• 제목/요약/키워드: interactive practices

검색결과 71건 처리시간 0.027초

웹기반 화학 단위 공정 가상 실험시스템 개발 (Interactive virtual laboratory for unit operations and process systems engineering education in a Web environment)

  • 신동일;이경용;이의수
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.313-313
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    • 2000
  • Recently the number of lectures of offered as part of distance education courses is increasing due to the necessity of continuing education in this era of rapidly changing technologies. To promote this, Web-based distance education systems have been developed and put into practical use. To step further, we propose a virtual space, distance education platform called interactive virtual laboratory. The proposed system is expected to overcome many obstacles in performing the unit operations laboratory at the current setting. The server/client system implementation was programmed with ASP and Visual Basic. The availability of simple and efficient technological supports for dissemination and remote use of virtual lab systems supports more experimental practices regardless of the number of participating students and their locations. Variety of instruments, process equipments and lab procedures are being added to make it a complete package of virtual lab fur undergraduate unit operations course.

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Situating social games in the everyday: an Australian perspective

  • Willson, Michele
    • Journal of Contemporary Eastern Asia
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    • 제14권1호
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    • pp.57-69
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    • 2015
  • This paper explores some of the ways in which social games - games played with others through social network sites such as Facebook - are situated within the everyday. It argues that social games are more than just games; they perform a range of interactive and integrative functions across and within people's lives and therefore need to be investigated as such. Social games en-able spaces for and practices of creative expression, and identity management. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. This argument requires the researcher to consider the panoply of ways in which people integrate social games within their lives and everyday practices. Part of a larger project, this paper explores some findings from an exploratory survey of Australian game play-ers about their management and integration of game play within the everyday with a particular focus on gender.

Ethical Behaviors for Conducting Research based on the Perspective of Marketing Researchers

  • Junhyuck SUH
    • 연구윤리
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    • 제4권1호
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    • pp.23-29
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    • 2023
  • Purpose: While prior research has identified ethical issues in marketing research, more research needs to identify specific ethical behaviors that marketing researchers should adopt. This research addresses this gap by identifying a few ethical behaviors that marketing researchers should consider. Research design, data and methodology: The present study has a justification to collect adequate textual data in the current literature using screening process based on the marketing ethics topics and themes, and ethical behaviors of marketing researchers. Results: Based on the literature analysis, a marketing ethics model, which included the principles of fairness, honesty, responsibility, and respect for stakeholders. Since the rise of e-commerce and technology, a growing demand for a method to analyze website user behavior has been growing. Researchers in the field of marketing are responding to this demand by creating innovative interactive platforms. Conclusions: The term "ethical practices in market research" refers to a collection of best practices that, when followed, increase the likelihood that the research carries out is ethical, fair, and accurate. Because there needs to be more theoretical work done on the topic, there should be more empirical studies on ethical behaviors in marketing research.

대화형 유전 프로그래밍을 이용한 적응적 문장생성 열차예약 에이전트 (Train Booking Agent with Adaptive Sentence Generation Using Interactive Genetic Programming)

  • 임성수;조성배
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제12권2호
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    • pp.119-128
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    • 2006
  • 대화형 에이전트가 다양한 분야에서 적용됨에 따라서 현실성 있는 대화 생성을 위한 자연언어 생성에 대한 연구가 관심을 끌고 있다. 대화형 에이전트에서는 보통 미리 준비된 답변을 이용하여 사용자와 대화를 수행하지만, 최근에는 문장을 동적으로 생성하고 학습함으로써 보다 유연하고 현실성있는 서비스를 제공하는 대화형 에이전트가 활발히 연구되고 있다. 본 논문에서는 대화형 유전 프로그래밍을 이용한 문장생성 방법을 제안한다. 이 방법은 문장의 구조를 나타내는 문장계획 트리로 인코딩된 개체를 평가자의 평가를 통해 적응적인 문장을 얻는다. 이 방법의 유용성을 검증하기 위해 제안하는 방법으로 열차예약 에이전트를 구현한 후, 사용자 평가를 수행하였다. 그 결과 제안하는 방법이 도메인에 적합한 문장을 생성하는 것을 확인할 수 있었다.

설계프로세스의 표현과 분석을 위한 프로세스 뷰어 개발과 적용 (Development and Application of a Process Visualizer to Represent and Analyze Design Process)

  • 김성아
    • 한국실내디자인학회논문집
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    • 제15권3호
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    • pp.193-200
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    • 2006
  • Any design process is interwoven with numerous intermediate design representations and information. On the other hand, designers proceed the design through various activities. It has always been a difficult task to model the design process, yet there are many significant research outputs that explain the design process through the cognitive approaches. This research started from the necessity of an interactive system which externalize the elements of design process in a visual or tangible manner. In order to do so, a design model, specifically a design process representation model was necessary to capture and represent design process. Several concepts such as design issue, design concept, and design form were defined through the empirical studies of design practices. The assumption is that the design process can be effectively captured by the presented system and it can help both designers and tutors review and analyze the design process. It should also help novice designers learn from expert designer's design process patterns. The system represents design process pattern in a interactive graphic environment. It also provides various useful features to enhance the analysis of design process. This paper presents theoretical groundwork and development process of the design process visualizer. The representation model is presented, and the application of the system is reviewed. Discussions on the further development directions include critical evaluation of the system.

보훈복지 관점에서 살펴본 미 육군의 인사기록 관리 체계 연구 (A Study on the Personnel Records Management System of the U.S. Army in terms of Veterans' Welfare)

  • 김용찬
    • 기록학연구
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    • 제62호
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    • pp.259-286
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    • 2019
  • 본 연구는 국가를 위해 헌신한 이들의 보훈복지 사업 추진을 위한 근간이 되는 군 인사기록의 중요성과 철저한 기록관리의 필요성에 주목하여 미 육군의 사례(육군 군 인사기록(AMHRR), 양방향 인사 전자기록 관리 시스템(iPERMS), 기록정보서비스) 분석을 토대로 시사점을 도출하였으며, 이를 토대로 우리 군에 적용할 수 있는 실효성 있는 발전방향을 제시하고자 하였다. 이를 통해 향후 보훈복지 사업의 원활한 추진과 함께 사회 저변에 군을 예우하는 풍토 조성에 기여할 수 있을 것으로 기대한다.

가상테이블상에서 비쥬얼 및 택타일 가이드를 이용한 건축 디자인 (Architectural Design using Visual and Tactile Guide in the Virtual Table)

  • 이선민;최수미;권두영;김명희
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제10권2호
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    • pp.189-198
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    • 2004
  • 디스플레이 디바이스가 발전함에 따라 컴퓨터를 이용한 작업 환경이 응용 목적에 보다 적합한 형태로 변환하고 있다. 본 논문에서는 테이블 형태의 프로젝션 시스템인 가상테이블을 이용하여 건축 디자인 시스템의 개발에 관하여 고찰한다. 개발된 시스템은 인터랙티브 VR 모델러, 하이브리드 트랙커, 건축용 인터프리터로 구성되어 있다. 인터랙티브 VR 모델러는 가상테이블 상에서 건축 디자인을 보다 쉽고 직관적으로 할 수 있도록 그리드 인터랙션, 텐져블 프랍, 참조 객체와 같은 비주얼 및 택타일 가이드를 제공한다. 하이브리드 트랙커는 사용자 시야각에 따른 임의의 뷰포인트를 제공하는 기능과 핸드 인터랙션을 위한 비전 기반 트랙킹과 마그네틱 트랙킹을 포함하고, 건축용 인터프리터는 간단한 삼차원 매스를 건축적 정보를 포함한 기본 구성요소로 자동 변환하는 기능을 한다 제안 시스템은 다수의 사용자가 공동 작업을 하기에 적절하며 입체적인 뷰를 통하여 그래픽스 객체를 삼차원 공간에서 직접 조작할 수 있다는 장점이 있다. 이와 같이 본 시스템은 건축 시뮬레이션 및 사용자 참여 디자인에 유용하게 사용되어질 수 있다.

Applied Practices on Digital Historical Data Transformation based on Intangible Cultural Heritage with Metaverse Approach

  • Hyeon-Uk Jeong;Janghwan Kim;Jihoon Kong;R. Young Chul Kim
    • International journal of advanced smart convergence
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    • 제13권3호
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    • pp.279-286
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    • 2024
  • The preservation and transmission of intangible cultural heritage, such as traditional martial arts, have historically relied on manual processes that are both resource-intensive and costly. Due to budget limitations, many of these cultural assets are at risk of deterioration or remain hidden in museum storage, inaccessible to the public. To address these challenges, we propose a Digital Historical Data Transformation mechanism utilizing metaverse development techniques. This innovative approach converts 2D images into 3D representations, allowing for the extraction and visualization of associated actions in a three-dimensional space. By applying this methodology to the "Muyedobotongji," a classic text on traditional martial arts, we aim to digitally preserve these practices in a way that is both immersive and interactive. The transformation of static 2D images into dynamic 3D visualizations will not only enhance the restoration process but also make these cultural assets more accessible and engaging for future generations. This digital approach promises a more efficient and sustainable means of preserving intangible cultural heritage, ensuring that these traditions continue to thrive in the modern world.

Level of Awareness of Cervical and Breast Cancer Risk Factors and Safe Practices among College Teachers of Different States in India: Do Awareness Programmes Have an Impact on Adoption of Safe Practices?

  • Shankar, Abhishek;Rath, G.K.;Roy, Shubham;Malik, Abhidha;Bhandari, Ruchir;Kishor, Kunal;Barnwal, Keshav;Upadyaya, Sneha;Srivastava, Vivek;Singh, Rajan
    • Asian Pacific Journal of Cancer Prevention
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    • 제16권3호
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    • pp.927-932
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    • 2015
  • Background: Breast and cervical cancers are the most common causes of cancer mortality among women in India, but actually they are largely preventable diseases. Although early detection is the only way to reduce morbidity and mortality, there are limited data on breast and cervical cancer knowledge, safe practices and attitudes of teachers in India. The purpose of this study is to assess the level of awareness and impact of awareness programs in adoption of safe practices in prevention and early detection. Materials and Methods: This assessment was part of a pink chain campaign on cancer awareness. During cancer awareness events in 2011 at various women colleges in different parts in India, a pre-test related to cervical cancer and breast cancer was followed by an awareness program. Post-tests using the same questionnaire were conducted at the end of the interactive session, at 6 months and 1 year. Results: A total of 156 out of 182 teachers participated in the study (overall response rate was 85.7 %). Mean age of the study population was 42.4 years (range- 28-59 yrs). There was a significant increase in level of knowledge regarding cervical and breast cancer at 6 months and this was sustained at 1 year. Adoption of breast self examination (BSE) was significantly more frequent in comparison to CBE, mammography and the Pap test. Magazines and newspapers were sources for knowledge regarding screening tests for breast cancer in more than 60% of teachers where as more than 75% were educated by doctors regarding the Pap test. Post awareness at 6 months and 1 year, there was a significant change in alcohol and smoking habits. Major reasons for not doing screening test were found to be ignorance (50%), lethargic attitude (44.8%) and lack of time (34.6%). Conclusions: Level of knowledge of breast cancer risk factors, symptoms and screening methods was high as compared to cervical cancer. There was a significant increase in level of knowledge regarding cervical and breast cancer at 6 months and this was sustained at 1 year. Adoption of BSE was significantly greater in comparison to CBE, mammography and the Pap test. To inculcate safe practices in lifestyle of people, awareness programmes such as pink chain campaign should be conducted more widely and frequently.

모드하기의 문화적 실천에 대한 연구: <엘더스크롤 IV: 오블리비언>의 커뮤니티를 중심으로 (Modding Culture: A Study on Gamer's Cultural Practices)

  • 박근서
    • 한국언론정보학보
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    • 제55권
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    • pp.100-118
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    • 2011
  • 비디오게임은 기존 미디어들과 구분되는 높은 수준의 능동성과 상호작용성을 제공한다. 비디오게임의 수용자는 단지 주어진 텍스트를 수동적으로 해석하는 존재가 아니라, 그것으로 어떤 행동을 하는 능동적 존재다. 게이머의 이러한 능동성과 상호작용성은 '모드하기'에서 가장 적극적으로 나타난다. 모드는 주어진 게임 텍스트를 게이머가 임의로 변경하여 자신의 뜻대로 사용하는 전위적이고 진보적인 미디어 수용 방법이다. 그러나 모드하기의 기술적 진보성이 그것의 문화정치적 의미의 진보성을 보장하지는 않는다. 이는 '엘더스크롤'의 <오블리비언> 게이머들의 경우에서 분명히 드러난다. 이들의 모드 사용은 선정적이며 남성중심적이었을 뿐 아니라, 이들 사이의 관계는 상징적 권위의 분포에 따라 불평형하게 정렬되어 있었기 때문이다. 모드는 진보적 기술임에는 틀림없지만, 그것의 문화정치적 의미 또한 진보적이라고는 할 수 없다.

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