• Title/Summary/Keyword: play support

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The Attitude of Teachers and Parents toward the Gifts in Science and the Behavioral characteristics of Science Gifted Student (중학교 과학영재아에 대한 교사와 부모의 태도 및 과학영재아의 행동특성)

  • Oh, Kyung-Ae;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.15 no.3
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    • pp.291-302
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    • 1995
  • Most middle school and high school students learns under the same study plans and educational courses. Such an equal level education policies prevent the science-gifted from developing and promoting their ability. So it is severely necessary to sort out the gifted in science and make them develop their ability. In this paper, the attitudes of teachers and parents toward the science-gifted student in middle school were investigated as well as the characteristics of the gifted. One hundred science teachers of middle school who recommended the gifted in science and their parents in Seoul area were questionnaired. The follows are the consequences of investigation. 1. Most teachers and parents of the gifted considered that the school should do a special care for the gifted in science. That is, they prefer the enrichment course to the acceleration course for it. 2. The teachers play the role of motivating the study and promotion very well, but do not well as either the advisor or the cooperator with the parents because of their excessive work and lack of professional knowledgement about education of the gifted. 3. The parents play the role of the advisor or the counselor well, but do not well as the cooperator with school. 4. Among the characteristics of the gifted, there are not any differences between boys and girls in conduct characteristics. But there are meaningful difference in emotion characteristics. 5. The education of the gifted is very important for developing of country and personal promotion. So the administrative and financial support are necessary in order to sort out the gifted in science earlier and provide various programs.

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The Roles of Brand Loyalty and Switching Costs in the Purchase of a New Smartphone (스마트폰 신제품 구매에서 브랜드 충성도와 전환비용의 역할)

  • Lee, Woong-Kyu;Park, Jin-Hoon
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.183-200
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    • 2016
  • Purpose Although many users change their smartphone, most may be inclined to continue using incumbent smartphone series instead of switching to new brands. Brand loyalty and switching costs are major determinants of inclinations toward incumbent smartphones. This study addresses the research question, "what roles brand loyalty and switching costs play in the purchase of new smartphones?". Design/methodology/approach A research model consisting of six hypotheses for explaining purchase intentions toward new smartphone was proposed considering inclinations toward incumbent brands. The research model was empirically tested based on purchase intentions toward the LG smartphone brand G4, employing a sample of 177 university students in Korea. The data were analyzed using the PLS technique. The results provide support for all hypotheses. Findings First, perceived inclinations toward incumbent smartphone, brand loyalty and switching costs, explained the purchase of new smartphones as well as the perception of new smartphone. Second, brand loyalty was found to play the role of moderator between switching costs and relative advantage in the purchase of new smartphone. Third, perceived aesthetics and price value had considerable influence on the purchase of brand-new smartphone.

Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game (다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현)

  • Jeong, Chul-Gon;Choi, Hwan-Eon;Jeong, Sun-Wung
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.101-112
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    • 2007
  • Along with the development of mobile technology, mobile game has undergone a change from downloadable game to network game, where a large number of users connect to server and play real-time game with a mobile phone. In order to develop these mobile network games economically, a proper, suitable game engine is needed. This study proposes the result of design and implementation of RWMMO-GE(Realtime Wireless Massively Multiplayer Online RPG Game Engine) that is used to develop a mobile network game. The structure of RWMMO-GE, which is the research result of this study, consists of major components such as Network/Client Module, Object Module, Map Tool, Script Editor, and Character Editor. The characteristics of the multiplayer mobile game developed by this engine is that a large number of players can play real-time game in a single map, which implies a possibility of a new business model in this area. This research is a result of the RWMMO-GE supported by 2006 IT Excellent Technology Support Project(No:A1300-0601-0125) of IITA(Institute Information Technology Advancement).

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Group Synchronization Method Using Adaptive Synchronization Delay Time for Media Streaming (미디어 스트리밍을 위한 적응적 동기 지연시간을 이용한 그룹 동기화 기법)

  • Kwon, Dongwoo;Ok, Kisu;Kim, Hyeonwoo;Ju, Hongtaek
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.3
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    • pp.506-515
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    • 2015
  • In this paper, we propose a group playback synchronization method using adaptive synchronization delay time by the bit rate of media to synchronize a play position of streaming media between mobile smart devices. This method consists of streaming server-side and client-side synchronization algorithms based on synchronization delay time which includes connection time, control packet transmission time, streaming data buffering time, and synchronization processing time. We implement the Android media player application with synchronization support using the proposed algorithms and present the result of performance evaluation.

Session Control Mechanism for Peer-to-Peer IPTV Services (P2P IPTV 서비스를 위한 세션 제어 메카니즘)

  • Park, Seung-Chul
    • The KIPS Transactions:PartC
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    • v.15C no.2
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    • pp.87-92
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    • 2008
  • This paper proposes a session control model for the P2P(Peer to Peer) IPTV(Internet Protocol Television) services and presents the IPTV session control procedures based on the proposed model. Since, while public IPTV traffic is usually processed via a separate network, P2P IPTV traffic is processed together with the conventional Internet access traffic, the P2P IPTV control mechanism needs to provide multi-stream processing for the constituent TPS(Triple Play Service) traffic and corresponding QoS(Quality of Service) control functions. Besides, P2P IPTV session control mechanism should provide appropriate multicast control functions in order to support effective transmission of video traffic generated by personal IPTV broadcasters. The P2P IPTV session control model proposed in this paper is designed to be based on the standard SIP(Session Initiation Protocol), IGMP(Internet Group Management Protocol), and COPS(Common Open Policy Service) protocol so that it can contribute to the easy and prompt deployment of inter-operable P2P IPTV platform.

An Approach to Composition of EJB Components Using the C2 style (C2 스타일을 이용한 EJB 컴포넌트의 합성 방법)

  • Choe, Yu-Hui;Gwon, O-Cheon;Sin, Gyu-Sang
    • The KIPS Transactions:PartD
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    • v.8D no.6
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    • pp.771-780
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    • 2001
  • EJB(Enterprise JavaBeans) is the server-side component model and its purpose is to reduce the complexity of software development and to increase software reusability. Many concerns for development of EJB components have recently been raised. However, it is difficult to compose EJB components provided by third parties through the plug-and-play method. Therefore, the composition method by lego block styles is needed for EJB components. In this paper, we propose an approach to composition of EJB components using the C2 architectural style. In order to support EJB composition, we modified the general C2 architecture framework. We propose how to create EJB wrappers that can compose EJB components according to the C2 framework. Our approach also enables developers to create a new composite EJB that uses a C2 architecture which is composed of EJB components. To do this, we propose how to create a new composite EJB.

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A Reflection on the Avant-garde Small Theater in Paris, France (프랑스 파리 아방가르드 소(小)극장 고찰)

  • PARK, Hyung-Sub
    • Cross-Cultural Studies
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    • v.33
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    • pp.95-120
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    • 2013
  • This study is about small theaters in Paris which produced the theater of the avant-garde(or theatre of the absurd) in the 50s. Paris was at the center of astonishing passion by small theaters in terms of spectacle. Small theaters actively embraced young actors/actresses, theater troupe and playwrights who created a new way to express their plays. They were mostly obscure but showed talent and genius. So playwrights came from abroad such as E. Ionesco, S. Beckett, A. Adamov and others were able to create a new type of comedy and experience theatrical realization. On the other hand, a great many drama creators such as R. Blin, N. Bataille, J.-M. Serreau, J. $No{\ddot{e}}l$ and others appeared. We focused on studying about life of small theaters in Paris as mentioned earlier. The space of representation were limited. They were mostly about ridiculing of dramaturgy of comedy and theatrical realization. The substandard situations and conditions of small theaters fell far short of advantages of spectacle. Some of the theaters - Babylone, Noctambules, Nouveau Lancry, Quartier-latin - have not been able to survive up to this day. Other Theaters - Huchette and Poche-Montparnasse - have been able to last by performing creative activities. The theaters of the avant-garde are historic places of Drama Art. It is quite astonishing that some of the monuments did not last any longer. These were the places where La Cantatrice chauve by Ionesco and En attendant Godot by Beckett were premiered. When will they be restored to their original state? Meanwhile, the theater of Huchette have performed the comedies of Ionesco for last 60 years without a break. It becomes the museum of theater of the absurd that is the cradle of modern play. In conclusion, a great many play creators like playwrights, directors and set designers saw the light of day because of small theaters when there were not enough support fund. Their passion and curiosity still make us look forward to emerging of new drama.

A Case Study of KSL Learner-Learner Dialogue as a Cognitive Activity in Speaking Tasks (말하기 과제 수행에서 인지적 활동으로서의 학습자 대화 사례 연구)

  • Son, Hyejin
    • Journal of Korean language education
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    • v.29 no.2
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    • pp.73-100
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    • 2018
  • The purpose of this study is to investigate learner-learner dialogue during speaking tasks. In the Korean language classroom, conversation between learners is an important activity as speaking practice. However, learner dialogue is also a tool to enable learners to collaboratively conduct various cognitive activities in the classroom. In previous research, it was unfolded that through learner-learner dialogue, learners can solve second-language related problems and set a goal to carry out tasks. Therefore, this study analyzed learner-learner dialogue to investigate what kinds of cognitive activities are activated during the role-play task. As a result, the learners collaboratively generated and monitored language and content for role play. Also, in order to accomplish tasks more successfully, learners shared the same understanding about the goal of the task, and tried to manage the task procedure. Through learner-learner dialogue, learners can participate in cognitive activities such as content, language construction, and task management voluntarily without the help from teachers. This means that learner-learner dialogue can be an activity to support language learning tasks. Also, it can make learners actively involved in learning and by sharing resources with each other. It is also important that learners can experience language use that participates in real-world communication activities, such as learning in the classroom and collaborating with peer learners. This study is an exploratory study for a basic understanding of learner's conversation as a cognitive activity, and the scope of the study is limited to clarifying contents of learner-learner dialogue as a cognitive activity in speaking tasks. Based on the findings of this study, future research should be conducted on the function of learner-learner dialogue as a cognitive activity in Korean language learning and its role in the classroom of Korean language education.

The effcient management strategies local government for Broad Exchange - focusing on case of china office - (국제교류협력 확대를 위한 지방정부의 효율적인 해외사무소 운영방안에 관한 연구 - 중국 사무소 사례를 중심으로 -)

  • Jang, Jung Jae
    • International Area Studies Review
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    • v.20 no.2
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    • pp.235-256
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    • 2016
  • The local governments have utilized overseas offices of businesses within their jurisdiction as a forward operating base to discover and expand the overseas market. In addition, overseas offices of businesses are expected to play a big role in economic, cultural, and personal exchange, and collection of information regarding overseas market trends. Recently, inviting foreign capital, promoting cities, and attracting foreign tourists are being done through them. Since foreign capital invitation has an effect on creating jobs, the population influx, increasing local government revenues, there is a high degree of competition for it among local governments. Also, while local governments have set out to actively attract foreign tourists through city promotion marketing and developing products in connection with their region, overseas offices of businesses are playing a major role in doing the job. However, due to low performance satisfaction against the budget invested, there have been criticisms that they need to improve efficiency. As a result, each local government is faced with a task to seek efficient operational plans since overseas offices of businesses in each local government are expected to play a bigger role in trade support and international exchanges.

Extending the Home Network using UPnP+ (UPnP+를 이용한 홈 네트워크 확장)

  • Kim, Hyun-Sik;Park, Yong-Suk;Koo, Sung Wan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.540-542
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    • 2014
  • The Universal Plug and Play (UPnP) specification permits networked devices to discover each other and to provide diverse services in the home network environment. Recently, new paradigms such as mobile connected computing, cloud-based service delivery, smart device content sharing, and Internet of Things (IoT) have emerged, but the home network based UPnP shows functional limitations in supporting such paradigms. To support them, the UPnP Forum has recently extended the capabilities of the existing UPnP, calling it UPnP+. In this paper, the UPnP Device Architecture V2.0 (UDA 2.0), which forms the basis of UPnP+, is presented. We present how UDA 2.0 enables the expansion of the home network to wide-area networks and non-IP device domains.

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