• Title/Summary/Keyword: computer experience

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Designing Intuitive Spatial Game using Brain Computer Interface (뇌-컴퓨터 인터페이스를 사용한 공간 기반 게임 설계)

  • Kim, Na-Young;Yoo, Won-Dae;Lee, Yong-Il;Chung, Seung-Eun;Han, Moo-Kyoung;Yeo, Woon-Seung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1160-1165
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    • 2009
  • User interface design environment has been known to be part of important elements in user experience and play, and its significance of functionalities are growing bigger each year. In present day, use of intuitive user interface design are on demand. Player can expect to get a new experience that they can not get from other exiting or similar form of games. For the better user experience, essential use of intuitive game play is necessary along with its perceptive user interface. This paper describes intuitive game environment design which will enhance user experience with use of brainwave signal for Brain Computer Interface.

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Types of Computer Game and Abilities of Children's Visual Perception (컴퓨터게임 유형과 유아의 시지각 능력)

  • Lee, Eun Ju;Lee, So Eun
    • Korean Journal of Child Studies
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    • v.24 no.5
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    • pp.43-58
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    • 2003
  • This research was conducted to comprehend the effects of computer games on the development children's visual perception. First, the effects of experience of computer games on children's visual perception abilities was analyzed. Second, the effects of different types of computer games on children's visual perception abilities were examined. And third, the interaction effects of sex and computer game types were examined. The subjects of this study were 78 5-year-olds engaging public kindergarten located in Cheung-Ju. To analyse data, percent, mean, standard deviation, and ANCOVA were used. The results showed that children's visual perception abilities were improved significantly with the experience of computer games. And the improvement of children's visual perception varied significantly according to the type of computer game. No interaction effects were found between a child's sex and the types of computer games.

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Didactic Principles Of Education Students 3D-printing

  • Lukianchuk, Iurii;Tulashvili, Yurii;Podolyak, Volodymyr;Horbariuk, Roman;Kovalchuk, Vasyl;Bazyl, Serhii
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.443-450
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    • 2022
  • The method of studying 3D-technologies abroad and in Ukraine is considered. The analysis of educational resources and experience of use of the equipment in branch is carried out. The didactic principles of the educational process for 3D-printing specialists are determined. The use of FDM technology and the ability to minimize the occurrence of defects in the future have been studied. An analysis of the international experience of the educational process of relevant specialists in the field. The content of training for 3D printing specialists has been developed. The experience of using 3D-technologies is described and the list of recommendations for elimination of defects during production of products by means of additive technologies is made. The recommendations will be useful not only for beginners, but also for experienced professionals in additive technologies. The need to study such experience is the main condition for the development of enterprises in Ukraine that plan to automate their own production. A 3D printing engineer must know the basics of economics and marketing, because his responsibilities include optimizing workflows to reduce the cost and speed up printing. Therefore, the knowledge gained from practical experience presented and in building for learning 3D printing engineers by the authors will be important.

Study of Pedagogical Practice and Teaching Experience in European Countries

  • Poplavskyi, Mykhailo
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.252-258
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    • 2022
  • Globalization, development of the information society, intensification of migration processes, and internationalization of education in recent years have significantly affected the international labour market and increased competition between professionals in various fields. Academic, research and teaching staff are currently facing rapid changes and growing demand for quality educational services. Under such conditions, educational institutions around the world pay particular attention to improving the quality of the educational process in order for their graduates to be able to compete in the international labour market. The study of the experience of teachers' professional training in advanced countries opens new opportunities for improving the system of pedagogical training in Ukraine in order to adapt it to the requirements of the European educational space. The progressive achievements of countries demonstrating a high level of teachers' professional training in accordance with international standards, having rich historical educational traditions are of considerable scientific interest; consequently, this contributes to their leadership in science and education at the regional and global levels. The purpose of the present academic paper lies in analysing the latest trends in exploring teaching experience in the European countries and performance review of passing by students and teachers of the program on studying of pedagogical practice and experience of teaching in the countries of Europe. Methodology. Analytical and empirical (questionnaire) methods were used in the research process. Results. According to the obtained results of the research, the advantages, the most common areas of educational programs and the wishes of the participants regarding the practical implementation of the experience were identified.

A Study on the Causal Model of Computer Self-Efficacy - using on LISREL Analysis - (최종사용자의 Computer Self-Efficacy에 관한 인과모형에 대한 연구 -LISREL분석 접근법을 이용하여-)

  • Shin Mi-Hyang
    • Management & Information Systems Review
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    • v.2
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    • pp.267-294
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    • 1998
  • Recently, self-efficacy is one of the critical constructs that have been found to influence human decisions about behavior selection and the performance associated with the selected behavior. The construct has been widely adopted and tested In the fields of social psychology and/or other behavioral sciences. In information systems field, however, it has been hardly studied, although computer self-efficacy could have been an important factor explaining and predicting human computer usage behaviors. From this perspective, main purposes of the study is to understand causal relation among the factors influencing computer self- efficacy, computer usage behavior and computer self-efficacy. The research reported in this study have several objectives; 1) to develop a measure of computer self-efficacy, 2) to Identify the factors influencing self-efficacy, and 3) to reveal the relationship between self-efficacy and computer usage behavior and then 4) to explain the causal model of computer self-efficacy. By reviewing the literature, past experience, others' use, encouragement by others, and anxiety are selected as the factors influencing computer self-efficacy. Four hypotheses concerning the relationship between each of the variables and computer self-efficacy are tested by LISREL. One more hypothesis about the relationship between computer self-efficacy and computer usage is also tested. The results show that computer self-efficacy is significantly influence by computer anxiety, encouragement by others, and computer experience, and that it is closely correlated with computer usage behavior.

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Cost Data Analysis For Experience Factory Construction (Experience Factory 구축을 위한 비용 정보 분석)

  • Kim, Woo-Song;Lee, Eun-Seo;Lee, Kyung-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.1965-1968
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    • 2002
  • E.F(Experience Factory)는 지속적인 프로세스 개선을 위하여 도입된 패러다임으로서 1970년대 미국의 USC/UMD와 NASA/GFSC 등에서 추진되었으며 지금은 여러기업으로 확산 및 적용되고 있다. 이 방법론의 특징은 재사용 가능한 프로젝트 정보 및 프로세스 속성을 데이터베이스로 구축하여, 외부개선모델의 도입없이 자체적인 반복활동으로 프로세스 개선이 가능하다는데 있다. 국내 기업들은 프로세스 개선활동을 수행하고 있으나 아직까지 E.F 구축을 위한 사례는 보고된 바가 없다. 본 논문에서는 이러한 국내실정을 감안한 E.F 프레임워크의 구축방안에 대하여 논하고자 한다.

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An Analysis of Perceptions of Students toward Software Education according to School Level

  • Kim, Seong-Won;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.167-176
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    • 2019
  • In this paper, we propose students' perception of software education according to the type of school. So, in this study, 47373 students were surveyed about the perception of SW education, and the results of the questionnaire were analyzed according to school type, gender, school level, experience of software education and event, and duration of software education experience. As a result, students attending software education lead schools showed the highest perception about software education, followed by software education research school and general school. In gender, males were more positive than females. The level of satisfaction and effectiveness of software education in school level was higher as the school level was lower, but the perception and career area of software education was higher as the school level was higher. In addition, software training and event experience have a positive effect on students' perception of software education, and the perception of software education changes positively as the duration of software education increases.

DRL based Dynamic Service Mobility for Marginal Downtime in Multi-access Edge Computing

  • Mwasinga, Lusungu Josh;Raza, Syed Muhammad;Chu, Hyeon-Seung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.114-116
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    • 2022
  • The advent of the Multi-access Edge Computing (MEC) paradigm allows mobile users to offload resource-intensive and delay-stringent services to nearby servers, thereby significantly enhancing the quality of experience. Due to erratic roaming of mobile users in the network environment, maintaining maximum quality of experience becomes challenging as they move farther away from the serving edge server, particularly due to the increased latency resulting from the extended distance. The services could be migrated, under policies obtained using Deep Reinforcement Learning (DRL) techniques, to an optimal edge server, however, this operation incurs significant costs in terms of service downtime, thereby adversely affecting service quality of experience. Thus, this study addresses the service mobility problem of deciding whether to migrate and where to migrate the service instance for maximized migration benefits and marginal service downtime.

The Effects of Instructional Multi-Media in Home Economics Education Perceived by Teachers. (멀티미디어 활용효과에 대한 가정과 교사의 인식)

  • 박명숙
    • Journal of Korean Home Economics Education Association
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    • v.12 no.3
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    • pp.105-114
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    • 2000
  • The purpose of this study was to investigate the effects of instructional multi-media in Home Economics Education perceived by teachers. The data for this research were attained from 139 middle & high school teachers of Home Economics. The data were analyzed by frequency of distribution, mean, stand deviation. t-test and analysis of variance, scheffe test with SPSSWin 7.5 program. The results of this study are as follows: The effects of instructional multi-media were composed of four dimensions in this study; need, frequency of use, pros and cons. 1. From these four dimensions, the need has the highest and the frequency of use has the lowest score. 2. The effects of instructional multi-media are significantly related to personal & environmental characteristics. 1)Need of the instructional multi-media effects is significantly different according to age, experience of computer education and possession of a computer at home. Low and high age groups are higher in the need of the instructional multi-media effects score than middle group age and the more experience of computer education and possession of a computer at home are higher in that score. 2) Frequency of use is significantly different according to LAN system in school. The higher score of frequency of use is in a LAN system’s school. 3) Pros of the instructional multi-media effects is significantly different according to the level of education, experience of computer education and the type of school. Undergraduate high school teachers and the lower o experience of computer education are higher in the pros of the instructional multi-media effects score. 4) Cons of the instructional multi-media effects is significantly different according to the level of education. Graduate teachers are higher in the cons of the instructional multi-media effects score.

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Consumer's Textile Sensibility in regard to Purchase Experience of Apparel Products in e-Business

  • Shin, Sang-Moo
    • Journal of Fashion Business
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    • v.6 no.6
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    • pp.105-111
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    • 2002
  • E-business has been regarded as new type of marketing channels and has been growing rapidly. The purpose of this study was to investigate textile sensibility depending on consumers' purchase experience of apparel product in e-business. The analyses of 202 questionnaires were conducted by frequency, mean, and standard deviation, and t-test using SPSS 10.0. Computer setting environment was 1280$\times$1024 resolution with 96 DPI (dots per inch) for this experiment. The results of this research were as follows: Melton (flat axis), habutae (thin axis), suede (wet axis), and terry (rustic axis) showed that there were no significant differences in textile sensibility regarding purchasing experience in the cyber apparel store. But oxford (hard axis) showed that purchasing experience group perceived less modern and smooth textile sensibility than no purchasing experience group. In case of linen (dry axis), purchasing experience group showed less modern textile sensibility. In case of muslin (soft axis), purchasing experience group had more flat and less soft textile sensibility than no purchasing experience group. In case of homespun (thick axis), purchasing experience group perceived less modern textile sensibility than no purchasing experience group.