• 제목/요약/키워드: interaction quality

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소프트웨어 연동을 위한 아키텍처간의 구성요소 확인에 관한 연구 (Study for Confirmation of Configuration Component of Architecture Interaction)

  • 이은서
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제5권10호
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    • pp.471-476
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    • 2016
  • 설계 단계에서 소프트웨어 아키텍처는 소프트웨어 품질을 좌우한다. 아키텍처 연동은 소프트웨어 품질에 영향을 주게 된다. 그 결과 소프트웨어 만족도가 낮아진다. 따라서 아키텍처에서 유연한 아키텍처와 품질을 위하여 구성요소 확인이 필요하게 된다. 본 논문에서는 아키텍처 연동의 구성 요소들을 제안하고자 한다.

초등학교 과학 수업에서 학생들의 모둠 선호도에 따른 사회적 상호 작용 분석 (An Analysis of Social Interaction according to Students' Preference for Groups in Science Instruction of Elementary School)

  • 양전미;이혜정;오창호;정진수;권용주;박국태
    • 한국초등과학교육학회지:초등과학교육
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    • 제26권1호
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    • pp.1-11
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    • 2007
  • The purpose of this study was to investigate interaction patterns and characteristics of small group discussions during elementary school science classes. Four heterogeneous groups were formed according to preferences and non-preferences, consisting of male and female students. Verbal interactions during small group discussions were audio and videotaped, transcribed and analyzed. The interaction frequency of each group was compared in terms of their cognitive and affective aspects. The results in terms of the cognitive aspect showed that there were no significant differences in the frequency of interaction between preference and non-preference groups' verbal behaviors. However, the quality of interaction was superior and the number of high level types of interaction were more frequent in the preference group. From the affective perspective, both groups of students exhibited a positive attitude in the preference group and a negative attitude in the non-preference group. The differences of interaction between the male and female student's groups were that in the case of the female group, the frequency and the quality of interaction was higher. Moreover, in contrast to male students, female students revealed satisfaction and favorable attitudes in their non-preference group because they felt more a acceptable atmosphere and attitude in that group. These results suggest that the interactions of the preference group are more interactive and elaborate in nature than those of the non-preference group.

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신제품개발 과정에서의 마케팅정보 활용에 관한 연구 (A Study on the Use of Marketing Information in the New Product Development Process)

  • 주광신
    • 정보관리연구
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    • 제28권3호
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    • pp.1-20
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    • 1997
  • 신제품개발의 성공에 중요한 마케팅정보의 활용에 직접적인 영향을 미치는 변수는 마케팅정보의 질이다. 그리고 담당자간 관계와 상호작용은 마케팅정보의 활용에 간접적인 영향을 미친다. 대인적 특징과 관계 그리고 상호작용은 마케팅정보의 질에 정의 영향을 직접적으로 미치나 조직분위기와 통합은 간접적으로 정의 영향을 미친다. 따라서 연구개발담당자의 마케팅정보 활용을 촉진시키기 위해서는 최고경영자의 조직분위기 조성과 조직설계 노력이 요구된다. 아울러 연구개발 담당자와 마케팅 담당자의 상호이해에 기반을 둔 공동노력이 요구된다.

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Feeding strategies and ageing time alter calpain system proteins activities and meat quality of Braford steers

  • Coria, Maria Sumampa;Pighin, Dario;Grigioni, Gabriela;Palma, Gustavo Adolfo
    • Animal Bioscience
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    • 제35권2호
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    • pp.272-280
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    • 2022
  • Objective: The aim of this study was to evaluate the effect of ageing and feeding strategies on the calpain protease system and meat quality traits in Braford steers. Methods: Thirty Braford steers were employed; 15 animals were supplemented with corn silage during finishing and 15 were kept only on pasture. Meat quality traits and calpain system protein activity were evaluated in longissimus thoracis et lumborum (LTL) steaks aged for 2, 7, 14, and 21 days. Results: Aged meat showed higher pH and calcium content, while Warner Bratzler shear force (WBSF) decreased to day 21. No interaction between ageing and diet was seen for quality traits. Steers finished with corn silage showed higher values of water holding capacity, WBSF and free calcium, and lower values of pH and cooking loss. Calpain and calpastatin activities decreased with ageing. Finishing steers on pasture produced higher values of calpains and lower values of calpastatin activities. The higher values of calpain 1 activity were observed in muscles aged 2 days from pasture finished animals, and the lower activity of the inhibitor in the 21 days aged samples of the same group. Conclusion: These results suggest a diet by ageing interaction in calpains and calpastatin and this interaction impact in Warner Bratzler Shear Force in Braford LTL muscle.

LTTS 분류 활동에서 나타난 초등학교 2학년 학생들의 상호 작용 분석 (An Analysis of 2nd Grade Students' Interaction in the Classification Activities of LTTS Program)

  • 김선자;신재섭;박종욱
    • 한국초등과학교육학회지:초등과학교육
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    • 제26권4호
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    • pp.395-406
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    • 2007
  • The purpose of this study was to investigate the characteristics of 2nd grade students' interaction in the classification activities of LTTS. For the purposes of this study, three heterogeneous groups, chosen by cognitive level, were selected. The students' interactions were audio/video taped and classified as either cognitive or affective interaction. The results of this study are as follows. In the cognitive interactions, the frequency and quality of the functions of 'questions' and 'making suggestions' were higher than those of 'Responses' and 'Receiving opinions'. In the affective interactions, the frequency of 'induction' and 'dissatisfaction' was higher than that of the other types. The frequency and quality of interactions of students in both the early and mid concrete stage were higher than those of students in the transitional stage. Qualitatively higher-level interactions such as 'making suggestions' and positive interactions such as 'induction' to induce students who were passive in activities were made by the students at higher cognitive levels. However, the low-level of interaction in suggesting their opinion to the constituent's suggestion and 'dissatisfaction' with student in transition period who were passive in activity influenced group working negatively.

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″Issues in designing a Knowledge-based system to support process modeling″

  • Suh, Eui-Ho;Kim, Suyeon
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2001년도 추계학술대회 논문집
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    • pp.50-54
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    • 2001
  • Information systems development entails planning, analysis, design and construction phases. The analysis phase identifying user requirements is the most important of these phases. Since unidentified defects in the early phase causes increased work and costs as development proceeds, the quality of analysis results affects the quality of the resultant system. Major tasks in the analysis phase are data modeling and process modeling. Research on building a knowledge-based system for data modeling have been conducted much, however, not sufficiently for process modeling. As a system environment with high user interaction increases, research on process modeling methods and knowledge- based systems considering such environment are required. In this research, a process modeling framework for information systems with high user interaction is suggested and a knowledge-based system for supporting the suggested framework is implemented. A proposed model consists of the following tasks: event analysis, process analysis, and event/process interaction analysis. Event analysis identifies business events and their responses. Process analysis break down the processes of an enterprise into progressively increasing details. Decomposition begins at the function level and ends when the elementary process level is reached. Event/process interaction analysis verifies the results of process analysis and event analysis. A knowledge-based system for supporting a proposed process modeling framework is implemented in a web-based environment.

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소형 마커를 이용한 손가락 터치 기반 감각형 증강현실 상호작용 방안 (Tangible AR Interaction based on Fingertip Touch Using Small-Sized Markers)

  • 정호균;박형준
    • 한국CDE학회논문집
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    • 제18권5호
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    • pp.374-383
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    • 2013
  • Various interaction techniques have been studied for providing the feeling of touch and improve immersion in augmented reality (AR) environments. Tangible AR interaction exploiting two types (product-type and pointer-type) of simple objects has earned great interest for cost-effective design evaluation of digital handheld products. When the sizes of markers attached to the objects are kept big to obtain better marker recognition, the pointer-type object frequently and significantly occludes the product-type object, which deteriorates natural visualization and level of immersion in an AR environment. In this paper, in order to overcome such problems, we propose tangible AR interaction using fingertip touch combined with small-sized markers. The proposed approach facilitates the use of convex polygons to recover the boundaries of AR markers which are partially occluded. It also properly enlarges the pattern area of each AR marker to reduce the sizes of AR markers without sacrificing the quality of marker detection. We empirically verified the quality of the proposed approach, and applied it in the process of design evaluation of digital products. From experimental results, we found that the approach is comparably accurate enough to be applied to the design evaluation process and tangible enough to provide a pseudo feeling of manipulating virtual products with human hands.

교양 과목에서의 온라인 수업 학습자 만족에 관한 연구 - 녹화 동영상 수업을 위주로 (A Study on the Learner's Satisfaction of on-line Classes in Liberal Arts course - Focusing on on-line recorded video lectures)

  • 전병호
    • 디지털산업정보학회논문지
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    • 제17권4호
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    • pp.197-207
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    • 2021
  • The threat of COVID-19 pandemic put many universities in Korea to develop and implement various types of non-face-to-face on-line classes, such as on-line real time class and on-line recorded video class. Online education has been recognized as one of the effective educational methods because of its ubiquitous and flexible educational environments. Even though COVID-19 led to many problems such as faculty's burden and stress during the early stage of COVID-19, both students and faculties have gradually become familiar with on-line environment. As students have got accustomed to the online environment, on-line recorded lectures are shown to be more preferred rather than on-line real time class. Researches regarding the learner's satisfaction of on-line classes during the COVID-19 indicate that systematic and good quality contents and interaction by instructor are important factors. This study, therefore, investigate the learner's satisfaction of online classes in Liberal Arts course using recorded video contents in terms of contents and interaction. The results of empirical analysis reveal that systematic and good quality contents are likely to predict learner's satisfaction and interaction plays a great role in providing those contents. These findings provide insights that preparing systematic contents and interaction are key to enhancing learner's satisfaction of on-line classes in Liberal Arts course.

유아교사의 교수효능감이 유아의 학습준비도에 미치는 영향: 교사-유아 상호작용의 매개효과 (The Effects of Early Childhood Teachers' Teaching Efficacy on Preschoolers' School Readiness: The Mediating Effect of Teacher-Child Interaction)

  • 박남심;박보경
    • 한국보육지원학회지
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    • 제17권2호
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    • pp.143-160
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    • 2021
  • Objective: This study explored the relationship between early childhood teachers' teaching efficacy, teacher-child interaction, and preschoolers' school readiness. Methods: The data were drawn from the seventh wave of the Panel Study on Korean Children. The subjects of this study were 1,150 preschoolers and their teachers. Early childhood teachers reported their teaching efficacy, their interaction with preschoolers, and preschoolers' school readiness. Data were analyzed using structural equation modeling. Results: First, early childhood teachers' teaching efficacy did not have a direct effect on preschoolers' school readiness. Second, early childhood teachers' teaching efficacy had an indirect effect on preschoolers' school readiness through teacher-child interaction. In other words, teachers with a high level of teaching efficacy had high-quality interactions with preschoolers, which led to preschoolers showing a high level of school readiness. Conclusion/Implications: The results of this study highlight the importance of teachers' high teaching efficacy and high-quality interactions between teachers and preschoolers to improve preschoolers' school readiness. In addition, this study contributes to a better understanding of the mechanism by which teachers' teaching efficacy influences preschoolers' school readiness.

전자상거래 생방송에서 IWOM과 구매의도의 관계에서 상호작용의 매개역할 (The Mediating Role of Interaction in the Relationship between IWOM and Purchase Intention E-commerce Live Broadcast)

  • 추장운;김치용
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.382-389
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    • 2022
  • In China, E-commerce live broadcast has emerged as the most popular and innovative online shopping form for today's consumers, and its "real-time interactive" feature can compensate for the communication delays of general online shopping. Based on the author's previous research it has been demonstrated that, in the E-commerce live broadcast environment, Internet Word of Mouth (IWOM) has become an important reference for consumers when making purchases. In this paper, we reconstructed the "IWOM-Purchase Intentions" model and use interaction (Auchor-Audience and Audience-Audience) as a mediating variable to empirically investigate the impact of IWOM on purchase intentions in E-commerce live broadcast. The data were collected through a questionnaire survey of individuals who had experience in E-commerce live broadcast and 250 valid data were obtained and analyzed by SPSS21.0. The results show that: the interaction (Auchor-Audience) acts as a mediator between IWOM (strength of relationship; word-of-mouth quality and word-of-mouth timeliness) and purchase intention; And the interaction (Audience-Audience) acts as a mediator between word-of-mouth timeliness on purchase intention, but has no significant mediation on the impact on the strength of relationship and word-of-mouth quality to purchase intention. On this basis, recommendations are made for the implementation of IWOM marketing strategies for E-commerce live broadcast platforms and anchors.