• Title/Summary/Keyword: Processes of interaction

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Analysis of Verbal Interaction in Small Group Discussion (소집단 토론 과정에서의 언어적 상호작용 분석)

  • Kang, Suk-Jin;Kim, Chang-Min;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.20 no.3
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    • pp.353-363
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    • 2000
  • In this study, discourse patterns of four peer small groups in learning science concepts were examined. Verbal interactions during small group discussions were audio- and video-taped, transcribed, and analyzed. Three coding frameworks for the levels of turns, interaction units, and episodes were developed. In the analyses of turns, no clear relationships between students' prior achievements and contributions to knowledge building processes were found. Partly participating modes and symmetrical interaction modes were dominant in the analyses of interaction units to suggest that some students did not participate actively in small group discussions and that students' verbal interactions were superficial. The analyses of episodes also indicated that agreeing and/or partial elaborating on group members' ideas were the most frequent patterns and dialectical exchanges were rare in small group discussion.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Coordination of Pancreatic $HCO_3^-$ Secretion by Protein-Protein Interaction between CFTR and Luminal NHE

  • Wooin Ahn;Kim, Kyung-Hwan;Lee, Jin-Ah;Kim, Joo-Young;Park, Joo-Young;Shmuel Muallem;Lee, Min-Goo
    • Proceedings of the Korean Biophysical Society Conference
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    • 2001.06a
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    • pp.56-56
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    • 2001
  • Increasing evidence suggests that protein-protein interaction is essential in many biological processes including epithelial transport. In this report, we present the significance of protein interactions to HCO$_3$$^{-10}$ secretion in pancreatic duct cells. In pancreatic ducts HCO$_3$$^{-10}$ secretion is mediated by CFTR-activated luminal CUHCO$_3$$^{-10}$ exchange activity and HCO$_3$$^{-10}$ absorption is achieved by Na$^{+}$-dependent mechanism including NHE3.(omitted)

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Effect of Alcohol Addition on Back-Extraction of BSA and Cytochrome c Using AOT Reverse Micellar System

  • Lee, Seong Sik;Lee, Bong Guk;Choe, Jin Seong;Lee, Jong Pal
    • Bulletin of the Korean Chemical Society
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    • v.22 no.8
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    • pp.897-902
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    • 2001
  • The protein back-extraction processes were discussed from the viewpoint of the micelle-micelle interaction. Bovine serum albumin (BSA) suppressing the cluster formation of reverse micelle (positive value of ${\beta}pr)$ has the high back-extra cted fraction (Eb), but cytochrome c enhancing the formation of reverse micelle (negative value of ${\beta}pr)$ has the low back-extracted fraction, relatively. We have also examined quantitatively the effects of alcohol addition and protein solubilization on the percolation process of reverse micelle. The alcohols suppressing the formation of micellar cluster (high values of ${\beta}t)$, remarkably improved the back-extraction rates of BSA and cytochrome c. The values of ${\beta}t$, defined by the variation of percolation process, and the back-extraction behavior of proteins have a good linear correlation. These results indicate that the micelle-micelle interaction or micellar clustering plays an important role in the back-extraction process of proteins.

Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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Fluid-Structure Interaction Modeling and Simulation of CMP Process for Semiconductor Manufacturing

  • Sung, In-Ha;Yang, Woo-Yul;Kwark, Ha-Slomi;Yeo, Chang-Dong
    • Transactions of the Society of Information Storage Systems
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    • v.7 no.2
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    • pp.60-64
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    • 2011
  • Chemical mechanical planarization is one of the core processes in fabrication of semiconductors, which are increasingly used for information storage devices like solid state drives. For higher data capacity in storage devices, CMP process is required to show ultimate precision and accuracy. In this work, 2-dimensional finite element models were developed to investigate the effects of the slurry particle impact on microscratch generation and the phenomena generated at pad-particle-wafer contact interface. The results revealed that no plastic deformation and corresponding material removal could be generated by simple impact of slurry particles under real CMP conditions. From the results of finite element simulations, it could be concluded that the pad-particle mixture formed in CMP process would be one of major factors leading to microscratch generation.

The magnetic dependence of 2-dimension quantum optical transition in electron-deformation potential phonon interaction systems in Ge

  • Choi, Hyenil;Cho, Hyunchul;Lee, Suho
    • Journal of IKEEE
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    • v.22 no.2
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    • pp.446-454
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    • 2018
  • In this work, we summarize the calculation processes of obtaining a scattering factor using with the equilibrium average projection scheme (EAPS), with moderately weak coupling (MWC) interaction, and obtain the line-shape formula of an electron-deformation phonon interacting system interested in the confinement of electrons by squarwell confinement potentials in quantum two dimensional system.. Through the numerical analysis, we analysis the magnetic dependence of absorption power, P(B) in several temperature and frequency difference dependence of absorption power $P({\Delta}{\omega})$, in several external field, where ${\Delta}{\omega}={\omega}-{\omega}_0$ and ${\omega}({\omega}_0)$ is the angular frequency (the cyclotron resonance frequency). The result of equilibrium average projection scheme (EAPS) in SER-MWC explains the properties of quantum transition quite well.

Multiple Aptitudes for Instructed Second Language Acquisition

  • Robinson, Peter
    • Korean Journal of English Language and Linguistics
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    • v.3 no.3
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    • pp.375-410
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    • 2003
  • As Snow (1989) and Sternberg (1985) have long argued, learning, and adaptation to the learning environment or classroom context (at the levels of instructional treatment, interventionist focus on form technique, or pedagogic task) is a result of the interaction of context at each of these levels of description with learners' patterns of abilities. In this paper I argue that this is an important area of research for SLA pedagogy, as well as SLA theory development, and I review recent developments in the study of L2 learning conditions; of the abilities contributing to L2 aptitude; and of their interaction with the processes involved in successful classroom learning and practice, and propose a model of ‘multiple aptitudes’ for classroom learning based on these findings.

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Antidepressants and Related Drug Interactions (항우울제와 연관약물의 약물상호작용)

  • Lee, Min Soo
    • Korean Journal of Biological Psychiatry
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    • v.7 no.1
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    • pp.21-33
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    • 2000
  • As the clinical practice of using more than one drug at a time increase, the clinician is faced with ever-increasing number of potential drug interactions. Although many interactions have little clinical significances, some may interfere with treatment or even be life-threatening. This review provides a better understanding of drug-drug interactions often encountered in pharmacotherapy of depression. Drug interactions can be grouped into two principal subdivisions : pharmacokinetic and pharmacodynamic. These subgroups serve to focus attention on possible sites of interaction as a drug moves from the site of administration and absorption to its site of action. Pharmacokinetic processes are those that include transport to and from the receptor site and consist of absorption, distribution on body tissue, plasma protein binding, metabolism, and excretion. Pharmacodynamic interactions occur at biologically active sites. In this review, emphasis is placed on antidepressant medications, how they are metabolized by the P450 system, and how they alter the metabolism of other drugs. When prescribing antidepressant medications, the clinician must consider the drug-drug interactions that are potentially problematic.

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A study on prediction of whipping effect of very large container ship considering multiple sea states

  • Kim, Beomil;Choung, Joonmo
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.12 no.1
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    • pp.387-398
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    • 2020
  • In the design stage of the very large container ships, some methodologies for the whipping effects have been developed, but most of them are based on single sea state. We developed a methodology that considers multiple sea states. Fluid-structure Interaction (FSI) analyses with one dimensional structural model were carried out to capture slamming-induced transient whipping behaviors. Because of the nature of random phases of the applied wave spectra, the required period for entire FSI analyses was determined from the convergence study where the whipping effect became stable. Low pass filtering was applied to the transient whipping responses to obtain the hull girder bending moment processes. Peak counting method for the filtered whipping responses was used to obtain collection of the vertical bending moment peaks. The whipping effect from this new method is compared with that from based on single sea state approach. The efficiency and advantage of the new methodology are presented.