• Title/Summary/Keyword: play and learn

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Cognitive and Emotional Structure of a Robotic Game Player in Turn-based Interaction

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.154-162
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    • 2015
  • This paper focuses on how cognitive and emotional structures affect humans during long-term interaction. We design an interaction with a turn-based game, the Chopstick Game, in which two agents play with numbers using their fingers. While a human and a robot agent alternate turn, the human user applies herself to play the game and to learn new winning skills from the robot agent. Conventional valence and arousal space is applied to design emotional interaction. For the robotic system, we implement finger gesture recognition and emotional behaviors that are designed for three-dimensional virtual robot. In the experimental tests, the properness of the proposed schemes is verified and the effect of the emotional interaction is discussed.

Transfer RNA-Derived Small Non-Coding RNA: Dual Regulator of Protein Synthesis

  • Kim, Hak Kyun
    • Molecules and Cells
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    • v.42 no.10
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    • pp.687-692
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    • 2019
  • Transfer RNA-derived small RNAs (tsRNAs) play a role in various cellular processes. Accumulating evidence has revealed that tsRNAs are deeply implicated in human diseases, such as various cancers and neurological disorders, suggesting that tsRNAs should be investigated to develop novel therapeutic intervention. tsRNAs provide more complexity to the physiological role of transfer RNAs by repressing or activating protein synthesis with distinct mechanisms. Here, we highlight the detailed mechanism of tsRNA-mediated dual regulation in protein synthesis and discuss the necessity of novel sequencing technology to learn more about tsRNAs.

Emotional Inherent Design Development of Children's Furniture Design (감성디자인이 내재된 아동용가구 디자인 개발)

  • Chae, Jung-Joo;Kim, Myeong-Tae
    • Journal of the Korea Furniture Society
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    • v.23 no.4
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    • pp.333-341
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    • 2012
  • This study intended to be designed at the level of furniture users' eyes for the users in designing furniture. Children's furniture follows parents' point of view mostly because the parents purchase the pieces for their children. Most of the children's furniture tends to rule out their psychological phenomenon and behavioral development. Therefore, children's furniture must be designed for children to be able to learn through their cognitive development and creative learning experience from having fun naturally by using the pieces combining with the typical play in their everyday lives like coloring, puzzling, and acting with movement.

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Introduction to a Health-related Physical Education Curriculum Model in the United States : Sports, Play, and Active Recreation for Kids (SPARK) (미국의 최신 건강중심 체육교육수업의 소개 - Sports, Play, Active Recreation for Kids(SPARK) 체육프로그램 개발배경 및 사례보고 -)

  • Yoo, Soo-Jin
    • The Journal of Korean Society for School & Community Health Education
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    • v.12 no.3
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    • pp.101-109
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    • 2011
  • The purpose of this article is to introduce the Sports, Play, and Active Recreation for Kids (SPARK) physical education curriculum. SPARK is a model for health-related, research-based and evidence-based physical education programs in the United States. The outcome of school physical education can relate to public health, but there exists few evidence-based physical education programs reporting health-related variables. School physical education can provide more opportunities for children and adolescents to be physically active and to learn more about healthy lifestyles. However, physical education programs have been cut and eliminated due to lack of funding in the U.S. as in South Korea. Although facing these problems, SPARK programs have been implemented in over 50% of schools, after school programs and coordinated school health programs in the U.S. This article reviewed: (a) background information of the SPARK program, (b) examples of effective interventions, and (c) methods of dissemination to schools nationally in the U.S. The methods showed in SPARK may use as a model for researching, developing and implementing new physical education(PE) program and after school programs in Korea.

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Development of the Basic Life Support App Including Chest Compression Feedback (흉부압박 피드백 기능이 포함된 기본소생술 앱 개발)

  • Song, Yeongtak;Kim, Minwoo;Kim, Jinsung;Oh, Jaehoon;Chee, Youngjoon
    • Journal of Biomedical Engineering Research
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    • v.35 no.6
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    • pp.219-226
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    • 2014
  • This study is to develop a basic life support (BLS) app using the android based smartphone and to evaluate the function of the app. Suggested app contains chest compression feedback function, the map of automated external defibrillator (AED), direct emergency call and the basic knowledge of BLS. Using the accelerometer of the smartphone, we implemented a real-time algorithm that estimates the chest compression depth and rate for high quality cardiopulmonary resuscitation (CPR). The accuracy of algorithm was evaluated by manikin experiment. We made contents which were easy to learn the BLS for the layperson and implemented a function that provides the AED location information based on the user's current location. From the manikin experiment, the chest compression depth and rate were no significant differences between the manikin data and the app's feedback data (p > 0.05). Developed BLS app was uploaded on Google Play Store and it was free to download. We expected that this app is useful to learn the BLS for the layperson.

A Systematic Method of Hinting Interface Design (체계적인 힌팅 인터페이스 설계 방법의 연구)

  • Lee, Eun-A;Yun, Wan-Cheol;Park, Wan-Su
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.125-134
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    • 2006
  • Most users learn new, complex systems through trial-and-error experience rather than referring to the manuals in a cognitive process that is called 'exploratory learning'. While exploring a system, people find prototypical rules for using the system based especially on frequent tasks. The rules are formed from consistent task procedures and well-expected interface elements on the designed system. These rules play the role of the basis of users' knowledge for performing tasks. The decision making to select and apply those rules interacting with an interface can be aided by properly provided hints on the interface. With appropriate hints, users can learn new systems easily and use them with reduced usability problems. This paper first reports an observation of user behavior performing tasks with prototypical interaction rules and finds a sound set of criteria to extract prototypical interaction rules systematically. Two types of hints are defined. Extending hints prompt users to apply prototypical interaction rules beyond well-known tasks. Preventive hints guide users out of possible capture errors by drawing attention to the variation of rules. A systematic and practical method is proposed to identify the opportunities for both types in designing interfaces. It is then verified through a usability test that the proposed method is effective in identifying the locations and types of appropriate hints to reduce or mitigate usability problems.

A Study on the Application Possibility of Management Innovation Strategy in University (대학의 경영혁신 방향에 대한 이론적 연구)

  • Kim Yong-Ho;Song Kyung-Soo
    • Management & Information Systems Review
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    • v.17
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    • pp.135-160
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    • 2005
  • In the 1990s, university environment is changing rapidly(especially, difficulty of student registration which are originated student's decrease and various deregulation) and university get ready for the new ways of management culture. This new ways are management innovation strategies. The purpose of this study is to suggest the direction of effective innovation(to search application possibility of management innovation strategy), solving the problems occurred by the enlargement and change in the environments of universities. From early in the 1990s, korean corporations perform actively many management innovation strategy including benchmarking, restructuring, downsizing, zero-based budgeting, BPR, learn organization and total quality management. But korean most universities performed hardware management innovation strategies such as corporate portfolio restructuring(including outsourcing, M&A, MBO etc.) and organization restructuring. Therefore korean universities have got to concerns about more software management innovation strategy such as total quality management and learn organization. Also we have seen another problems such as that universities try to merely duplicate certain management innovation strategies which are used by another university. rather than to make various effort to adequate their own organizations. In conclusion, korean universities are to play an important roles in the development of knowledge society. The management innovation and individual competence development in the university are required to overcome crisis of university.

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A Study on the Utilization of Instructional Materials in Dental Health Education. (구강보건교육에 있어서 교육재료 활용에 관한 연구)

  • 정영숙
    • Korean Journal of Health Education and Promotion
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    • v.2 no.1
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    • pp.113-121
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    • 1984
  • How can the educator help learners to learn? The old way was to tell learners as much as possible, passing on the educator's knowledge. Now the educator acts as a helper. She will organise experiences which allow the learners to do health behaviors, she may utilize instructional materials, she may write downsome questions for a group of learners to discuss. In all these ways the teachers is helping learning. Some educators feel that they must do all the talking themselves. They feel that they are not really teaching the learners some new information, but this is quite wrong. In fact if a educatorgives a lecture and learners do not learn, then the educator is talking not teaching. So the devlopment of instructional materials is much needed to be a learner education. And the selection of materials may be very important for the level of maturity of the learners in interest, complexity of ideas, opportunity for self-identification, speed of learners' ability to observe and length of concentration. Author studied the several instructional materials which can be utilized in the field of dental health education and also studied their values, limitations and considerations when they are used. The learning activities are poster, puppet, model, mock-up, specimen, flannel board, chalk board, bulletin board, psychodrama, role play, field trip, exhibition, laboratory method.

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Implementation of Web-based Learning Tool using Skemp's Theory and Its applications to Multiplication and Division Operations in Elementary School Math Education (Skemp 이론을 적용한 웹기반 학습도구 구현 및 초등학교 수학 교육의 곱셈과 나눗셈 영역으로의 적용)

  • Song, Ui-Sung;Park, Eun-Kyeong;Park, So-Young;Gil, Joon-Min
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.517-525
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    • 2010
  • Because the existing Skemp's play activities learning has only been done on the offline, the hassles of learning paper production, the understanding of achievement levels, and the difficulty of feedback and compensation have been pointed out as a serious problem. Therefore, the aim of this study is to develop web-based learning tool applied the Skemp's play activities for elementary school students who learn mathematical skills easily in the web environment. To demonstrate the effectiveness of implemented web-based learning tool, we have analyzed questionnaire survey conducted for academic achievement of the third grade elementary school students. The analysis results show that for improving the ability of multiplication and division operation, the learning using web-based tool applied the Skemp's play activities is more effective than the learning based on the existing educational process and the result is statistically significant at the 5% significance level.

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“A Study Menu for Menu Operation of Italian Cuisine in Hotel ” (특급 호텔(이태리식당)의 운영실태와 음식연구 (L호텔 중심으로))

  • 김용식
    • Culinary science and hospitality research
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    • v.4
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    • pp.147-166
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    • 1998
  • Following the developing tendency of the food service industry, people are showing a high interest in cooking and the number of applicant trying to learn how to cook is increasing gradually. In this research, we have concluded that developing a menu, we are to standardize its cost accounting correctly so as to reduce problems which can occur during the process to commercialize food. We have to research on the quality of food changing so fast and to develop proper food to suit both the oriental and occidental taste. Since fresh ingredients such as olive oil which has much unsaturated fatty acid, tomato, and fish etc. is usually used in making Italian food, especially the moderns love it very much. The reason is that eating fatty food such as meat and fish with tomato, we can digest it well in our stomach. Tomato play an important role to neutralize the effects of acid food. It has Vitamin B1 dissolving fat, rutin strengthening capillary vessels and controlling high blood pressure, amino acid developing mental activity, iron essential to blood formation, and calcium etc. These ingredients play important roles to control geriatric diseases. The new style of the propensity to consume in the class of new generation and new family, the trend towards the nuclear family, and the rapid expansion of aging have influences on westernizing diet and on spreading new sense of values such as rapidness, convenience, cleanliness, and simplicity for diet. Following the change of the times, the food service industry will be developed more and more.

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