• 제목/요약/키워드: interactive experiences

검색결과 136건 처리시간 0.032초

Development of educational software for beam loading analysis using pen-based user interfaces

  • Suh, Yong S.
    • Journal of Computational Design and Engineering
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    • 제1권1호
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    • pp.67-77
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    • 2014
  • Most engineering software tools use typical menu-based user interfaces, and they may not be suitable for learning tools because the solution processes are hidden and students can only see the results. An educational tool for simple beam analyses is developed using a pen-based user interface with a computer so students can write and sketch by hand. The geometry of beam sections is sketched, and a shape matching technique is used to recognize the sketch. Various beam loads are added by sketching gestures or writing singularity functions. Students sketch the distributions of the loadings by sketching the graphs, and they are automatically checked and the system provides aids in grading the graphs. Students receive interactive graphical feedback for better learning experiences while they are working on solving the problems.

Display System Design Based On The Abstraction Hierarchy

  • Sohn, Kwang-Young;Shin, Hyun-Kook
    • Nuclear Engineering and Technology
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    • 제28권3호
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    • pp.339-348
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    • 1996
  • Plant monitoring algorithm developments seem to be saturated which means that display system to show the results from the algorithm should be the well-defined and interactive tools for operator's diagnosing, controlling, restoring the abnormal plant situations. On the other hand, very little generalized display design concepts and evaluations are available. Events that are unfamiliar to operators and that has not been anticipated by designers may cause great threats to the nuclear power plant system safety operation. The abstraction hierarchy, considered most popular display design methodology but not generalized for nuclear power plant design space, has ken proposed as a representation frame work that can be adopted to design interfaces and supports operators in diagnosing overlooked events that should have been considered to operate plant safely. However most practical plant display systems do not fully stick to this design concept but partially rely on their philosophy from design experiences. Abstraction hierarchy display design concept will be do scribed and the trend of Advanced Control Room(ACR) CRT design will also be presented with the conventional display for the several type of plants. Consequently this complementary material should be of interest to designer and regulators concerned with nuclear power plant.

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Sponsored Online Community Types and Participant's Perceived Value

  • Diah Priharsari;Emmanuel Mastio
    • Asia pacific journal of information systems
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    • 제31권3호
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    • pp.415-432
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    • 2021
  • The growth of social media has enabled firms to create virtual organizations (online communities) in which value can be co-created with members. Yet, current typologies of firm-sponsored online communities focus either on the firm or participants, and not the interaction between them. This paper provides a systematic review of the online community literature from 2000 to 2018 to develop an understanding of the types of firm-sponsored online communities and the co-creation of value within them. Four types of sponsored online communities are found. These can be differentiated based on the output for the sponsoring firm and the level of self-organization of the communities. This study contributes to the discussion of value co-creation by (i) shedding light on differences among firm-sponsored online community types based on the level and nature of interaction within an online community; and (ii) examining the perceived value co-created through community interactive experiences.

An analysis of diverse perspectives on "Excellent Teaching" by a recipient of Teaching Awards with over twenty years of experience in educating young learners

  • Min Kyung Han
    • International Journal of Advanced Culture Technology
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    • 제12권2호
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    • pp.119-135
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    • 2024
  • The research is centered on veteran educators in the field of early childhood education who possess more than 20 years of teaching experience and have been recognized with awards for their outstanding achievements. The selection of participants was based on specific criteria, such as the number of years of experience and recognition received from the Ministry of Education's Teaching Innovation Competition in Korea. Eight teachers who met the specified criteria were selected to participate in the study. A qualitative phenomenological research study was carried out using semi-structured interviews to gain insight into the experiences and perspectives of the participants. The study identified five main themes: cultivating interpersonal relationships, establishing interactive classroom settings, providing impactful educational methodologies, facilitating healthy habits and character education, and creating a supportive environment for teachers' well-being. The study seeks to improve comprehension of teaching methodologies and offer suggestions for professional development, teacher training, and educational policies.

테이블탑 디스플레이와 디지팻을 활용한 상호작용 전자책 (Interactive electronic book utilizing tabletop display and digi-pet)

  • 송대현;박재완;이용철;김동민;문주필;이칠우
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.175-178
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    • 2009
  • 본 논문에서는 테이블탑 디스플레이 인터페이스와 디지털 애완동물인 디지팻을 활용하여 상호작용 전자책에 대하여 기술한다. 테이블탑 디스플레이에서는 손가락의 터치 점을 이용하여 다양한 제스처를 정의할 수 있어서, 기존 입력장치에 비해 사용자가 보다 효과적으로 전자책을 체험하는 것을 돕고 한 디바이스에서 한 명의 사용자만을 지원하는 기존의 방식에서 벗어나 다중 사용자를 지원하기 때문에 다양한 효과를 기대할 수 있다. 또한 디지털 애완동물인 디지팻은 감정을 가진 물리적 도구로써, 테이블탑 디스플레이 플랫폼과 사용자간의 감정을 전달하고 때론 가상의 이야기의 주인공이 되어 보조 역할을 하며, 이야기에 직접 참여하여 스토리의 변화를 주어 다양한 결과를 보여준다. 본 논문에서는 테이블탑 디스플레이와 디지털 애완동물을 결합한 미래 지향적인 전자책 시스템에 대해 기술하였다. 제안된 시스템은 사용자와 물리적 도구, 그리고 시스템이 상호작용하여 사용자가 좀 더 전자책에 몰입할 수 있고, 실감나게 조작할 수 있다. 앞으로 기술 발전과 더불어 그 유용성이 급속도로 증가될 것으로 기대된다.

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심리적 공포 완화를 위한 아동병원 대기공간의 환경 그래픽 디자인 연구 (A Study on the Children's Hospital Waiting Room Environmental Graphic Design to Ease Phobic Psychology)

  • 윤향화;장초;유우종
    • 한국콘텐츠학회논문지
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    • 제22권3호
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    • pp.401-412
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    • 2022
  • 아동은 병원이라는 특수 환경에 들어간 초기부터 상당한 심리적 공포심을 느끼게 되기 때문에 병원의 환경 구축에 아동의 심리적 정서를 고려해야 한다. 본 연구는 아동병원의 대기공간을 중심으로 아동의 심리적 공포 요인을 파악하고, 아동의 감성적 반응을 이끄는 3가지 단계와 7가지 감성 요소를 탐색하며, 이를 병원의 환경 그래픽 디자인에 적용하여 개선방향을 모색하였다. 또한 국내외 대표 아동병원에 대한 사례분석을 통해 아동병원의 환경 그래픽 디자인 유형을 현대적 디자인, 일러스트레이션을 이용한 디자인, 입체적 디자인, 인터랙션을 이용한 디자인으로 분류하고, 감성 요소를 포함시켜 평가 및 논의하였다. 평가결과, 현대적 디자인에는 감성 요소가 거의 없고, 일러스트레이션을 이용한 디자인과 입체적 디자인은 감각과 경험이 부족하기에 감성 요소가 비교적 적으며, 인터랙션을 이용한 디자인은 전반적으로 아동에게 좋은 감각과 경험을 주는 감성 요소가 많았다. 결론에서는 이러한 평가결과를 바탕으로 아동병원 대기공간의 환경 그래픽 디자인가이드를 제안하였다.

초등학교 교사의 시스템 사고를 적용한 과학 교수 경험에 대한 현상학적 연구 (A Phenomenological Study of Elementary School Teachers' System Thinking-based Science Teaching Experiences)

  • 김형욱;이효녕
    • 한국지구과학회지
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    • 제40권1호
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    • pp.68-85
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    • 2019
  • 이 연구는 시스템 사고 기반 과학 탐구 수업을 진행한 초등학교 교사들의 경험을 현상학적 연구 방법을 사용하여 이해하는 것이다. 4명의 초등 교사가 참여했으며, 심층 면담을 실시하였다. 사용한 질문은 Seidman(1998)과 Schuman(1982)이 제시한 면담법을 재구성하였으며, Giorgi(1985)의 현상학적 체험 연구 방법 4단계를 적용하였다. 연구의 결과를 정리하면 다음과 같다. 첫째, 교사들은 수업 중에 시스템 사고를 증진시키는 확산적 발문을 많이 하였고, 학생 중심의 물리적, 심리적인 환경을 조성하여 시스템 사고를 향상시켰다. 둘째, 교사들은 시스템 사고 기반 과학 탐구 수업을 진행하는 과정에서 교수학습 예시 자료의 부족과 수업 주제 선정의 어려움을 언급하였다. 또한, 평가 도구와 측정 방법이 부족하여 학생들의 학습 내용과 과정을 올바르게 평가하는 것이 어렵다고 지적하였다. 초등학생들의 탐구 활동 능력 부족으로 시스템 사고를 기반으로 한 과학 탐구 수업의 효과를 극대화 시키는 데 한계가 있는 것으로 나타났다. 이 연구를 통해 초등학교 교사들은 시스템 사고 기반 과학 탐구 수업을 진행하는 과정에서 여러 역할을 수행하고, 어려움을 겪으면서도 더 나은 수업의 방향을 찾고 있었다. 이 연구 결과는 앞으로 초등학교 수업 현장에서 시스템 사고를 적용하는 데에 가치 있게 활용될 것으로 기대된다.

항암화학요법을 받은 유방암 여성의 인지기능변화 경험 (Experiences of Changes in Cognitive Function for Women treated with Chemotherapy for Breast Cancer)

  • 정복례;변혜선;김경덕;김경혜;최은희
    • 여성건강간호학회지
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    • 제18권1호
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    • pp.1-16
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    • 2012
  • Purpose: The purpose of this study was to describe the experiences of the process of the change in cognitive function for women treated with chemotherapy for breast cancer. Methods: There were ten participants in total in this study. Data were gathered utilizing in-depth interviews over 3 times from September 2010 to January 2011. Data were analyzed by employing Strauss and Corbin's (1998) grounded theory methodology. Results: Findings indicate that causal conditions of these results were 'side effects of chemotherapy' and 'menopausal state', including contextual conditions as, 'mental fatigue' and 'anxiety about recurrence'. The core category was identified as 'confronting with unexpected chaos'. Intervening conditions were 'support from other people', 'lack of information on cognitive impairment'. Interaction strategies were 'changing the habit of life', 'making efforts for living life' and 'seeking for medical information'. Consequences of the process were 'physical restriction', 'difficulty in social life', 'disturbed working ability' and 'psychological distress'. Conclusion: The results of this study show that nurses should recognize there is a notable difference between individual patient's contextual conditions and interactive strategies. Furthermore educational information and individualized intervention should be provided to improve cognitive function for women with breast cancer.

사용자 경험 증진을 위한 과학관 전시물의 사용성 평가 (A Usability Study On Museum Installations Emphasizing Interaction Design for User Experience)

  • 조명은;최한희;김미정
    • 한국실내디자인학회논문집
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    • 제22권5호
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    • pp.302-310
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    • 2013
  • Many museums have recently employed digital technologies in exhibition installations to provide visitors with interactive experiences with the installations, not just audiences. However, most of them have focused on the adoption of new prototypes or technologies, not considering user experiences of those systems carefully. This study developed an evaluation tool for usability of the tangible user interfaces and conducted a usability study on museum installations emphasizing user interaction and experience. The evaluation tool is composed of 5 features of tangible user interfaces such as tangible, interaction, convenience, representation, spatial interaction and social interaction, and 24 items. The museum we investigated is the Gwacheon National Science Museum, where 8 installations, classified 4 categories, were selected for the usability study. We recruited 6 undergraduate students, who were divided into 2 teams, each team having 3 students. Three students in a team manipulated and experience each installation together and reported their evaluation score through the questionnaire and interviews. The results showed that the score of the usability for the category 3, which requires students to move their bodies for the interaction, is the highest one because it features with spatial interaction. Students expressed much interest in the category 4, which utilizes users' other senses, however, the score of the usability is the lowest because the interaction is temporary and repetitive. Most installations are well designed in terms of control constraints, legibility, lower thresholds, participation encouragement, and open to the public, but pooly designed in terms of multiple access points, configurability, accurate movement, ambient media, and full-body interaction.

관람자 체험을 고려한 메모리얼의 공간 표현 특성 연구 (A Study on the Characteristics of Spatial Representation of Memorials Considering Participants' Experience)

  • 문은미
    • 한국실내디자인학회논문집
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    • 제21권5호
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    • pp.372-380
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    • 2012
  • This study investigates the examples of memorials in which participants can communicate and interact. Memorials as an urban public space provide various information and experiences to the visitors. The purpose of this study is to investigate the types of participants' experience and the characteristics of memorial space. The 9 examples of the memorials are selected and analyzed by the experience type of participants. This study summarizes the characteristics of spatial representation of memorials as follow; first, the interactions and communications of participants are main considerations in designing memorials. This study defines three types of participants' experience in memorials as educational, emotional and daily urban experiences. Second, the memorial space providing educational experience has narrative characteristics which are explanatory, representational, hierarchical and figurative. Memorials represent historical events and individuals in figurative ways. Participants in memorials learn the event, mourn for the dead and cure the grief through walking the guided route. Third, the memorial space providing emotional experience is indeterminate and open-ended characteristics which are contemplative, symbolic, and abstractive. While participants try to find the way to walk through and understand the meaning of the abstract forms by themselves, they interface the event and the victims in private and individual ways. Fourth, the memorial space providing daily urban experience is the familiar urban facilities embedded remembrance such as memorial square, bridge and fountain. Symbolism of memorials and effectiveness of urban facilities are engaged into the memorial design. They have functional, participatory, interactive and recreational characteristics. People experience the memorials involuntarily and casually during their daily lives. The memorials with urban facilities can be related to the present and the future of the city as well as the past of the city.

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