• Title/Summary/Keyword: science curiosity

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Efficient Scheme for Secret Hiding in QR Code by Improving Exploiting Modification Direction

  • Huang, Peng-Cheng;Li, Yung-Hui;Chang, Chin-Chen;Liu, Yanjun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2348-2365
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    • 2018
  • QR codes as public patent are widely used to acquire the information in various fields. However, it faces security problem when delivering the privacy message by QR code. To overcome this weakness, we propose a secret hiding scheme by improving exploiting modification direction to protect the private message in QR code. The secret messages will be converted into octal digit stream and concealed to the cover QR code by overwriting the cover QR code public message bits. And the private messages can be faithfully decoded using the extraction function. In our secret hiding scheme, the QR code public message still can be fully decoded publicly from the marked QR codes via any standard QR Code reader, which helps to reduce attackers' curiosity. Experiments show that the proposed scheme is feasible, with high secret payload, high security protection level, and resistant to common image post-processing attacks.

The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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Teaching and Learning Models for Mathematics using Mathematica (I)

  • Kim, Hyang-Sook
    • Research in Mathematical Education
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    • v.7 no.2
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    • pp.101-117
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    • 2003
  • In this paper, we give examples of models we have created for use in university mathematics courses. We explain the concept of linear transformation, investigate the roles of each component of 2 ${\times}$ 2 and 3 ${\times}$ 3 transformation matrices, consider the relation between sound and trigonometry, visualize the Riemann sum, the volume of surfaces of revolution and the area of unit circle. This paper illustrates how one can use Mathematica to visualize abstract mathematical concepts, thus enabling students to understand mathematics problems effectively in class. Development of these kinds of teaching and learning models can stimulate the students' curiosity about mathematics and increase their interest.

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A Research on Actual State and Awareness for Restaurant Searching Website (외식업체 검색사이트에 대한 인식과 이용실태조사)

  • 진양호;전진화;정소윤
    • Culinary science and hospitality research
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    • v.9 no.3
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    • pp.155-168
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    • 2003
  • As people's interest about food service rises, curiosity about correct foodservice company's information is rising on own inclination and necessity than usual foodservice company. Full text search site that do to foodservice company hereupon is operated, it is becoming menu that do not fall in name of ' Eumsikjeomchatgi ' in a representative search site such as Yahoo, Empas, Hanmir and so on. But, is not beam margin battle array that these search engines find data that they want being applied perfectly in site FACE that is use up to now. Also, is looked that there is problem about practical use service and search. Because search effect of site by that investigate consumers' awareness and practical use turkey for foodservice company search site and diagnose present level, it is thing to grope improvement. This research may supply one suggestion point establishing by more effective marketing communication strategy through internet hereafter.

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Learning strategies and deep learning (학습전략과 심층학습)

  • Shin, Hong-Im
    • Korean Medical Education Review
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    • v.11 no.1
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    • pp.35-43
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    • 2009
  • Learning strategies are defined as behaviors and thoughts that a learner engages in during learning and that are intended to influence the learner's encoding process. Today, demands for teaching how to learn increase, because there is a lot of complex material which is delivered to students. But learning strategies shouldn't be identified as tricks of students for achieving high scores in exams. Cognitive researchers and theorists assume that learning strategies are related to two types of learning processing, which are described as 'surface learning' and 'deep learning'. In addition learning strategies are associated with learning motivation. Students with 'meaning orientation' who struggle for deep learning, are intrinsically motivated, whereas students with 'reproduction orientation' or 'achieving orientation' are extrinsically motivated. Therefore, to foster active learning and intrinsic motivation of students, it isn't enough to just teach how to learn. Changes of curriculum and assessment methods, that stimulate deep learning and curiosity of students are needed with educators and learners working cooperatively.

A Phenomenological Approach to High School Student경s Smoking Experiencing (고등학교 청소년의 흡연경험에 대한 현상학적 접근)

  • 정혜경
    • Journal of Korean Academy of Nursing
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    • v.31 no.4
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    • pp.610-618
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    • 2001
  • Purpose: This study attempted to grasp the significance of high school boys smoking experiences, and to define its structure, then utilizing the results to create effective nursing intervention in order to protect students from smoking habit. Method: This study is based on a phenomenological approach. A group of eight male high school students who had experience in smoking were selected as the subject of this study. Intimate interview with participatory observation were carried out from them and the resulted data were analyzed by Giorgi's method as below. Result: The male high school students’smoking experiences were found to be a direct result from the environments around them and misty curiosity, masculinity, maintenance of close relations with peers, habitualness, stress relief, and concealment from the family. Conclusion: The result indicates that the male high school students' smoking, especially in an aspect from its starting point, motivational perspective, from the early stage of childhood as possible.

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Membrane Separations and Energy Savings

  • Hwang, Sun-Tak
    • Proceedings of the Membrane Society of Korea Conference
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    • 1994.06a
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    • pp.33-43
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    • 1994
  • It is the purpose of this paper to review the recent developments and future trends in various membrane processes, which will result in energy savings. Historically, there was a long period of academic curiosity in membrane research covering from gas separation to reverse osmosis. With advent of asymmetric membrane technology, many membrane processes proved to be energy efficient than the conventional separation methods. Thus, membrane technology has gained wide acceptance from many sectors of industry. The commercial sale of membranes is still modest compared to the major technologies, but it is one of the fastest growing industries. Recently the U.S.Department of Energy conducted a study (1) to evaluate and prioritize research needs in the membrane separation industry in order to foster and better support the deveolpment of energy-efficient new technologies. The National Science Foundation (U.S.A.) did also do a similar investigation. Both agencies have arrived neary at the same conclusion, that is, membrane separations can offer many new and alternative methods of separations that are more energy efficient than existing processes. This paper is largely based on these findings.

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The Relationships among Integrative Creativity, Creativity in Scientific Humor, and Perceptions of Educational Benefits for Making Scientific Humor of Elementary Students (초등학생의 통합 창의성, 과학 유머 창의성, 과학 유머 만들기의 교육적 효과에 대한 인식의 관계)

  • Son, Minhee;Kang, Hunsik
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.191-202
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    • 2019
  • This study investigated the relationships among 'integrative creativity', 'creativity in scientific humor', and 'perceptions of educational benefits for making scientific humor' of elementary students. To do this, five graders (n=42) at an elementary school and five graders (n=38) at a gifted science education institutes in Seoul were selected. Tests for 'integrative creativity', 'creativity in scientific humor', and 'perceptions of educational benefits for making scientific humor' were then administered. Analysis of the results revealed that the scores for some subcategories of 'creativity in scientific humor' were positively correlated with those for 'integrative creativity', especially for 'creative motivation (e.g., curiosity and playfulness)' and 'creative potency (e.g., knowledge, imagination, sensitivity, flexibility, and fluency)' more than 'creative attitude'. The subcategories of 'integrated creativity' that were significantly related to 'creativity in scientific humor' were somewhat different according to the subcategories of 'creativity in scientific humor'. The scores for all subcategories of 'perception of educational benefits for making scientific humor' were not significantly correlated with those for almost all subcategories of 'integrative creativity' and 'creativity in scientific humor'. Educational implications of these findings are discussed.

Study on the Changes in College Students' Perception of Exoplanets during Science Education Lectures (대학생들의 과학교육 강의시간에 나타난 외계행성에 대한 인식 변화 연구)

  • Sin Han;Sukwon Kwon
    • Journal of the Korean Society of Earth Science Education
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    • v.17 no.1
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    • pp.60-69
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    • 2024
  • This study conducted unstructured interviews with college students to explore changes in their perceptions before and after receiving education on exoplanets. The analysis utilized thematic analysis. The results are as follows: First, the exoplanet education program enhanced students' knowledge about exoplanets and increased their interest and curiosity about space. Second, students deepened their understanding of the importance of exoplanet exploration and the various methods of such exploration. Third, students recognized that exoplanet exploration holds significant importance for humanity in various aspects and acknowledged the need for education on exoplanets. These findings can provide important insights for the development and application of future educational programs related to exoplanets.

The Effect of the Science Process Skills and Science Related Attitude on the Science-play through the Science Class (과학 놀이를 이용한 과학수업이 과학 탐구 능력과 과학 관련 태도에 미치는 영향)

  • Heo, Kwi-Hee;Lee, Ji-Hwa;Moon, Seong-Bae
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.1-10
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    • 2014
  • The purpose of this study is to introduce the science-play in the regular class, stimulate the student's curiosity, motivate them and take active part in their science class. To make an effective science class, we developed the science-play activity instead of experiments in the text, and applied it to the class. The experimental group has statistically meaningful results in the science process skills, expecially in subordinate elements such as observation, deduction, expectation, data analysis and assumption establishments(p<.01). However, the comparative group has no meaningful results in the science process skills. Though the average value of the science related attitude in the experimental group had only a little increase and had no statistically meaningful results, that in the comparative group has decreased during the same period. As for the experimental group, the science-play activities were repeated and their science related attitude has increased a little. Even though there were no meaningful statistic results(p>.05), the science-play activity was effective in the science related attitude. As a result of this research, it could be said that the science-play activity can improve the student's science process skills and the science related attitude, and the science-play program should be further developed and applied to make easy and effective science classes.