨어 실행 환경을 제공하는 주문형 소프트웨어 스트리밍 시스템 설계 및 성능평가)

  • Kim Young-Man;Park Hong-Jae;Han Wang-Won;Choi Wan;Heo Seong-Jin
    • The KIPS Transactions:PartC
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    • v.13C no.4 s.107
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    • pp.501-510
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    • 2006
  • Software streaming allows the execution of stream-enabled software on desktop or portable computing devices like PC, PDA, laptop, cellular phone, etc., even while the transmission/streaming from the server may still be in progress. In this paper, we present an efficient streaming system called Software On-Demand(SOD) streaming system to transmit stream-enabled applications in addition to automatic installation of program registry, environment variables, configuration files, and related components. In particular, we design and implement a SOD system in Linux to provide the user with the instant look-and-click software execution environment such that software download and installation are internally proceeded in a completely user-transparent way. Therefore, the SOD system relieves the user from the tricky, failure-prone installation business. In addition, the software developer now obtains a new, powerful means to advertise and propagate their software products since the user can use software packages via user-friendly UI window or web browser by look-and-click interactive operation. In the paper, we also make a couple of SOD streaming experiments using a spectrum of popular softwares. Based on the analysis of the experiment results, we also propose two performance improvement schemes.

An Analysis of the Preference Type of Internet Personal Game Broadcasting in China - focused on Player-Unknown's Battlegrounds Streaming (중국의 1인 게임 방송의 선호 유형 분석 - 배틀그라운드 1인 게임 방송을 중심으로)

  • Seo, Ryung;Kihl, Taesuk
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.81-89
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    • 2018
  • The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown's Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown's Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.562-571
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    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

Data analysis by Integrating statistics and visualization: Visual verification for the prediction model (통계와 시각화를 결합한 데이터 분석: 예측모형 대한 시각화 검증)

  • Mun, Seong Min;Lee, Kyung Won
    • Design Convergence Study
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    • v.15 no.6
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    • pp.195-214
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    • 2016
  • Predictive analysis is based on a probabilistic learning algorithm called pattern recognition or machine learning. Therefore, if users want to extract more information from the data, they are required high statistical knowledge. In addition, it is difficult to find out data pattern and characteristics of the data. This study conducted statistical data analyses and visual data analyses to supplement prediction analysis's weakness. Through this study, we could find some implications that haven't been found in the previous studies. First, we could find data pattern when adjust data selection according as splitting criteria for the decision tree method. Second, we could find what type of data included in the final prediction model. We found some implications that haven't been found in the previous studies from the results of statistical and visual analyses. In statistical analysis we found relation among the multivariable and deducted prediction model to predict high box office performance. In visualization analysis we proposed visual analysis method with various interactive functions. Finally through this study we verified final prediction model and suggested analysis method extract variety of information from the data.

Statistical Optimization of Production Medium for Enhanced Production of Itaconic Acid Biosynthesized by Fungal Cells of Aspergillus terreus (Aspergillus terreus에 의해 생합성되는 이타콘산의 생산성 증가를 위한 통계적 생산배지 최적화)

  • Jang, Yong-Man;Shin, Woo-Shik;Lee, Do-Hoon;Kim, Sang-Yong;Park, Chul-Hwan;Jeong, Yong-Seob;Chun, Gie-Taek
    • KSBB Journal
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    • v.24 no.1
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    • pp.30-40
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    • 2009
  • Statistical optimization of the production medium was carried out in order to find an optimal medium composition in itaconic acid fermentation process. Itaconic acid utilized in the manufacture of various synthetic resins is a dicarboxylic acid biosynthesized by fungal cells of Aspergillus terreus in a branch of the TCA cycle via decarboxylation of cis-aconitate. Through OFAT (one factor at a time) experiments, six components (glucose, fructose, sucrose, soluble starch, soybean meal and cottonseed flour) were found to have significant effects on itaconic production among various carbon- and nitrogen-sources. Hence, using these six factors, interactive effects were investigated via fractional factorial design, showing that the initial concentrations of sucrose and cottonseed flour should be high for enhanced production of itaconic acid. Furthermore, through full factorial design (FFD) experiments, negative effects of $KH_2PO_4$ and $MgSO_4$ on itaconic acid biosynthesis were demonstrated, when excess amounts of the each component were initially added. Based on the FFD analysis, further statistical experiments were conducted along the steepest ascent path, followed by response surface method (RSM) in order to obtain optimal concentrations of the constituent nutrients. As a result, optimized concentrations of sucrose and cottonseed flour were found to be 90.4g/L and 53.8g/L respectively, with the corresponding production level of itaconic acid to be 4.36 g/L (about 7 fold higher productivity as compared to the previous production medium). From these experimental results, it was assumed that optimum ratio of the constituent carbon (sucrose) and nitrogen (cottonseed flour) sources was one of the most important factors for the enhanced production of itaconic acid.

A Study on Interactive Animation Production as Public Art : Focusing on an Case of the Live Window Animation, (공공예술로서의 인터랙티브 애니메이션 제작 연구 : 라이브 윈도우 애니메이션 <북극곰 파오> 사례를 중심으로)

  • Chang, Wook-Sang;Yu, Seung-Cheol
    • Cartoon and Animation Studies
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    • s.33
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    • pp.153-172
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    • 2013
  • There are many cases that messages of boring contents of most contents with public interests appear on the surface. Audiences don't think these contents are interesting. It is true that animations cannot be generally boring when delivering messages of public interests. was produced to focus on making audiences experience that a global warming story, the boring and textbook contents is interesting. And it was composed by the multiform story to realize narration through audiences' participation by utilizing the characteristics of live windows, not just watching the animation. This paper examines the differences between theaters and live window through the case that was produced and examples which utilized interaction for audiences' participation based on this. It analyzes the differences between environments according to characteristics of places and audiences in the differences between the theaters and live window, examines the examples to utilize interaction focusing on the process that narration is gradually changed as response to user environment design and interaction for unspecified individuals, and suggests direction that animation should move forward as public art based on the results to show the animation in Millano Piazza. According to the characteristics of live windows, the audiences of are people in the streets who are heading for different destinations, not the ones who come to theaters to watch the animation. Showing the animation with narration to them was a new attempt. When it began to show it in Millano Piazza, the audiences were very satisfied with the experiences that the stories were changed as they participated in it by themselves and naturally thought of global warming problems. You cannot know how the message of change people's habits and thoughts for the present, but this attempt was an opportunity that animations play the social role. Many animations are being produced in the world. Most of them are being done to aim at theaters, TVs, and film festivals. They should meet audiences through more various methods. One of them is animations as public art. And can be the new attempt in this sense. And in the future, animations as public art should make efforts to show you interesting experiences that you can share thoughts to be able to live together. As art of various media is changing to the one which considers public interests, animations can be new types of public art by integrating them with various technologies.

A Study on Perception of Good Instruction between In-service and Pre-service Teachers ('좋은 수업'에 대한 현직교사와 예비교사의 인식 연구 - 지양해야 할 수업 형태와 관련하여 -)

  • Eom, Miri;Kim, Myeong-Rang;Park, Innwoo;Jang, Seon-Yeong
    • (The)Korea Educational Review
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    • v.15 no.1
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    • pp.107-132
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    • 2009
  • What is good instruction? The term "instruction" means the essential activity of school education, a precondition for good school, and the starting point of reforming school education. The purpose of this study is to investigate the meaning of "good instruction" by examining the difference of perception between in-service teachers and pre-service teachers who encompass the viewpoint of both teacher and student using open-ended questionnaires asking the type of instruction that they have to avoid and the undesirable instruction. This study was carried out with 150 teachers who were working in the schools and 160 students who were in college of education to be teacher in the future. Collected data was analyzed using the QSR Nvivo qualitative program. The findings of this study indicates the followings: First, the most undesirable class cited by in-service teachers was the class that applies uniform instructional strategy, followed by class based on directions instruction, unsystematic class, class characterized by lack of teaching competency, class that emphasizes test scores and competition, class that are not interactive enough, class that does not consider the level of students, class in which students are not respected, class that have poor educational environment, and the class in which little support is provided. Second, the most undesirable class cited by pre-service teachers was the class that applies uniform instructional strategy, followed by unsystematic class, class characterized by lack of teaching competency, class based on directions instruction, class in which students are not respected, class that emphasizes test scores and competition, class that does not consider the level of students, class that are not interactive enough, class that have poor educational environment, and the class in which little support is provided. Third, this study examined the difference of perception between in-service teachers and pre-service teachers toward the undesirable class that they have to avoid. In terms of the integrated rank that is common among in-service teachers and pre-service teachers, the most undesirable class that they have to avoid was the class that applies uniform instructional strategy, unsystematic class, class based on directions instruction, and class characterized by lack of teaching competency. The findings of this study may be used as a basis for in-service teachers to reflect on their professionalism of instruction that they provide and examine the attitude of students toward instruction, while providing a practical guideline for pre-service teachers to design and ensure systematic instruction in the future.