• Title/Summary/Keyword: interactive analysis

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Analysis of Causal Relationships among Playfulness, Interactive Peer Play, Teacher-Child Relations and Creative Characteristics (창의적 행동특성과 놀이성, 상호작용적 또래놀이, 교사-유아관계 간의 구조분석)

  • Hwang, Yoon-Se
    • Korean Journal of Child Studies
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    • v.29 no.6
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    • pp.245-257
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    • 2008
  • Subjects in this study on causal relationships among playfulness, interactive peer play, teacher-child relationships, and creative characteristics were 286 3- to 5-year-old children. Instruments were the Rating Scale for Creative Characteristic of Preschoolers (Lee et al., 2002), Children's Playfulness Scale (Bemett, 1990), Penn Interactive Peer Play Scale (Fantuzzo et al., 1995), and Student Teacher Relationship Scale (Pianta, 1991). Results showed : (1) significant relationships among social spontaneous, cognitive spontaneous and children's humor in sub-areas of children's playfulness, friendliness in sub-areas of teacher-child relationships, play interaction in sub-areas of interactive peer play and creative characteristics. (2) Children's creative characteristics directly influenced social spontaneous, cognitive spontaneous and children's humor in sub-areas of children's playfulness and of play interaction in sub-areas of interactive peer play.

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Characteristics analysis of Word Superiority Effect in Korean using Interactive Activation Model (Interactive Activation Model(IAM)을 이용한 한글에서의 Word Superiority Effect(WSE)특성 분석)

  • Park, Chang-Su;Bang, Sung-Yang
    • Annual Conference on Human and Language Technology
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    • 1999.10e
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    • pp.343-350
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    • 1999
  • 본 논문은 한글에서 나타나는 Word Speriority Effect의 특성을 설명해 주는 한글의 글자 인지모델을 제안한다. 제안된 모델은 영어에서 나타나는 Word Superiority Effect를 설명하기 위해서 제안된 Interactive Activation Model을 기초로 한다. 우선은 영어에 맞도록 설계된 Interactive Activation Model을 한글에 적용할 수 있도록 수정하는 방법에 대해서 알아본다. 다음으로 한글에서 나타난 Word Superiority Effect의 특징과 그러한 특징을 기존의 Interactive Activation Model에 반영하기 위한 방법에 대해 알아본다. 제안된 방법을 이용해서 수정된 Interactive Activation Model을 컴퓨터로 구현해서 모의실험한 결과를 분석함으로써 제안된 모델의 타당성을 검증하게 된다.

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A study on the Interactive Expression of Human Emotions in Typography

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.122-130
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    • 2022
  • In modern times, text has become an image, and typography is a style that is a combination of image and text that can be easily encountered in everyday life. It is developing not only for the purpose of conveying meaningful communication, but also to bring joy and beauty to our lives as a medium with aesthetic format. This study shows through case analysis that typography is a tool for expressing human emotions, and investigates its characteristics that change along with the media. In particular, interactive communication tools and methods used by interactive typography to express viewers' emotions are described in detail. We created interactive typography using the inputted text, the selected music by the viewer and the viewer's movement. As a result of applying it to the exhibition, we could confirm that interactive typography can function as an effective communication medium that shows the utility of both the iconography of letter signs and the cognitive function when combined with the audience's intentional motion.

Detecting Interactive Elements from a Story for Interactive Animation through Semiotic Analysis (인터랙티브 애니메이션의 기호학적 분석을 통한 이야기의 상호작용 요소)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.83-106
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    • 2014
  • The trends of smart devices and interactive media are demanding expansion of the form of Animation and there were some challenges to create interactive animation as completed contents. However, most of interactive storytelling with the branch structure do not meet the audiences' expectation and the use of distracters has even audiences' immersion drop down. This paper proposes 4 conditions for the completed interactive animation content. To suggest the way how to complete a story by the roles and actions of the audiences' participation, which is the most important one among 4 conditions above, this study has analyzed the story of . This interactive animation is considered as a successful case of interactive animation as an interactive contents with a completed story. This paper analyze the story with 20 functional narrative structure, semiotic rectangle and 'Actantial model' by Greimas in semiotics. Finally, this paper concludes 'what the interactive elements will be' and 'where the interactions will take place' in a traditional narrative structure through finding the answers of what the audience's role is.

Interactive Visualization for Patient-to-Patient Comparison

  • Nguyen, Quang Vinh;Nelmes, Guy;Huang, Mao Lin;Simoff, Simeon;Catchpoole, Daniel
    • Genomics & Informatics
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    • v.12 no.1
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    • pp.21-34
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    • 2014
  • A visual analysis approach and the developed supporting technology provide a comprehensive solution for analyzing large and complex integrated genomic and biomedical data. This paper presents a methodology that is implemented as an interactive visual analysis technology for extracting knowledge from complex genetic and clinical data and then visualizing it in a meaningful and interpretable way. By synergizing the domain knowledge into development and analysis processes, we have developed a comprehensive tool that supports a seamless patient-to-patient analysis, from an overview of the patient population in the similarity space to the detailed views of genes. The system consists of multiple components enabling the complete analysis process, including data mining, interactive visualization, analytical views, and gene comparison. We demonstrate our approach with medical scientists on a case study of childhood cancer patients on how they use the tool to confirm existing hypotheses and to discover new scientific insights.

Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.126-132
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

A Meta-analysis of the Effects of Smoking Prevention Programs in Korea (흡연예방프로그램 효과에 대한 메타분석)

  • Park Eun-Ok
    • Journal of Korean Academy of Nursing
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    • v.34 no.6
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    • pp.1004-1013
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    • 2004
  • Purpose: The purpose of this paper was to describe the characteristics of smoking prevention programs in Korea, to estimate overall effect size of Korean smoking prevention programs, and to investigate effect size variations by program modality and instruction method. Method: Meta-analysis was performed on2l programs in 20 studies. Result: The estimation of overall effect size for knowledge and attitude was not possible because effect sizes were not homogeneous in this meta-analysis. However, effect sizes of studies that were socially influential programs or active/interactive methods were larger than information-oriented programs or passive/non-interactive methods in the pictures. The effects for behavioral outcomes were generally not as positive and not statistically significant. Q statistics showed that variations among effect sizes within program modality and instruction method classifications were heterogeneous. Conclusion: The results from this meta-analysis support the continued use of socially influential programs and active/interactive methods for smoking prevention programs. Because behavioral effect might be the fundamental objective of smoking prevention programs, the present results indicate that smoking prevention programs should consider adopting more effective programs.

Structural Model Analysis of the Relationships Between Socio-economic Status of Family, Home Environment Stimulation, Children's Behavioral Problems, and Interactive Peer Play of Preschool Children (유아의 또래놀이 상호작용에 영향을 미치는 사회경제적 지위, 가정환경자극 및 유아의 행동문제 간의 구조적 관계)

  • Kim, Seri;Lee, Kangyi
    • Korean Journal of Childcare and Education
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    • v.12 no.6
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    • pp.41-58
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    • 2016
  • This study investigated the relationships between socio-economic status of family, home environment stimulation, children's behavioral problems, and interactive peer play of preschool children. Surveys of 2,150 Korean mothers with their preschool children(Mean age= 51.9 months) from the Panel Study of Korean Children by Korea Institute of Child Care and Education were analyzed using structural equation modeling. Each variable's confirmatory factor analysis showed the correlation coefficient below .85, which made a satisfactory level of discriminant validity. The model fit to the data well, with an agreeable level of index. The major findings were as follows. First, SES did not significantly affected children's interactive peer play. Second, SES significantly affected home environment stimulation and children's behavioral problems. And the relationship between SES and children's behavioral problems are significantly mediated by home environment stimulation. Third, the relationship between SES and children's interactive peer play are significantly mediated by home environment stimulation and children's behavioral problems. These results help better understand the paths among the home characteristics and children's behavioral problems on children's social development. Interpretation and implication of the results have been discussed.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.