• Title/Summary/Keyword: Video Interview

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An Analysis of EEG Watching Fear of Crime Video (범죄에 대한 두려움 영상 시청 중 발생하는 뇌파 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.9
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    • pp.361-366
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    • 2018
  • Previous studies on fear of crime used survey and interview to measure fear of crime. However, though these methods can measure fear of crime in past events, they cannot measure real time fear of crime. In this paper, we use EEG to measure fear of crime in real time. We measure and analyze the EEG of subjects watching the video and confirm the difference between three groups classified according to the degree of fear of crime. As a result, about two times more beta waves are shown when a group of subjects with a high degree of fear of crime watches the images of fear of crime and 1.5 times more beta waves are shown among the other groups. Although watching videos related to the crime increased the beta waves, the police video showed little increase in beta waves because the subjects can sense safety in the video even if it is related to crime.

The Analysis of Students' Responses about Demonstrations for Cognitive Conflict on the Force and Motion (힘과 운동과의 관계에서 인지적 갈등을 일으키기 위한 시범에 대한 학생의 반응 분석)

  • Park, Jong-Won;Park, Mun-Joo
    • Journal of The Korean Association For Science Education
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    • v.17 no.2
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    • pp.149-162
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    • 1997
  • Many students have misconceptions about the direction of force of moving objects, but development of teaching strategy for conceptual change is not easy because the direction of force of moving objects can not be observed directly. Therefore, we devloped demonstration using table tennis ball connected with spring in the water, in which a ball always move to the direction of force of moving objects. This study is to investigate students' responses on the demonstrations designed to generate cognitive conflict and to understand more deeply the process of conceptual change. To do this, five questions were administrated to identify students' preconceptions about force and motion, and interview was conducted using demonstrations, and the process of interview was recorded by video camera. About half of students changed their preconceptions by observing the demonstration. However about thirty percentage of students did not change their preconceptions even though they observed demonstration correctly, among these students, some students simply rejected the observation, doubted the process of demonstrations, or reinterpret the result of observation to preserve their own preconceptions.

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A comparison of working alliance, session evaluation and participants' experience of university student clients by counseling media -Comparison of face-to-face, phone, video, and video with digital mask counseling- (대학생 내담자를 대상으로 한 상담 작업동맹과 회기 평가 및 내담자 경험 비교 연구 - 전화, 화상 및 디지털가면 화상상담과 대면상담 비교 -)

  • Cho, Eunsuk;Oh, Yoon-Seok;Jang, Eun-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.49-58
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    • 2022
  • The purpose of this study is to find out how on-line counseling modalities (phone, video, and video counseling using digital mask) differ from face-to-face counseling in terms of clients' perception of working alliance, depth and smoothness of each session, satisfaction, and their qualitative counseling experience. 40 university students participated in the experiment, divided into 4 groups, received 3 personal counseling sessions per person. The quantitative data revealed no significant difference among the four counseling groups in working alliance. Also, the "depth" of the session was similar in the four groups, but phone and video with mask counseling group who did not expose their faces showed higher "smoothness" in the first and second sessions than face-to-face counseling group, indicating that anonymity was helping the clients' inhibition overcome. Through the post-interview data, subtle differences in experience of each counseling method were identified by the participants. The results are expected to provide primary information for developing and implementing various online counseling modalities in the future.

The Effects of Video-based Peer assisted Learning in Standardized Patients Simulation: Pre and Post Operative Care (표준화 환자 시뮬레이션 실습교육에서 동영상을 활용한 동료학습의 효과: 수술 전후 간호를 중심으로)

  • Park, In-Hee;Shin, Sujin
    • Korean Journal of Adult Nursing
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    • v.27 no.1
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    • pp.73-82
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    • 2015
  • Purpose: This study examined the effects of peer assisted learning (PAL) using video recordings in standardized patients (SP) simulation. Methods: A mixed-method approach was adopted, in which quantitative data were supplemented with qualitative data. Research participants consisted of 49 nursing students, 24 of whom were assigned to the experimental group, and 25 to the control group. The 12 item instrument was used to measure perioperative care knowledge, while performance confidence was assessed with the 10 item questionnaire, and clinical critical thinking skills with the Clinical Critical Thinking Skill Test (CCTS). Qualitative data were collected using a reflective journaling and in-depth interviews. Results: Participants in the experimental group exhibited significantly higher levels of knowledge than those in the control group (t=5.43, p<.001), and were significantly more confident in their performances (F=52.33, p<.001). However, no significant differences were found between the experimental and the control groups with regard to CCTS (t=0.72, p=.477). A qualitative content analysis was conducted using the interview and reflective journaling data, in which six major themes were elicited from three codes. Conclusion: PAL employing video recordings is expected to be utilized as a teaching and learning strategy in simulation-based nursing practicum with greater frequency and longer period, given the positive effects observed in this study.

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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The Effects of an Intervention Program for Mother-child Interaction Behaviors Based on Reflective Thinking for Developmentally Delayed Young Children and their Mothers (반성적 사고 중심의 모자 상호작용 증진 프로그램 효과 연구 : 발달지체유아 모자를 중심으로)

  • Roh, Jin Hyung;Chung, Kai Sook
    • Korean Journal of Child Studies
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    • v.26 no.5
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    • pp.331-350
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    • 2005
  • The study examined the effects of an intervention program based on reflective thinking on mother-child interaction behaviors. Three mothers with problematic mother-child interactions and their 4-year-old socially delayed boys participated in the program that consisted of four main activities like journal and video feedback, lectures on interactive strategies, mother-child interactive play and program evaluations and ran for twenty 120 minutes weekly sessions. The level of reflective thought was determined by analyzing interview transcripts, journal entries. The videotaped mother-child interaction behaviors were rated by the Maternal Behavior Rating Scale and Child Behavior Rating Scale. It was concluded that the program enhanced mother's reflection on mother-child interactions and changed interaction behaviors of 3 mother-child pairs positively.

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A Study on 5th Graders' Interaction in Exploration Using Dynamic Geometry Software (탐구형 기하 소프트웨어를 활용한 탐구 활동에 따른 초등학교 5학년 학생들의 상호작용 분석)

  • 류희찬;하경미
    • Journal of Educational Research in Mathematics
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    • v.10 no.2
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    • pp.279-300
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    • 2000
  • This research investigated students' interaction in the environment with dynamic geometry software such as Cabri II, and GSP in order to understand and analyze why computer environment is a richer interaction field for developing children's explorative ability than other traditional paper-and-pencil environments. This research focused on 5th graders' interaction with topics of transformational geometry and similar figure and analyzed children's learning process and their interview results gotten through audio and video recording. Computer exploration with a dynamic software seems to be very helpful for elementary students to learn geometry. However, the effectiveness of the computer should be discussed with respected to its methodological validity of teachers to guide students' explorative activities with a dynamic software.

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A Case Study of Procedural and Conceptual Knowledge Construction in the Computer Environments

  • Lee, Joong-Kwoen
    • Research in Mathematical Education
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    • v.8 no.2
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    • pp.81-93
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    • 2004
  • This study investigated three preservice teachers' mathematical problem solving among hand-in-write-ups and final projects for each subject. All participants' activities and computer explorations were observed and video taped. If it was possible, an open-ended individual interview was performed before, during, and after each exploration. The method of data collection was observation, interviewing, field notes, students' written assignments, computer works, and audio and videotapes of preservice teachers' mathematical problem solving activities. At the beginning of the mathematical problem solving activities, all participants did not have strong procedural and conceptual knowledge of the graph, making a model by using data, and general concept of a sine function, but they built strong procedural and conceptual knowledge and connected them appropriately through mathematical problem solving activities by using the computer technology.

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The Second Grade Students의 Understanding about Matter (초등학교 2학년 학생들의 물질에 관한 이해)

  • 구영옥;김효남
    • Journal of Korean Elementary Science Education
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    • v.19 no.1
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    • pp.113-129
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    • 2000
  • The purposes of this study were to investigate children's preconception about matter, to analyze children's conceptual change. of ,matter by science learning activities, and to investigate understanding possibility about mallet The subjects of this study were the second grade students of an elementary school and science learning activities were conducted to 2 boys and 3 girls for investigating their conceptual change. Video tape recording, interview, drawing pictures and writing statements were used to collect data. The concepts in this study were properties of matter, states of matter, uses of matter and origins and changes in matter. Then, the collected data were analyzed by the way of categorization and qualitative method. The conclusions of this study are as follows: science loaming activities were effective for changing misconceptions of matter to scientific concepts. Conceptual changes of high achievers happened easier and more than of low achievers. In the ideas about matter, some children had supernatural ideas and animism, which were most second grade students' characteristics.

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A Qualitative Study on Pansori Learning Using Voice Bulletin Board System (음성 게시판을 활용한 판소리 학습 효과에 대한 질적 연구)

  • Kang, Eui-Sung;Jung, Yoo-Hwa
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.308-316
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    • 2002
  • In this paper, a learning method of Pansori using voice bulletin board system is introduced. Also, the influence of the proposed approach on learners is analyzed by qualitative methods such as participatory observation, interview and video recording. The results of the qualitative analysis shows that the proposed approach can be effectively applied to Pansori learning. Futhermore, it can be seen that learners have a great interest in Korean traditional folk music.

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