• Title/Summary/Keyword: need for interaction

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Psychological And Pedagogical Aspects Of Implementation Of Innovation In The Modern Educational Process

  • Hordieiev, Volodymyr;Shcherbakova, Nadiia;Syryatska, Tetyana;Popov, Yuriy;Сhernyshchuk, Yulia;Pavlenko, Inna
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.19-24
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    • 2022
  • The article determines that, in the preservation of cultural heritage, lifestyle, an important role is played by the subjects' high assessment of the probability of achieving the result they need through the implementation of traditional models, ways of interaction. If dissatisfaction with the results of interaction is great, but there are no necessary conditions for a phased resolution of contradictions, for changing, developing interpersonal relations within the framework of the existing system, interaction becomes more difficult. It has been determined that the presence of effective models that show the possibility of meeting the requirements for the psyche of a variety of individuals from the side of activity, activating an extended search for mutually acceptable ways to success, depends on the development of the personality and its social relations, the success of interaction between people, socially psychological climate in the team.

Exploring interaction using 3-D residual plots in logistic regression model (3차원 잔차산점도를 이용한 로지스틱회귀모형에서 교호작용의 탐색)

  • Kahng, Myung-Wook
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.1
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    • pp.177-185
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    • 2014
  • Under bivariate normal distribution assumptions, the interaction and quadratic terms are needed in the logistic regression model with two predictors. However, depending on the correlation coefficient and the variances of two conditional distributions, the interaction and quadratic terms may not be necessary. Although the need for these terms can be determined by comparing the two scatter plots, it is not as useful for interaction terms. We explore the structure and usefulness of the 3-D residual plot as a tool for dealing with interaction in logistic regression models. If predictors have an interaction effect, a 3-D residual plot can show the effect. This is illustrated by simulated and real data.

Recognition of Mother-Child Interaction by Preschoolers' Mothers (학령전기 아동 어머니의 모아상호작용에 대한 인식)

  • Park, Sung-Hee
    • Child Health Nursing Research
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    • v.18 no.1
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    • pp.36-42
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    • 2012
  • Purpose: The purpose of this study was to explore recognition of mother-child interaction by preschoolers' mothers. Methods: Data were collected through in-depth interviews with mothers of 12 preschoolers. The data were analyzed following Downe-Wamboldt's content analysis methodology. Results: From the data, 170 significant statements were selected and were classified into 7 categories and three domains (maternal, child, dyadic). First, the maternal domain consisted of maternal sensitivity, acceptable responsiveness, and child developmental encouragement. Second, the child domain consisted of child's sensitivity, responsiveness, and initiative. Third, the dyadic domain consisted of mutuality. Conclusion: These results suggest that preschoolers' mothers recognize the significant qualitative aspects of interaction with their children. Based on these results, instruments for preschooler-mother interaction need to be developed.

Interaction Proteome Analysis of Xanthomonas Hrp Proteins

  • Jang, Mi;Park, Byoung-Chul;Lee, Do-Hee;Bae, Kwang-Hee;Cho, Sa-Yeon;Park, Hyun-Seok;Lee, Baek-Rak;Park, Sung-Goo
    • Journal of Microbiology and Biotechnology
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    • v.17 no.2
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    • pp.359-363
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    • 2007
  • Because of the importance of the type III protein-secretion system in bacteria-plant interaction, its function in bacterial pathogenesis of plants has been intensively studied. To identity bacterial proteins interacting with Xanthomonas hrp gene products that are involved in pathogenicity, we performed the glutathione-bead binding analysis of Xanthomonas lysates containing GST-tagged Hrp proteins. Analysis of glutathione-bead bound proteins by 1-DE and MALDI-TOF has demonstrated that Avr proteins, RecA, and several components of the type III secretion system interact with HrpB protein. This proteomic approach could provide a powerful tool in finding interaction partners of Hrp proteins whose roles in host-pathogen interaction need further studies.

Early Childhood Teachers' Professionalism, Teaching Efficacy, and Teacher-child Interaction

  • Her, Eun Ha;Kim, Sang Lim
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.39-44
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    • 2018
  • The purpose of the study was to investigate the effects of early childhood teachers' professionalism and teaching efficacy on their teacher-child interaction. A total of 761 early childhood teachers working at childcare centers and kindergartens in South Korea were selected as the participants for the study. The study variables were measured using survey questionnaires. Pearson's correlation analyses and regression analyses along with Sobel test were conducted. The results demonstrated that early childhood teachers' teaching efficacy had a significant mediation effect on the relationship between their professionalism and teacher-child interaction. The results suggest the need to support early childhood teachers' recognition and development of professionalism as well as teaching efficacy that result in positive teacher-child interaction.

Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System (유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석)

  • Kim, Daewhan;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1390-1393
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    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.

A Study About Necessity of a Teacher Center for Elementary and Middle School Teachers (초.중등교사를 위한 교사 센터 설립에 관한 연구)

  • Chang, Won-Hie
    • Journal of the Korean Institute of Educational Facilities
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    • v.5 no.4
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    • pp.18-27
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    • 1998
  • Our gorvernment announced an educational reformation bill to establish the institutional foundation of educational system on May 31, in 1995. To secure the open education which is to foster students' creativity, individualization and personalization, it was requested that the past teacher-centered system should be changed to learner-centered system. To gurantee such a change, however, there are many conditions that has to be satisfied first. I think that the most important thing for the new system is a close interaction between teachers and students. To accomplish a successful interaction, the teachers' understanding and attitude toward their students must change at first. The purpose of this study is to examine what kind of understanding and attitude the teachers need, and what kind of roles teachers must take charge of. At the same time, I suggest that we need to establish a Teacher Center to give teachers a seperate place to learn new theories, and to exchange among themselves the informations they got from the actual field experience.

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Design of Parallel Input Pattern and Synchronization Method for Multimodal Interaction (멀티모달 인터랙션을 위한 사용자 병렬 모달리티 입력방식 및 입력 동기화 방법 설계)

  • Im, Mi-Jeong;Park, Beom
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.135-146
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    • 2006
  • Multimodal interfaces are recognition-based technologies that interpret and encode hand gestures, eye-gaze, movement pattern, speech, physical location and other natural human behaviors. Modality is the type of communication channel used for interaction. It also covers the way an idea is expressed or perceived, or the manner in which an action is performed. Multimodal Interfaces are the technologies that constitute multimodal interaction processes which occur consciously or unconsciously while communicating between human and computer. So input/output forms of multimodal interfaces assume different aspects from existing ones. Moreover, different people show different cognitive styles and individual preferences play a role in the selection of one input mode over another. Therefore to develop an effective design of multimodal user interfaces, input/output structure need to be formulated through the research of human cognition. This paper analyzes the characteristics of each human modality and suggests combination types of modalities, dual-coding for formulating multimodal interaction. Then it designs multimodal language and input synchronization method according to the granularity of input synchronization. To effectively guide the development of next-generation multimodal interfaces, substantially cognitive modeling will be needed to understand the temporal and semantic relations between different modalities, their joint functionality, and their overall potential for supporting computation in different forms. This paper is expected that it can show multimodal interface designers how to organize and integrate human input modalities while interacting with multimodal interfaces.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
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    • v.16 no.4
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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