• Title/Summary/Keyword: interest development

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Development of Computer Assisted Instruction Program in Multimedia Environment and its Effects on Science Achievement and Attitude towards Science Learning (멀티미디어 과학 학습 프로그램의 개발과 과학 학업 성취, 학습에 대한 태도에 미치는 효과 연구)

  • Lim, Hye-Young;An, Hui-Soo
    • Journal of The Korean Association For Science Education
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    • v.19 no.4
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    • pp.595-603
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    • 1999
  • The purpose of this study was to develop the computer assisted instruction program in multimedia environment, to examine the relative effects of two types of multimedia learning on science achievement and attitude towards science learning and to investigate the effects of treatment and students' learning ability. The results of this study were summarized as follows: 1. On science achievement; The multimedia learnings were more effective than the traditional one. Difference between multimedia learning I (through individualistic learning) and multimedia learning II(through peer interaction) was not significant. There was not interaction effect of treatment and students' learning ability. 2. On attitude towards science learning; The multimedia learnings were more effective than the traditional one. The multimedia learning I (through individualistic learning) was more effective than the multimedia learning II (through peer interaction). There was no interaction of treatment and students' learning ability. 3. On students' perceptions on multimedia learning; The students in the multimedia classes showed the multimedia learning were good in causing interest. making students absorbed in studies, and giving many learning materials, but not good in a couple of points such as making students bored and not explaining in detail.

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Research of intelligent rhythm service of edutainment humanoid robot (에듀테인먼트 휴머노이드 로봇의 지능적인 율동 서비스 연구)

  • Yoon, Taebok;Na, Eunsuk
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.75-82
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    • 2018
  • With the development of information and communication technology, various methods have been tried to provide learners with a fun educational environment through fun and interest. It is a good example to utilize technologies such as games and robots in education for edutainment and game-based learning. In this study, we propose an intelligent rhythm education system using user data collection and analysis for humanoid robot rhythm generation. To do this, the user selects music and inputs rhythm information according to the selected music. The robot utilization data of this user extracts patterns through collection and analysis. Patterns are based on frequency, and FFT similarity comparison method is applied when past data is insufficient. The proposed method is validated through experiments of kindergarten children.

Experimental study on flame behavior within a porous ceramic burner (다공 세라믹 버너 내부의 화염 거동에 관한 실험)

  • Im, In-Gwon;Jeong, Seok-Ho
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.21 no.4
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    • pp.518-524
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    • 1997
  • Experimental studies on combustion phenomena within a porous ceramic burner are reported. Main interest of the present work is to investigate fundamental flame behaviors and their effects on the burner operation. Due to high thermal capacity of the porous ceramic materials, the response of flame to burning condition changes is slow and thus to have a stabilized flame is quite difficult and takes much time. It is found that the temperature profile obtained at downstream of the flame zone is not much sensitive to the movement of flame and the speed of flame movement is less than 0.1 mm/sec for the conditions tested. With the premixed LPG/air flame imbedded within the porous ceramic burner, stable combustion regions and unstable combustion regions leading to blowoff or flashback phenomena are observed and mapped on flow velocity versus equivalence ratio diagram. For the development of burner operation technique which is more practical and safe, intermittent burning technique, where the fuel or/and air is supplied to the burner intermittently, is proposed as one of the flame control methods for the porous ceramic burner and tested in this study. Through the experiment, it is realized that the proposed method is acceptable in respect to burner performance and give much flexibility in the operation of porous ceramic burner.

3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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The Impact of Workers' Remittances on Household Consumption in India: Testing for Consumption Augmentation and Stability

  • Ramcharran, Harridutt
    • The Journal of Asian Finance, Economics and Business
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    • v.4 no.4
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    • pp.51-60
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    • 2017
  • India is the top recipient of workers' remittance flows; recent data indicate that the Remittances/GDP ratio has increased from 2.7% in 2000 to 3.36% in 2015. We apply a consumption behavior model, based on the "permanent income hypothesis", to estimate the consumption augmentation and the stability impact for the period of 1989-2014. The independent variables are: (i) real per capita income (exclusive of remittances) is the measure of "permanent income", (ii) remittances is the measure of "transitory income", and (iii) real interest rate as the indicator of consumers' ability for intertemporal consumption. The economic ramifications are important since current global risk factors could decrease flows in the future. The results indicate the significance of all three variables; there are: (i) evidence of significant consumption augmentation, (ii) consumption responds higher to remittances than to real income, the remittance elasticity is 0.571 and the income elasticity is 0.31, and (iii) evidence of pro-cyclical effect. The VAR model indicates some linkages and causality in the series that result in small response to the shocks. Policies to increase or stabilize remittance flows and to leverage remittances for economic development are important.

Measuring the Interest of Smartphone Usage by Using Technology Acceptance Model Approach

  • WISMANTORO, Yohan;HIMAWAN, Heribertus;WIDIYATMOKO, Karis
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.9
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    • pp.613-620
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    • 2020
  • The development of mobile Internet services allows more consumers to adopt smartphones as their primary communication device. This study focused on the application of the Technology Acceptance Model (TAM) to determine the willingness of batik and textile craftsmen to use smartphones. The population of this study was batik and textile craftsmen in the Bayat, Klaten, Central Java, Indonesia. A total sample of 243 people had answered 30 questions on the questionnaire with a 5-point Likert scale. The results of data analysis using GSCA software showed that, from eight hypotheses proposed, two hypotheses had not been supported. Technical support was not significant for the ease-of-use. It is because the damage experienced can be easily resolved by a repair shop. The findings reinforce the importance of training during the implementation of new technology. This training can make the users understand how to use new technology. The findings of this study strengthen the theory of TAM. Management support further influences the usefulness. This finding supports the theory of Igbaria technology acceptance. However, social influence did not significant influence the usefulness. This was because this study was conducted when the smartphone was no longer said to be a new technology.

Development of Atmospheric Environmental Sensitivity Index by Socio-Statistical Survey (사회통계조사에 의한 대기환경 체감지수의 개발)

  • Kim Hyun-Goo;Lee Yung-Seop;Koo Cha-Mun;Ko Yu-Na
    • Journal of Korean Society for Atmospheric Environment
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    • v.22 no.4
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    • pp.421-430
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    • 2006
  • This paper explores a new methodology of socio-statistical survey to classify environmental perception characteristics and to quantify atmospheric environmental sensitivity of neighboring people around a large industrial complex. In order to compensate intrinsic inclination against environmental problems, Atmospheric Environmental Sensitivity Index (AESI) is proposed as the weighted-summation of four representative questions asking the current status of the local air quality, which are chosen by the factor analysis of questionnaire. Atmospheric environmental perception is tried to be classified into interest/indifference characteristics and rational/emotional perception on environmental issues, positive/negative opinion on the solution of environmental problems. According to the chi-square cross-correlation and two-way layout analyses, it was clearly shown that environmental perception is categorized into two major groups, i.e., the positive-rational group having lower AESI and the negative-emotional group having higher AESI which means more seriously senses the status of local air quality.

Development of Low-Cost Vision-based Eye Tracking Algorithm for Information Augmented Interactive System

  • Park, Seo-Jeon;Kim, Byung-Gyu
    • Journal of Multimedia Information System
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    • v.7 no.1
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    • pp.11-16
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    • 2020
  • Deep Learning has become the most important technology in the field of artificial intelligence machine learning, with its high performance overwhelming existing methods in various applications. In this paper, an interactive window service based on object recognition technology is proposed. The main goal is to implement an object recognition technology using this deep learning technology to remove the existing eye tracking technology, which requires users to wear eye tracking devices themselves, and to implement an eye tracking technology that uses only usual cameras to track users' eye. We design an interactive system based on efficient eye detection and pupil tracking method that can verify the user's eye movement. To estimate the view-direction of user's eye, we initialize to make the reference (origin) coordinate. Then the view direction is estimated from the extracted eye pupils from the origin coordinate. Also, we propose a blink detection technique based on the eye apply ratio (EAR). With the extracted view direction and eye action, we provide some augmented information of interest without the existing complex and expensive eye-tracking systems with various service topics and situations. For verification, the user guiding service is implemented as a proto-type model with the school map to inform the location information of the desired location or building.

Involvement of Social Media in Disaster Management during the Wenchuan and Ya'an Earthquakes

  • Li, Leah Xiufang
    • Asian Journal for Public Opinion Research
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    • v.1 no.4
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    • pp.249-267
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    • 2014
  • Social media is being increasingly utilized in disaster relief work to identify safety issues, locate displaced-victims, and seek or provide support for those who need help. The presence of social media in disaster management has changed significantly in recent years, as it was not prevalent in the 2008 Wenchuan earthquake, but had become a powerful force in the 2013 Ya'an earthquake. This paper discusses the development of social media in disaster management via making a comparison between how it functioned in the two earthquakes. It examines the following aspects: who are the stakeholders that use social media in the earthquake management; how do they adopt this means in response to the earthquakes; and what are the outcomes of adopting social media with regards to public engagement and collaboration in an emergency event. As Sina Weibo acts as the equivalent of China's Twitter, the methodology relies on an analysis of posts in Weibo. The outcomes primarily show that: (1) authorities, celebrities and the public actively adopted social media for the purpose of information dissemination and resource mobilization; and (2) social media users are both content consumers and content generators in the times of earthquakes. The study concludes that social media as a backchannel communication tool is helpful for government institutions, corporations, and nonprofit organizations to build relationships with their stakeholders in the disaster management cycle. The result will interest academics and emergency management practitioners who are concerned with improving disaster communication.

The Study on the Effect of Seatbelt anchorage points using Q6 in sled test (좌석안전띠 부착장치 위치에 따른 어린이 충돌안전성 연구)

  • Kim, Siwoo;Ryu, Hyun;Kim, Yonggil;Baek, Seonhyeon;Kim, Minwoo;Park, Jihun
    • Journal of Auto-vehicle Safety Association
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    • v.6 no.2
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    • pp.49-54
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    • 2014
  • Development in vehicle industry could increase interest in children's safety recently. However the research of children safety is not being conducted as many as that of adult's. Especially the basic study for the vehicle crash on-board children was not much. This study focused on the effect of seatbelt anchorage points to evaluate children's safety in frontal crash. The current regulation of the seatbelt anchorage points is suitable for ranged from female 5% to male 95%. The assessment of children's safety at buckle up of no used CRS(child restraint system) was performed using frontal sled tests. The frontal crash pulse in sled tests was designed to the average of about 30 KNCAP frontal crash pulses. To reduce number of experiments, DOE is used. The Q6 child dummy and standard seat in UN R 129 were used. According to the analysis of test results, children's safety has been influenced by the points of seatbelt anchorage.