• Title/Summary/Keyword: 상호작용 기능

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Stress and Immune Function (스트레스와 면역기능)

  • Koh, Kyung-Bong
    • Korean Journal of Psychosomatic Medicine
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    • v.4 no.1
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    • pp.146-154
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    • 1996
  • The impact of stress on immune function is known to be associated with the interactions among the central nervous system(CNS), neuroendocrine system, and immune system. The main pathways between stress and immune system are wiring of lymphoid organs and neuroendocrine system. Immune system also produces neuropeptides, which modulate immune system. Mediators of psychosocial influences on immune function are found to be peptides released by the pituitry, hormones, md autonomic nervous system. Hypothalamus integrates endocrine, neural and immune systems. Particularly, paraventricular nucleus appears to play a central role in this integration. On the other hand, endocrine system receives feedback from the immune system. The major regulatory pathways which pituitary modulates include the hypothalamic-pituitary-adrenal-thymic(HPAT) axis, hypothalamic-pituitary-gonadal-thymic(HPGT) axis, pineal-hypothalamic-pituitary(PHP) axis. Bidirectional pathways such as feedforward and feedback pathways are suggested in the interaction between stress and immune system. It suggests that psychosocial inputs affect immune function, but also that immunological inputs affect psychosocial function. Thus, prospective studies for elucidating the relationship between stress and immune function should incorporate measures of immune function as well as measures of endocrine, autonomic, and brain activities at the same time.

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Navigation Learning Ability and Visuospatial Functioning of Mild Cognitive Impairment Patients in Virtual Environments (경도인지장애환자의 가상환경 내 길찾기 학습능력과 시공간 기능에 관한 연구)

  • Park, Su-Mi;Lee, Jang-Han
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.507-512
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    • 2008
  • This study investigated the navigation ability of patients with MCI in Virtual Environments(VE) and on the visual functioning. The participants consisted of elderly adults with/without MCI. Neuropsychological tests(RCFT, BVRT, TMT, and Digit Span), the Groton Maze Learning Test(12trials), and the VE navigation learning task(6 trials) were performed. As a result, there were significant group differences for the RCFT and BVRT, but not for the GMLT. For the VE task, there was a significant difference between the MCI and normal group and no interactions between the groups and trials were found. The VE task was correlated with The RCFT, the BVRT, and the GMLT and omnibus the RCFT and the BVRT accounted for 45% of VE performances. Thus, we concluded that patients with MCI are inferior to VE navigation and visual retention/memory play a role in navigation abilities.

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A Design and Implementation of Web-based Time Leaning Distance System (웹기반의 실시간 원격강의 시스템의 설계 및 구현)

  • 이명숙;정의현;박용진
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.650-652
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    • 1998
  • 본 논문은 웹을 이용한 실시간 원격강의 시스템을 제안하여 기존의 원격교육 시스템이 가지고 잇는 상호작용의 문제점을 극복하고자 한다. 본 논문에서 제안한 시스템을 사용하면 전통적인 교실에서의 수업과는 달리 공간과 거리에 구애받지 않고 웹 브라우저만을 이용해 강의에 참여할 수 있다. ActiveX기술을 사용하여 비디오/오디오와 같은 멀티미디어 기능과 참가자들의 동기화 된 브라우징(browsing)기능을 구현하였다.

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음성인식을 위한 화자적응 기술 동향

  • 김동국
    • Review of Korea Contents Association
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    • v.2 no.1
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    • pp.95-106
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    • 2004
  • 음성인식(speech recognition) 기술이란 사람이 말하는 음성을 기계나 컴퓨터가 이를 분석하고, 인식하여 단어나 문장형태로 변환하여 기계와 인간이 상호작용을 할 수 있도록 관련 알고리즘을 개발 및 구현하는 기술이다. 최근 음성인식 기술이 대두되는 가장 큰 이유는 인간과 기계간의 통신을 원활하게 하는 편리한 휴먼인터페이스 기능이라 할 수 있다. (중략)

Developing Digital Contents Using Multimedia Technology (멀티미디어 기술을 활용한 디지털 컨텐츠 개발)

  • Cho, Sae-Hong
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.103-110
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    • 2000
  • The emergence of the new technologies, which are represented by multimedia and the internet, brings the tremendous change in respect of process, record, delivery, and transmission of the knowledge and information. The new digital contents made by these technologies help to improve the acquisition efficiency of the knowledge and information by directly and simultaneously stimulating humans' different senses. This paper concentrates on how the accumulated computer technologies such as multimedia and the Internet can be used to make the effective digital contents. This paper suggests four development method for the digital contents and gives the implemented example for each development method.

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A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

Structural And Functional Changes In Planktonic Algal Communities Of The Han River (한강하류에 있어서 부유성 조류군집의 구조 및 기능변화에 관한 연구)

  • Shim, Jae Hyung;Choi, Joong Ki
    • 한국해양학회지
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    • v.13 no.2
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    • pp.31-41
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    • 1978
  • The planktonic algal communities of the Han River with a particular emphasis on water pollution was studied over a twelve month of period. Results of observing many algal communities from 7 stations of the Han River have shown that these communities are generally composed of many species, most of which have relatively small populations with a few exceptional dominant species. The distribution of the total standing crop of phytoplankton in the studid area is characteristic, summer in the polluted zone. Diversity indices of all samples were computed and have shown that the H values of 7 stations are relatively low. However, a detailed examination of these H values reveals that the seasonal fluctuations of the species diversity remarkably coincide with those fo phytoplankton standing crop.No reduction in the species diversity at stations 4, 5, 6, and 7 where the water is heavily polluted indicates that a great number of species capable of invading stations, 4, 5, and 6 from the various tributaries, and the station 7 from the contaminated with sea water are probably more important in the functional changes of the communities than the size of sampling area. It is evident that the diversity index in a lotic environment does not indicate water quality as far as phytoplankton communities are concerned.

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IoT model to improve parent-child interaction -Focus on smart watch for kids- (부모-자녀 상호작용을 증진하는 IoT 모델 -유아용 스마트워치를 중심으로-)

  • Yee, Young-Hwan
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.209-218
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    • 2017
  • To propose a contents model for children's smart watch, this study interview 15mothers who have a child using smart watches. Most mothers purchase smart watches for children to warrant their security and manage their schedules, and they use them for sending a call or text to their children, tracking or managing children's location and schedule. Mothers were satisfied with a smart watch's function of communication and safety management, but dissatisfied learning-oriented contents and worrried about bad influenced on children development. Through in-depth interviews, this study propose a persona model for children's smart watch for enhancing parent-child interaction and physical cognitive language socioemotional convergence play contents.

A study on the three dimensional paper doll development with augmented reality technology (증강현실기술이 적용된 3D 인형놀이 개발에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.3
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    • pp.297-302
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    • 2014
  • The AR(Augmented Reality) is the technique that make the fusion between real world and virtual object. The augmented object on real world can provide the visualization of digital information to user. Also, the real-time AR system makes the interaction between user and computers. Therefore, the immersion of user be increasing and help the information transfer to user with AR system. In this paper, we implement the AR system with the modeled VRML as a three-dimensional object using programming language. The application technique is proposed that augment the various virtual clothes to three-dimensional avatar. Moreover, we propose the novel interface by using marker that can be increase the immersion of user.

Design and Implementation of Dynamic Q&A Bulletin Board System for Enhancement of Interaction (상호작용 증진을 위한 동적인 Q&A 게시판의 설계 및 구현)

  • 윤소영;이지영
    • The Journal of Information Technology
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    • v.4 no.2
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    • pp.37-49
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    • 2001
  • This study tried to describe how to give learners a quick response and to relieve instructors from burdens of answering questions. It adds more dynamic functions to Question and Answer Bulletin Board System, which plays an important role in the interaction of web-based instruction. It also causes increasing enhancements of interaction on web-based instruction. The Implemented Dynamic Question and Answer Bulletin Board System supplemented the defects of the established Q&A, in which learners should wait for answers until instructors checked questions and gave their replies. This new system enabled students to receive prompt answers by using the answer database which instructors had already installed with the result examined by internet searching engines.

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