• Title/Summary/Keyword: school-based app

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Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

The effect of Attributes of Exercise/Fitness Apps on App Usage: A Convergence Perspective Based on the Self-Determination Theory (운동/피트니스앱 속성이 앱 활용에 미치는 영향: 자기결정성 이론을 기반으로 한 융복합적 관점에서의 탐구)

  • Choi, Joung-Hwa;Park, Dong-Jin;Noh, Ghee-Young
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.327-339
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    • 2015
  • The present study explored how 1) individuals' perception about attributes of exercise/fitness apps and 2) their motivation for exercise/fitness behaviors influence perceived usefulness and usage of the apps. A survey of 323 males and females in their 20's and 30's revealed that attributes of apps that satisfy their basic psychological needs are crucial in promoting perceived usefulness and usage of the apps. Participants were more likely to perceive exercise/fitness apps useful as they perceive them having more attributes related to autonomy and competence. The perception regarding relatedness attributes did not have the main effect on perceived usefulness but showed an interaction effect with relative autonomous motivation. This convergence study which examined health apps from the perspectives of psychology and public health provides practical implications to development and evaluation of health apps.

A Study on Students' Need for Free Learning Semester Programs of Libraries (도서관의 자유학기제 프로그램에 대한 학생수요조사 연구)

  • Noh, Younghee;Kim, Hyein
    • Journal of Korean Library and Information Science Society
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    • v.47 no.3
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    • pp.187-211
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    • 2016
  • The present study investigates the seventh and the eighth graders' perception of Free Learning Semester Programs offered by libraries by developing a survey questionnaire on students' needs for Free Learning Semester Programs of Libraries. The skills that middle school students want to improve in Free Learning Semesters are career exploration skills, and the type of Free Learning Semester that is most intensively implemented is career exploration activities. Programs are often offered in the form of experiential classes. Regarding the activities that the students want to participate during Free Learning Semester, the most preferred activities included field experience activity in the career exploration domain, cooking class in the student choice program, smartphone app development in club activities, design activity in the art domain, the badminton in the physical education domain, and using iPad in the information use skills. In addition, among the library programs in coordination with Free Learning Semester, the students liked the occupational experience program most. Future studies need to include the development and implementation of Free Learning Semester Programs based on students' opinions, and investigate their satisfaction with the Free Learning Semester Programs offered by libraries.

Effects of Healthcare Service User's Compliance Intention on Continuous usage (헬스케어 서비스 사용자 순응의도가 서비스의 지속적 사용에 미치는 영향 연구)

  • Lee, Namyeon
    • The Journal of Society for e-Business Studies
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    • v.21 no.4
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    • pp.95-117
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    • 2016
  • Entering aging society and increasing individual's interests on wellbeing lead to increasing demands of healthcare service and various healthcare related applications are providedon app market or Internet. These healthcare services could enhance user's health status if the users continuously use the service. In order to enhance effectiveness of a healthcare service, the service user should comply with recommendations or directions are provided by the service. However, previous studies of healthcare service are not considered effects of compliance intention on continuous usage. Hence, we tested how user's compliance intention effect on continuous usage intention of healthcare service based on theories of information system and medical information. Moreover, we found that compliance intention of users for healthcare service is an important factor on sustainability of healthcare service. Additionally, we investigated what factors are related with user's compliance intention.

In vitro and in vivo pharmacokinetic characterization of LMT-28 as a novel small molecular interleukin-6 inhibitor

  • Ahn, Sung-Hoon;Heo, Tae-Hwe;Jun, Hyun-Sik;Choi, Yongseok
    • Asian-Australasian Journal of Animal Sciences
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    • v.33 no.4
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    • pp.670-677
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    • 2020
  • Objective: Interleukin-6 (IL-6) is a T cell-derived B cell stimulating factor which plays an important role in inflammatory diseases. In this study, the pharmacokinetic properties of LMT-28 including physicochemical property, in vitro liver microsomal stability and an in vivo pharmacokinetic study using BALB/c mice were characterized. Methods: LMT-28 has been synthesized and is being developed as a novel therapeutic IL-6 inhibitor. The physicochemical properties and in vitro pharmacokinetic profiles such as liver microsomal stability and Madin-Darby canine kidney (MDCK) cell permeability assay were examined. For in vivo pharmacokinetic studies, pharmacokinetic parameters using BALB/c mice were calculated. Results: The logarithm of the partition coefficient value (LogP; 3.65) and the apparent permeability coefficient values (Papp; 9.7×10-6 cm/s) showed that LMT-28 possesses a moderate-high cell permeability property across MDCK cell monolayers. The plasma protein binding rate of LMT-28 was 92.4% and mostly bound to serum albumin. The metabolic half-life (t1/2) values of LMT-28 were 15.3 min for rat and 21.9 min for human at the concentration 1 μM. The area under the plasma drug concentration-time curve and Cmax after oral administration (5 mg/kg) of LMT-28 were 302±209 h·ng/mL and 137±100 ng/mL, respectively. Conclusion: These data suggest that LMT-28 may have good physicochemical and pharmacokinetic properties and may be a novel oral drug candidate as the first synthetic IL-6 inhibitor to ameliorate mammalian inflammation.

Design of The Wearable Device considering ICT-based Silver-care (ICT 기반 실버케어를 고려한 웨어러블 디바이스 설계)

  • Lee, Min-hye;Shin, Seong-yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1347-1354
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    • 2018
  • A bedridden patients, elderly people, and dementia who are subject to special care at a medical institution can not handle the feces themselves and need the help of a guardian or care-giver. In particular, toxic substances are contained in the stools, which can cause eczema, dermatitis and urticaria, so it is important to replace diapers. In this paper, we propose a wearable device design for the detection of excretions in consideration of the various excretion requirements of the elderly. The device is a form in which a module are attached to an adult diaper used in a nursing hospital to detect excreta, and the presence or absence of a wearer can be confirmed by an LED. The measured data is transmitted to the smartphone app in real time via Bluetooth in the module and can be checked for popup notification. The validity of this study was verified by comparing the actual excretion with the data collected through the designed module.

Consumer Attitudes, Intention to Use Technology, Purchase Intention of Korean 20's Women on the Acceptance of Fashion Augmented Reality (FAR) with the Application of the UTAUT Model (UTAUT 모델을 응용한 패션 증강현실(FAR) 기술수용에 관한 한국 20대 여성의 소비자 태도, 기술 사용의도 및 구매의도)

  • Cho, Sung Hee;Kim, Chil Soon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.1
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    • pp.125-137
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    • 2019
  • This study determined the impact of 'Fashion Augmented Reality (FAR)' acceptance factors based on the model of acceptance and use of technology (UTAUT) on consumer attitudes, intention to use technology, and fashion product purchase intention. A survey asked participants to have an AR experience using a FAR app to understand FAR in advance. Data were analyzed factor analysis and stepwise regression using SPSS. The results are as follows. First, the factor analysis classified the acceptance variables of FAR technology into 'social relations', 'shopping effectiveness', and 'easy to use FAR'. Second, among the three factors of FAR acceptance, 'shopping effectiveness' is statistically more influential on positive attitudes towards FAR. However, 'easy to use' factor was more influential on 'the intention to use technology' as well as 'purchase intention'. Third, 'social relations' were identified as an important factor affecting 'consumer attitudes', 'intention to use technology' and 'purchase intention' which are not well covered in fashion technology research. In addition, 'the intention to use technology' was found to be influential on 'purchase intention' and indicated the importance of easiness of FAR to enhance purchase intention.

An EDA Analysis of Seoul Metropolitan Area's Mountain Usage Patterns of Users in Their 20~30s after COVID-19 Occurrence

  • Lee, BoBae;Yeon, PoungSik
    • Journal of People, Plants, and Environment
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    • v.24 no.2
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    • pp.229-244
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    • 2021
  • Background and objective: The purpose of this study was to comprehensively analyze the user behavior in order to cope appropriately with the increasing demand for mountain usage of those in their 20s and 30s and to allocate resources efficiently. Methods: To analyze the behavior of mountain hiking users, an exploratory data analysis (EDA) was conducted on the data which had been collected in the app Tranggle. The main target are users in their 20s and 30s who visited the mountains in the metropolitan area in 2019-2020. Among them, we have selected data on the top 13 mountains based on the frequency of visits. After data pre-processing, mountain usage patterns were analyzed through statistical analysis and visualization. Results: Compared to 2019, the number of users in 2020 increased 1.36 times. The utilization rate of the well-established hiking trails has also increased. The usage of mountain on weekends (Saturday > Sunday) was still the highest, and the difference in the usage between the days of the week decreased. Outside of work hours, early morning usage has increased and night-time usage has decreased. There was no significant change in usages depending on activity type, level (experience point) and exercise properties. Conclusion: Since the COVID-19 outbreak, the usage of mountains has been changing towards low user density and short-distance trip. in the post-COVID-19 era, the function and role of forests in daily life are expected to increase. To cope with this, further research needs to be carried out with consideration of the wider demographic and social characteristics.

Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.527-539
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    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.