• 제목/요약/키워드: Specific interaction

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온-오프라인 혼합 학습환경에서 중등과학교사의 학습환경 특이적인 PCK 요소 및 하위요소 (Secondary Science Teachers' PCK Components and Subcomponents Specific to the Learning Environment in an Online-offline Mixed Learning Environment)

  • 김지수;최애란
    • 대한화학회지
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    • 제66권6호
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    • pp.472-492
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    • 2022
  • 본 연구는 온-오프라인 혼합 학습환경에서 중등과학교사의 학습환경 특이적인 PCK 요소 및 하위요소 탐색을 목적으로 하였다. 중등과학교사 12명을 대상으로 설문, 개별 면담, 수업 관찰 자료를 수집하여 PCK 이론적 틀을 기반으로 연역적으로 분석하고 다시 귀납적 분석을 통해 그 범주를 정교화하였다. 온-오프라인 혼합 학습환경에서 본 연구 교사들의 PCK는 요소별로 학습환경 특이성이 다르고 학습환경 특이성에 따라 PCK 요소별 하위요소가 다른 것으로 나타났다. 온라인 학습환경 특이적인 과학 교수 지향으로 '과학 개념 학습' 목표 지향과 '강의식 수업'의 과학 교수-학습 지향이 있었다. 온-오프라인 혼합 학습환경 특이적인 교육과정에 관한 지식에는 '교육과정 재구성'이 있었으며, 온라인 학습환경 특이적인 교육과정에 관한 지식에는 '학습 목표 선정', '교육과정 자료'가 있었다. 온라인 학습환경 특이적인 과학 교수전략에 관한 지식에는 '과학 주제 특이적 전략', '과학 교과 특이적 전략', '상호작용 전략'이 있었다. 코로나 19 이후 오프라인 학습환경 특이적인 과학 교수전략에 관한 지식에는 '과학 주제 특이적 전략', '상호작용 전략'이 있었다. 온라인 학습환경 특이적인 학생의 과학 학습에 관한 지식에는 '학습을 위한 선지식', '학습 어려움', '학습 동기 및 흥미', '학습 다양성'이 있었으며, 코로나 19 이후 오프라인 학습환경 특이적인 학생의 과학 학습에 관한 지식에는 '학습 어려움'만 있었다. 과학 학습 평가에 관한 지식은 온-오프라인 혼합 학습환경 특이적인 지식과 온라인 학습환경 특이적인 지식이 있었으며, 각각 '평가 내용'과 '평가 방법'이 있었다.

Discussion on VR Storytelling Production

  • Kim, Jung Kyu;Han, Hyekyoung;Lee, SangKhee;Kim, Mookyu
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.213-217
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    • 2020
  • In this paper, we present that Virtual Reality (VR) is a type of media that has attracted interest in storytelling and media utilization. VR was first discussed as a specific narrative medium with traditional story medium. Via this discussion, The innate difference of VR is that the role of the media users in which the narrative is communicated were active in the development of the narrative unlike that of most classical narrative media. We also discussed specific features related to VR based on the theories of traditional literary criticism, movie reviews, and plays. Through these discussions, we aruged two directions of VR storytelling production as an narrative medium, its specificity, and its expressiveness for VR producers. First, story processing and characters can be introduced as part of continuing a new narrative by altering the interaction history that appears in VR stories to user interest ratings. Second, VR interaction responds intuitively to the idea that it represents a trajectory across the story surface of all possible interactions. More specific theories and controvercials are discussed.

Sorting Nexin 17 Interacts Directly with Kinesin Superfamily KIF1B${\beta}$ Protein

  • Seog, Dae-Hyun;Han, Jin
    • The Korean Journal of Physiology and Pharmacology
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    • 제12권4호
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    • pp.199-204
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    • 2008
  • KIF1B${\beta}$ is a member of the Kinesin superfamily proteins (KIFs), which are microtubule-dependent molecular motors that are involved in various intracellular organellar transport processes. KIF1B${\beta}$ is not restricted to neuronal systems, however, is widely expressed in other tissues, even though the function of KIF1B${\beta}$ is still unclear. To elucidate the KIF1B${\beta}$-binding proteins in non-neuronal cells, we used the yeast two-hybrid system, and found a specific interaction of KIF1B${\beta}$ and the sorting nexin (SNX) 17. The C-terminal region of SNX17 is required for the binding with KIF1B${\beta}$. SNX17 protein bound to the specific region of KIF1Bf3 (813-916. aa), but not to other kinesin family members. In addition, this specific interaction was also observed in the Glutathione S-transferase pull-down assay. An antibody to SNX17 specifically co-immunoprecipitated KIF1B${\beta}$ associated with SNX17 from mouse brain extracts. These results suggest that SNX17 might be involved in the KIF1B${\beta}$-mediated transport as a KIF1B${\beta}$ adaptor protein.

Assembly of chemically reduced graphene oxide with folic acid functionalized with pyrene moieties and electrochemical sensing of folate receptors

  • Kwon, Binhee;Park, Jongyeap;Jeong, Woojun;Jeong, Guembi;Ryu, Hyeong Seon;Paoprasert, Peerasak;Park, Sung Young;In, Insik
    • Carbon letters
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    • 제27권
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    • pp.26-34
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    • 2018
  • To formulate folate receptor (FR)-specific graphene-based electrochemical electrodes, a folic acid (FA) derivative attached with two pyrene molecules on the glutamate tail of FA was synthesized. The resulting pyrene-functionalized FA (FA-Py) presented the spontaneous noncovalent binding on chemically reduced graphene oxides (rGO) through an ${\pi}-{\pi}$ interaction. Ultrathin morphology, high water-resistance, and preservation of intact FR-specific pteroates from the rGO/FA-Py assembly allow this assembly to be exploited as robust and FR-specific electrochemical electrode materials. The limits of detecting rGO/FA-Py modified electrodes were found to be as low as 3.07 nM in FR concentrations in cyclic voltammetry analysis.

초음파의 세포 단위 생체역학 (Cellular-level Biomechanics of Ultrasound)

  • 엄원석
    • The Journal of the Acoustical Society of Korea
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    • 제29권1E호
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    • pp.28-37
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    • 2010
  • This article reviews recent developments in the emerging field of cellular-level biomedical ultrasonics with the specific focus on the mechanics of ultrasound-cell interaction. Due to the nature of the field at its relative infancy, the review poses more questions than it provides answers. Discussed are topics such as the basic structure of a biological cell, the origin of cell's elasticity, a theoretical framework for ultrasound-cell interaction, and shape deformation of cells and its measurement, Some interesting problems for future study are proposed.

Plastic hinge length of RC columns considering soil-structure interaction

  • Mortezaei, Alireza
    • Earthquakes and Structures
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    • 제5권6호
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    • pp.679-702
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    • 2013
  • During an earthquake, soils filter and send out the shaking to the building and simultaneously it has the role of bearing the building vibrations and transmitting them back to the ground. In other words, the ground and the building interact with each other. Hence, soil-structure interaction (SSI) is a key parameter that affects the performance of buildings during the earthquakes and is worth to be taken into consideration. Columns are one of the most crucial elements in RC buildings that play an important role in stability of the building and must be able to dissipate energy under seismic loads. Recent earthquakes showed that formation of plastic hinges in columns is still possible as a result of strong ground motion, despite the application of strong column-weak beam concept, as recommended by various design codes. Energy is dissipated through the plastic deformation of specific zones at the end of a member without affecting the rest of the structure. The formation of a plastic hinge in an RC column in regions that experience inelastic actions depends on the column details as well as soil-structure interaction (SSI). In this paper, 854 different scenarios have been analyzed by inelastic time-history analyses to predict the nonlinear behavior of RC columns considering soil-structure interaction (SSI). The effects of axial load, height over depth ratio, main period of soil and structure as well as different characteristics of earthquakes, are evaluated analytically by finite element methods and the results are compared with corresponding experimental data. Findings from this study provide a simple expression to estimate plastic hinge length of RC columns including soil-structure interaction.

환자와 간호사의 상호작용에 영향을 미치는 요인 (The Factors Affecting The Nurse-Patient Interaction)

  • 김인자;손행미
    • 기본간호학회지
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    • 제4권1호
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    • pp.31-42
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    • 1997
  • The factors that affect the nurse-patient interaction were identified. Sixty-six nurses participated in the cross-sectional survey. Based upon the literature, the factors were classified into 4 categories : the patient, the nurse, the family caregiver, and the situational factors. The data were collected with the open-and closed-ended questionnaire developed by researchers. In the closed-ended questionnaire, the significant factors differentiating the best-liked from the least-liked caring situation were found in all factors except the nurse factors. None of the nurse factors was found to be significant. In patient factors, the physically attractive stereotype was found to affect patient-nurse interaction. As expected, family caregiver factors were found to affect the nurse-patient interaction. The content analysis was done to identify the specific factors affecting nurse-patient interaction. In both of the best-liked and the least-liked caring situations, the patient factors were the most contributing causes as likely as 68.51% and 66.45%, respectively. Some factors that nurses perceived as causes for the best-liked and the least-liked to care were presented. In conclusion, these results show that nurses are influenced by stereotypes in caring patients. So, some programs to increase awareness of the biases of nurses are included in in-service education. Also the incentives to encourage nurses are needed.

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Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • 대한인간공학회지
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    • 제31권4호
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.