• Title/Summary/Keyword: video-feedback

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An Intravenous Injection Simulator using Augmented Reality for Veterinary Education (증강현실 기술을 사용한 수의학 교육용 정맥 주사 훈련 시뮬레이터)

  • Lee, Jun;Seo, Anna;Kim, WonJong;Kim, Jee-In;Lee, SeungYeon;Eom, KiDong
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.25-34
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    • 2012
  • A veterinary student learns and experiences veterinary processes though experiments and practices using real animals. However, animal protection laws regulate animal experiments and restrict number of the experiments on laboratory animals, veterinary students would have less chances of the experiments and the practices for their veterinary training with real animals. This paper proposes a simulator for veterinary education based on augmented reality (AR). We selected an intravenous injection procedure for the simulation because the injection procedure is the most frequently used procedure during veterinary training and the most difficult stage for beginning veterinary students. The proposed AR simulator provides with a tangible prop, of which shape looks like a leg of a real dog. It also has a injection simulator, which receives user's input and sends force feedbacks to indicate results of the injection simulation. We developed a WorkBench type AR system with an LED display and cameras for visual information processing. Finally, we evaluated its performance through experiments and user studies to check its acceptance level and usability of the proposed system. We compared the proposed system with a traditional video based education and an AR based system using a head mounded display (HMD). The results that the proposed system showed better performances over these systems.

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Error analysis on factorization and the effect of online individualization classes (인수분해에 대한 오류 분석과 온라인 개별화 수업의 효과)

  • Choi, Dong-won;Heo, Haeja
    • Journal of the Korean School Mathematics Society
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    • v.24 no.1
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    • pp.83-105
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    • 2021
  • In this paper, we analyzed the misconceptions and errors incurred during factorization learning. We also examined whether online individualization classes had a positive effect on students' mathematical achievement. The experiment was conducted for 4 weeks (16 times in total) on middle school juniors in rural areas of Gyeonggi Province, where the influence of private extra education was small. In the class, the 'Google Classroom' was used as a LMS, the video lecture was uploaded to YouTube, and the teacher interacted with the students through "Zoom" and "Facetalk". In the online class situation, students' assignments and test answers were checked in real time through 'Google Classroom', and immediate feedback was provided to the experimental class group's students. However, for the control group students, feedback was provided only to those who desired. A total of 7 achievement evaluations were conducted in the order of pre-test, formative evaluation (5 times), and post-test to confirm the change in students' ability improvement and achievement. Through the formative evaluation analysis, it was possible to grasp the types of errors and misconceptions that occured during the factorization process. Students' errors were divided into four types: theorem or definition distortion error, functional errors such as calculation, operation, and manipulation, errors that do not verify the solution, and no response. As a result of ANCOVA, the two groups did not show any difference from the 1st to 4th formative assessment. However, the 5th formative assessment and post-test showed statistically significant differences, confirming that online individualization classes contributed to improvemed achievement.

Design and Implementation of a Systemic Learner-centered Teaching Method Model - Focusing on H University - (체계적인 학습자 중심의 교수법 모델 개발 및 구현 - H 대학을 중심으로 -)

  • Kim, Sun-Hee;Cho, Young-Sik;Kim, Bo-Young;Han, Yong-Su
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.163-173
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    • 2021
  • This study tried to develop and implement a class model that can apply the teaching method that can operate learner-centered classes in university education to the class operation of the entire university, not individuals. For the development of the instructional model, the final model was derived through analysis of prior research, expert review, derivation of instructional model and design principles, pilot operation, primary questionnaire analysis, model and design strategy revision, and secondary questionnaire analysis. Shift_N+1 class consists of 6 models, and each model was divided into 3 parts. It was a preliminary learning using video, a face-to-face class for question-and-answer and in-depth learning on the core content, and feedback and process evaluation for individual student. We have built our own computer system so that we can implement this every week. The teaching method model that can apply the learner-centered curriculum to all classes at the university was standardized. The Shift_N+1 teaching method seeks to maximize the learner-centered learning effect by reflecting the characteristics of the subject, and to improve the quality of education by identifying students' achievements by week.

The Influence of Altering Mobile Phone Interface on the Generation of Mental Model (모바일 폰의 인터페이스 변경이 멘탈모델 형성에 미치는 영향)

  • Park, Ye-Jin;Kim, Bon-Han
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.575-588
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    • 2008
  • This study is to inquire respective patterns of mental models caused by wrongful usages which can be experienced when a user who is used to a keypad-based mobile phone starts using a touch screen mobile phone and to find out the features of the user's logical process of correcting such wrongful usages to a new mental model. In addition, design improvement to be considered for easy generation of the mental model regarding touch screen mobile phones was reviewed in this study. We set up test subjects for the most frequently used seven high priority functions among touch screen phone functions and carried out the subject assessment together with interview surveys after the video observation experiment. Our test results show that test subjects who were used to keypad-based mobile phones tend to use operation knowledge related to the computer operational system(Window) or the web browse, navigation including Tap or Double Tap in order to correct the mental model when a wrongful usage is made. In addition, the result of comparison and analysis of the subject assessment and the video observation experiment data shows that wrongful usages of touch screen mobile phones mostly occurred in the field of 'information feedback' and 'navigation' among mobile phone components.

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EFFECTS OF THE MOTHER-CHILD ATTACHMENT PROMOTION PROGRAM FOR AUTISTIC CHILDREN (자폐아동을 위한 모-아애착증진 프로그램의 효과)

  • Lee, So-Woo;Hong, Kang-E;Im, Sook-Bin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.2
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    • pp.198-208
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    • 2000
  • Objectives:This study was conducted to evaluate the effects of the attachment promotion program which was designed to promote attachment between autistic children and their mothers. The program was consisted of play activity centered mother-child interaction, educational activity for mothers by lecture, video-feedback session, and emotional supports. Methods:The subjects were consisted of 11 pairs of mother and child(7 for participant group:PG, 4 for non-participant group:NPG), who were 2-4 years-old autistic children. The data were collected by video-taping, behavioral observations, and analyzed by Wilcoxon Rank(Sign) Sum Test and Content Analysis. Results:The total attachment score increased from pre test to post-test of PG was significantly higher than that of NPG. The scores of attachment behaviors indicating proximity, mutuality and affect increased significantly(p<.05), while some behaviors indicating synchrony and jointattention did not. Especially the affectionate behaviors of PG demonstrated the most notable changes and they became more active, voluntary and reciprocal. After the program, the mother's nurturing behaviors of PG increased more than that of NPG, with no significant difference between two groups. The mother's behaviors to her child of PG became more child-centered, positively responsive, supportively expressive. As the attachment was promoted, there were also positive changes in the children's autistic behaviors with a great deal of individual differences. Conclusion:Our findings suggest that Mother-Child Attachment Promotion Program could be an effective early intervention model for autistic children.

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Implementation of RTP/RTCP for Teleconferencing System and Analysis of Quality-of-Service using Audio Data Transmission (영상회의 시스템을 위한 RTP/RTCP 구현 및 오디오 데이터 전송을 위용한 QoS 분석)

  • Kang, Min-Gyu;Hwang, Seung-Koo;Kim, Dong-Kyoo
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.12
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    • pp.3047-3062
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    • 1998
  • This paper deseribes the desihn and the implementation of the Realtime Transport Protocol(RTP)/ Rdaltime Control Protocol(RTCP) (RFC 1889,1890) that is used to transmit the audio/video data to any destination and to feedback the Quality of Service (QoS) information of the received media data to the sender, in the teleconferencing systems proposed by ITU-T. These protocols are implemented with multi thead technique and run on top of UDP/IP-Multicast through the socket interface as the underlying protocol. The upper layer is impelmented such that in can be accessed by the H245 comference control protocol. The RTP packetizes the digitized audio/video data from the encoder info a fixed format, and multieast to the participants. The RTCP monitors RTP packets and extracts the QoS values from it such as round-trip delay, jiter and packet loss to form RTCP packets and non periokically sends them to the sender site. In this Paper, we also descritx the study of measurement and analysis for QoS factors that observed on performing teleconferencing system over Internet. The results from this experiment is indicate that RTT and Jitter value are acceptable even entwork load is high. However, it appears that packet loss rate is high in daytime and most losses periods have length one or two.

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A qualitative study of the experiences of nurse participants in a communication education program for nursing change-of-shift dialogue (의사소통 교육 체험에 대한 질적 연구 -간호사의 인수인계 대화를 중심으로)

  • Park, Song-Chol;Bak, Yong-Ik;Sok, So-Hyune;Lee, Hye-Yong;Jeoung, Yeon-Ok;Jin, Jeong-Kun;Lee, Jung-Woo
    • Health Communication
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    • v.12 no.1
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    • pp.97-110
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    • 2017
  • Purpose: This study is an overview of the experiences of nurses who have participated in a communication education program which was designed to develop proper change-of-shift dialogues. The goal of this program was to improve the communication competencies of outgoing and incoming nurses during handover and takeover of their shifts. Methods: The materials used in this study to analyze the experiences qualitatively were transcripts from narrative interviews with seven nurse participants. The education program consisted of two rounds of change-of-shift simulations by pairs of nurses, planning of a forthcoming change-of-shift, three lectures on ideal dialogue patterns, and time for video feedback. Afterwards the participants' experiences of the program were evaluated generally, highlighting the positive and the negative aspects, and how this educational experiences might affect their future change-of-shift activities. Results: High practicability, originality, professionalism, and effectiveness were some of the positive assessments made by the nurse participants. In addition, they pointed out that the sample video in which two professors performed an ideal handover and takeover and the paper kardex were both quite unrealistic. The location of the change-of-shift simulation was also unfamiliar so it needed to be supplemented. However, most of the nurses took for granted that such a communication education program is necessary and that it will provide a substantial help in their future job performance. In this regard they recommended the program to all related hospitals and nursing schools. Conclusion: The results of this study could be applied to other forms of communication education programs regardless of the specific area where communication takes place.

Development of a Web-based Presentation Attitude Correction Program Centered on Analyzing Facial Features of Videos through Coordinate Calculation (좌표계산을 통해 동영상의 안면 특징점 분석을 중심으로 한 웹 기반 발표 태도 교정 프로그램 개발)

  • Kwon, Kihyeon;An, Suho;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.10-21
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    • 2022
  • In order to improve formal presentation attitudes such as presentation of job interviews and presentation of project results at the company, there are few automated methods other than observation by colleagues or professors. In previous studies, it was reported that the speaker's stable speech and gaze processing affect the delivery power in the presentation. Also, there are studies that show that proper feedback on one's presentation has the effect of increasing the presenter's ability to present. In this paper, considering the positive aspects of correction, we developed a program that intelligently corrects the wrong presentation habits and attitudes of college students through facial analysis of videos and analyzed the proposed program's performance. The proposed program was developed through web-based verification of the use of redundant words and facial recognition and textualization of the presentation contents. To this end, an artificial intelligence model for classification was developed, and after extracting the video object, facial feature points were recognized based on the coordinates. Then, using 4000 facial data, the performance of the algorithm in this paper was compared and analyzed with the case of facial recognition using a Teachable Machine. Use the program to help presenters by correcting their presentation attitude.

The Effect of a Virtual Reality-based Exercise Program Using a Video Game on the Muscle Strength, Balance and Gait Abilities in the Elderly (비디오 게임을 이용한 가상현실 운동 프로그램이 노인의 근력, 균형 및 보행에 미치는 영향)

  • Song, Chang Ho;Shin, Won Seob;Lee, Kyoung Jin;Lee, Seung Won
    • 한국노년학
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    • v.29 no.4
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    • pp.1261-1275
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    • 2009
  • Age related decrease of muscle strength, balance, and gait abilities bring about physical inactivity in the elderly. Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in elderly subjects. This study was aimed at determining the effect of VR-based exercise programs by using a video game on the muscle strength, balance, and gait abilities in the elderly. 48 old people were randomly divided into two groups; VR-group (men: 11, women: 14, age: 68.42yrs) and control group (men: 10, women: 13, age: 67.58yrs). VR-group performed an exercise program twice a week for 8 weeks and control group had no intervention. The VR-based exercise program was composed of warm up(10 mins), VR-program(40 mins), and cool down(10mins). It was performed by playstation eyetoy play that provided visual and auditory feedback as well as movements of the upper and lower extremities. Muscle strengths of the knee and ankle were measured using manual muscle tester. Static balance was estimated using computerized posturography. Dynamic balance was measured by Timed up and go test (TUG), Functional reach test (FRT). 10m walk test and 6-min walk test were used to assess gait abilities. After the completion of the VR-exercise program, muscle strength, balance, and gait abilities were improved significantly (p<0.05). In conclusion, the VR-based exercise program showed improvement on the muscle strength, balance, and gait ability in the elderly. This exercise program is both effective and interesting for this age group.

Robotic String Musical Instrument as an Interactive Game Prototype (체감형 게임 원형으로서의 로봇 현악기 설치미술)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.57-65
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    • 2012
  • Interactive games allow users to obtain embodied experience using the bodies as controllers. The same is true in interactive media arts where users engage in active participation. In contrast to video games, physical body feedback is desired and such practice can be found in robotic arts. I suggest that interactive media arts and interactive games should share common foundations. In this context, I introduce and explain an interactive robotic art work implemented. This work is a musical instrument that employs a robot which travels sitting on two strings in response to audience positions. In results, the robot modulates the vibrations of the strings by causing the effective lengths of the strings changed. The robot uses an economic multi-cell proximity sensor in order to track the audience. In the interaction, phenomenological tension could take place in the performative narrative space. In this paper, I discuss this interactive robotic work in the context of interactive games with a few examples.