• 제목/요약/키워드: role-play presentation

검색결과 67건 처리시간 0.027초

RPP(Role-Play Presentation)를 통한 교사의 AI 교사와의 지각된 상호작용성 분석 (An analysis of in-service teachers' perceived interactivity with AI teachers through RPP(Role-Play Presentation))

  • 고호경;허난;노지화
    • 한국수학교육학회지시리즈A:수학교육
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    • 제60권3호
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    • pp.321-340
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    • 2021
  • 본 연구에서는 롤플레이 게임(Role-play Game) 개념을 차용한 역할연기발표(Role-play Presentation) 기법을 적용하여 미래 교육에서 인간 교사-인공지능 교사 간의 상호작용성에 대한 교사의 인식과 기대감을 시각화함으로써 교사들의 협업과정에서 성과 있는 토론활동을 수행할 수 있도록 하였다. 분석 결과 교사는 수업 상황에서 인간 교사가 수업의 주도권과 학생과의 상호작용 활성화를 전제로 수업의 질적 향상과 개별학습을 지원할 수 있는 보조 도구로써의 인공지능 교사의 상호작용 요인들을 제안하고 있었다.

Study of Active Galactic Nuclei and Gravitational Wave Sources with Time-series Observation

  • Kim, Joonho;Im, Myungshin
    • 천문학회보
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    • 제46권2호
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    • pp.39.1-39.1
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    • 2021
  • In this presentation, study of the energetic astronomical phenomena, active galactic nucleus (AGN) and gravitational wave (GW) source, with time-series observation will be reported. They emit large amounts of energy and play an important role in the history of the Universe. First, intra-night variability of AGNs is studied using Korea Microlensing Telescope Network (KMTNet). Second topic is photometric reverberation mapping which is applied for 11 AGNs with medium-bands and Lee Sang Gak Telescope. Last, three gravitational wave events were followed-up by various optical telescopes. Each topic will be specifically addressed in the presentation.

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유아들의 가상놀이 촉진을 위한 놀잇감 사용: 놀잇감의 구조성을 중심으로 (Play Materials Used in Children's Pretend Play: Structured Versus Unstructured Toys)

  • 조은진
    • 아동학회지
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    • 제21권4호
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    • pp.197-210
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    • 2000
  • This integrative review of research on the role of toys in the pretend play of young children investigated claims about the relative effects of abstract or unrealistic compared with concrete or realistic toys. Researchers and educators acknowledge the benefits of pretend play as an expression of the child's capacity of symbolic functioning and they attend to strategies for promoting pretend play at each stage of its development, including the selection and presentation of playthings. Highly structured or realistic toys were once thought to impede pretend play because they can only be used for a single intended purpose whereas less structured toys are pliant and hold the child's interest over longer periods of time as new ideas are tried out. However, the present review suggests that realistic toys are effective for very young children who still have limited representational capacity, and that realistic toys continue to give impetus to make-believe even for kindergarten children.

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Advanced LC Development for LCD TV Application

  • Tarumi, Kazuaki;Klasen-Memmer, Melanie
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2004년도 Asia Display / IMID 04
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    • pp.757-761
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    • 2004
  • Flat Panel Display (FPD) application of Television (TV) application is booming. Liquid Crystal Display (LCD) is forecasted to play a dominant role for TV application in next years. We review in this presentation LC material development for LCD TV application.

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디자인 센터의 카페테리아 계획안 (Design Plan for the Cafeteria in the Design Center)

  • 이란표
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 춘계학술발표대회 논문집
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    • pp.59-62
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    • 2006
  • This design plan aims at the presentation of the representative character of Design Center by making a new image of the cafeteria that is located in the 1. floor. To create an ambience of intercommunication and relaxation, it must be set up the basic concepts like Mobility, Flexibility, Transparence and Color-Play. As the design solutions : - first of all the 360 grade reversible and removable dividers are installed around the 5 pillars - in accordance with the basic concepts Mobility and Flexibility the cubic form construct that plays not only a role of a kitchen, but also a role of a counter, is designed to be relocated at one's own. - the various kinds of seating module and the chill-out zone are introduced to bring out the functionality and the aestheticity simultaneaously - to make a contrasting image to the glass surface of the yellow-, orange- and red-colored dividers, the black chairs and tables are arranged in the middle.

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Study on Gesture and Voice-based Interaction in Perspective of a Presentation Support Tool

  • Ha, Sang-Ho;Park, So-Young;Hong, Hye-Soo;Kim, Nam-Hun
    • 대한인간공학회지
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    • 제31권4호
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    • pp.593-599
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    • 2012
  • Objective: This study aims to implement a non-contact gesture-based interface for presentation purposes and to analyze the effect of the proposed interface as information transfer assisted device. Background: Recently, research on control device using gesture recognition or speech recognition is being conducted with rapid technological growth in UI/UX area and appearance of smart service products which requires a new human-machine interface. However, few quantitative researches on practical effects of the new interface type have been done relatively, while activities on system implementation are very popular. Method: The system presented in this study is implemented with KINECT$^{(R)}$ sensor offered by Microsoft Corporation. To investigate whether the proposed system is effective as a presentation support tool or not, we conduct experiments by giving several lectures to 40 participants in both a traditional lecture room(keyboard-based presentation control) and a non-contact gesture-based lecture room(KINECT-based presentation control), evaluating their interests and immersion based on contents of the lecture and lecturing methods, and analyzing their understanding about contents of the lecture. Result: We check that whether the gesture-based presentation system can play effective role as presentation supporting tools or not depending on the level of difficulty of contents using ANOVA. Conclusion: We check that a non-contact gesture-based interface is a meaningful tool as a sportive device when delivering easy and simple information. However, the effect can vary with the contents and the level of difficulty of information provided. Application: The results presented in this paper might help to design a new human-machine(computer) interface for communication support tools.

A Study on the Teaching Method of English Literature through the Internet and Its Effect -L2 Acquisition through British-American fiction in CCDL class between Kangwon National University and Waseda University-

  • Baek, Nak-Seung
    • 영어어문교육
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    • 제8권1호
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    • pp.1-13
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    • 2002
  • One of the benefits of the internet-assisted instruction is that it can improve L2 Learners' motivation to express themselves in English. The purpose of this paper is to investigate an effective approach to British-American fiction learning in Korean universities, which can emphasize communicative strategies drawing on video-conferencing system, a chat system(CUSeeMe), and an e-mail system. Students are passive participants who cannot assert their creativity in the traditional teaching method of British-American fiction, which mainly relies upon reading and translation far from literature lessons. In CCDL(Cross-cultural distance learning) class, students can play active roles in asserting their own ideas and assuming considerable responsibility for making a presentation in English. A professor can play a role as a coordinator in supporting the students' activities and in winding up the class. The main significance of this article lies in providing a paradigm for CCDL class beyond the limitation of the traditional teaching method of British-American fiction in Korea and futhermore in exploring the eclectic integration of the traditional one and CCDL.

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A Study on Spatial characteristic and presentation of digital game

  • Oh, Hyoun-Ju
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.47-54
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    • 2015
  • In this paper, I examines the spatial representation of the change in the environment of the digital platform, and play the game with a focus on the spatial characteristics of a digital game. First, what is the Spatial characteristic of digital games? This section applies to a digital game "theory of Lefebvre", and the spatial representation of the practice space, divided into representational space were explored. Second, how to express dealing Is there space in the genre of adventure games? The spatial characteristics of the game medium through the Spatial characteristic of the adventure game genre that is most striking examples was analyzed whether the expression in any way. Consequently, the spatial characteristics of the digital game studies of the game as well as think a very large role in the development direction. In addition, this case analysis of the expression is the basis of this digital game that is utilized in many areas, and I am sure many possibilities to find a positive role in the game.

Differential Roles of Lung Dendritic Cell Subsets Against Respiratory Virus Infection

  • Kim, Tae Hoon;Lee, Heung Kyu
    • IMMUNE NETWORK
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    • 제14권3호
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    • pp.128-137
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    • 2014
  • Respiratory viruses can induce acute respiratory disease. Clinical symptoms and manifestations are dependent on interactions between the virus and host immune system. Dendritic cells (DCs), along with alveolar macrophages, constitute the first line of sentinel cells in the innate immune response against respiratory viral infection. DCs play an essential role in regulating the immune response by bridging innate and adaptive immunity. In the steady state, lung DCs can be subdivided into $CD103^+$ conventional DCs (cDCs), $CD11b^+$ cDCs, and plasmacytoid DCs (pDCs). In the inflammatory state, like a respiratory viral infection, monocyte-derived DCs (moDCs) are recruited to the lung. In inflammatory lung, discrimination between moDCs and $CD11b^+$ DCs in the inflamed lung has been a critical challenge in understanding their role in the antiviral response. In particular, $CD103^+$ cDCs migrate from the intraepithelial base to the draining mediastinal lymph nodes to primarily induce the $CD8^+$ T cell response against the invading virus. Lymphoid $CD8{\alpha}^+$ cDCs, which have a developmental relationship with $CD103^+$ cDCs, also play an important role in viral antigen presentation. Moreover, pDCs have been reported to promote an antiviral response by inducing type I interferon production rather than adaptive immunity. However, the role of these cells in respiratory infections remains unclear. These different DC subsets have functional specialization against respiratory viral infection. Under certain viral infection, contextually controlling the balance of these specialized DC subsets is important for an effective immune response and maintenance of homeostasis.

'제3의 공간'으로서 카페의 공간연출 전략에 관한 연구 - '길(street) 문화'가 형성된 지역을 중심으로 - (A Study on the Spatial Presentation Strategies for Cafe as 'The Third Space' - Focused on the cafes located in regions where 'Street culture' was formed -)

  • 문근이;류호창
    • 한국실내디자인학회논문집
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    • 제22권5호
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    • pp.68-77
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    • 2013
  • 'The Third space,' which is the concept that embraces sociological, spatial, and marketing concepts, refers to the place which is other than the home and the workplace and which is a comfortable frequented place where meditation, psychological relaxation, and social needs can be satisfied. 'The Third space' has the characteristics of comfort, openness, interactivity, playfulness, and diversity. In modern times, most of consumption spaces play the role of 'the Third space,' and the typical example is $Caf{\acute{e}}$. $Caf{\acute{e}}$ began from its origin with the characteristics of 'the Third space,' and recently it has become the complex cultural space of urban dwellers. $Caf{\acute{e}}$ as 'the Third space' has the characteristics of a healing space, communication space, personalized space, value-expressive space, culture and consumption space, nomad space. Such characteristics of $Caf{\acute{e}}$ are well represented in the cafes around the regions where 'street culture' has recently been formed. As examined through the examples, $Caf{\acute{e}}$ as 'the Third space' can be more strategically produced by establishing themes through storytelling, giving spatial identity through style creation, diversifying the sequence through complex space organization, and establishing interaction devices through experience elements.