• Title/Summary/Keyword: 상황 흥미

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Advanced Health Care Cycle Based on Sensor Network (센서 네트워크를 기반으로 한 개선된 헬스케어 싸이클)

  • Lim, Hee-Sung;Koo, Ja-Myoung;Mun, Chang-Min;Kim, Ji-Eun;Lee, Kang-Whan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.491-494
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    • 2008
  • 최근 유비쿼터스의 활용이 확장되고 있다. 헬스분야에도 예외는 아니다. 기존의 헬스 싸이클은 단지 고정된 싸이클에 현재 자신의 속도와 맥박 등의 일반적인 정보만 제공하기 때문에 장시간이나 장기간의 운동을 하기에는 시간이 지날수록 흥미도가 떨어지고, 자신에 맞는 운동을 하기도 어렵다. 본 논문에서 논의하는 헬스 싸이클은 센서 네트워크와 DB를 접목한 상증 인식 시스템을 이용하여 자신이 현재 상태와 운동 진행 상태를 분석한 맞춤 운동을 할 수 있다. 사용자는 부착된 체온센서와 심전도센서를 통해서 자신의 상태를 실시간으로 확인하게 된다. 센싱된 신호들을 효율적으로 관리하기 위해서 센서네트워크를 형성하여 모든 신호들은 싱크노드에 집중되게 된다. 이 신호들과 DB에 기록된 사용자의 과거 운동기록을 활용하여 현재 운동중인 사용자의 신체적인 상태를 체하게 된다. 이러한 상황인식을 통해서 운동자에게 위험한 요소를 제거하거나 효과적인 운동이 가능하도록 자동으로 제어해주는 것이 이 헬스싸이클의 특징이다. 또한 여기에 충격감지 센서, 유압펌프제어, Python을 이용한 3D 게임엔진을 더하여 운동시에 가상현실적인 상황을 만들고자 하였으며 장시간의 운동에도 흥미가 떨어지지 않도록 하는 것도 상기 헬스싸이클의 특징이다.

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An Exploration of Learning Environment for Promoting Conceptual Understanding, Immersion and Situational Interest in Small Group Learning Using Augmented Reality (증강현실을 활용한 소집단 학습에서 개념 이해 및 몰입, 상황 흥미를 촉진할 수 있는 학습 환경 탐색)

  • Shin, Seokjin;Noh, Taehee;Lee, Jaewon
    • Journal of the Korean Chemical Society
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    • v.64 no.6
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    • pp.360-370
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    • 2020
  • This study explored the learning environment for promoting conceptual understanding, immersion, and situational interest in small group learning using augmented reality, according to the level of students' self-regulation. 95 ninth-grade students from a coed high school in Seoul participated in this study. Students were divided into a group of four and each group was randomly assigned to three learning environments that provide one marker and one smart device(1-1), two markers and two smart devices(2-2), and four markers and four smart devices(4-4) for a group. Small group learning using augmented reality was conducted for two class periods about the chemical bonding concept from the Integrated Science subject. Two-way ANOVA results revealed that students in the 4-4 learning environment scored significantly higher than those in the 1-1 or 2-2 learning environment in a conception test. Changes in the learning environment have affected students with a low level of self-regulation. In an immersion test, students in the 4-4 learning environment scored significantly higher than those in the 1-1 learning environment, and changes in the learning environment have affected students with a high level of self-regulation. As a result of situational interest test, students in the 4-4 and 2-2 learning environments scored significantly higher than those in the 1-1 learning environment, and changes in the learning environment have affected students with a low and a high level of self-regulation. Based on the results, the educational implications of the learning environment for promoting conceptual understanding, immersion, and situational interest in small group learning using augmented reality are discussed.

직선 운동형 직류전동기의 분류, 응용사례 및 개발동향

  • 백수현
    • 전기의세계
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    • v.39 no.9
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    • pp.12-17
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    • 1990
  • LDM의 분류와 응용 사례를 다루는데 제한된 지면사정 등으로 아쉬운 점이 많이 남는다. LDM의 개발 및 응용은 OA용, 측정 및 미소이동용 기구로서의 소형에서 부터 선박추진용 초전도기, 레일건 등의 특수용도의 대용량에 이르기까지 매우 다양한 형태로서의 진전이 예상된다. 특히, 선진 외국에서의 이 분야에 대한 지대한 관심과 엄청난 연구개발 상황에 비해 국내의 실정이 너무 미약하다는 생각을 하며 이 분야에 대한 흥미와 연구개발의 노력을 아끼지 않는 연구자가 많이 나와야 겠다.

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Analysis of the Differences in Students' Content Interest related to Family Life in Home Economics during Middle-high School Transition (중·고등학교 학교급 전환기 '가족 및 가정생활' 내용에 대한 학생의 흥미도 차이 분석)

  • Sung, Miyoung;Kwon, Yoojin;Ryu, Gyera
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.201-212
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    • 2021
  • Curriculum content interest has been studied in terms of teachers rather than students in ways that help revise curriculum and develop textbooks. In this study, 227 first-year high school students were interested in what they learned in middle school and what they learned in high school, focusing on meaningful assumptions and contents for middle school and high school students. We analyze this difference in interest by gender and achievement level. According to the research results, first-year high school students, who are in the middle and high school transition period, have relatively high interest in themselves, such as youth development, compared to family needs or interest in family life. There were no gender differences, but there were differences in content interest depending on the level of achievement. This means that the content interest should be interpreted by considering various variables such as the development of learners, the situation of learners in the school-level transition period, and the entrance examination of universities. The results of this study will provide implications for future curriculum revisions, textbook development, and curriculum considerations, and will need to be carefully analyzed and utilized based on a learner-centered perspective.

A Development of Educational Contents Based Augmented Reality (증강현실기반 차세대 교육용 콘텐츠 설계방안)

  • Han, Jae-Hyeop;Cheon, Yoon-Hee;Sohn, Won-Sung;Choy, Jin-Yong;Choy, Yoon-Chul;Lim, Soon-Bum;Han, Tack-Don
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.269-274
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    • 2009
  • 차세대 기술과 접목된 교육용콘텐츠의 다양한 연구가 진행되고 있다. 현재 디지털교과서가 연구학교를 중심으로 실험 및 적용 단계에 있으나 학습내용이 고정적이고 제한된 콘텐츠만을 제공하기 때문에 학생들의 흥미와 몰입감 및 학습효과에서 부족한 부분이 많다. 이를 해결하기 위해서는 증감형 콘텐츠를 설계하여 학생들의 흥미와 몰입감 및 상호작용을 높여야 한다고 본다. 이에 본 논문에서는 증강현실 기술을 기반으로 하여 태블릿 기반의 디지털교과서 콘텐츠로 학습을 할 때 관찰하기 어려운 가상의 정보 제공 및 부가적인 정보를 활용하며 상황 인지를 통해 사용자의 상황에 적합한 가이드라인이나 부가 정보를 제공받을 수 있는 차세대 교육용 콘텐츠를 설계해 보고자 한다. 본 연구의 결과는 향후 디지털교과서 적용 시 효과적인 개발방안이 될 것이다.

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Impact of Work Value Perceived by Chinese Post-90s Employees on Their Job Satisfaction and Turnover Intention (90년대생 중국 근로자가 인식하는 직업가치가 직무만족과 이직의도에 미치는 영향)

  • Sun, Xiaoxue;Yun, Haejung
    • Knowledge Management Research
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    • v.22 no.3
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    • pp.201-215
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    • 2021
  • Owing to COVID-19 pandemic and global recession, enterprises are facing more and more fierce competition. Under this situation, retaining as much as recruiting good employees has become a top priority for organization. However, post 90s, with very different characteristics from traditional workers, entered the labor market, and both employers and employees suffered from post-90's high turnover rate. Therefore, this study focuses on Chinese post-90s and examined the effects of work values they pursue (utilitarian orientation, interest congruence, long-term development, and innovativeness) on job satisfaction and turnover intention. In addition, the groups with less than or more than one year of service were compared and analyzed. A total of 267 Chinese workers born in the 90s participated in the survey. Our research findings show that utilitarian orientation affects both job satisfaction and turnover intention, but interest congruence only affects job satisfaction while innovation only affects turnover intention. And the moderating effect of tenure of service was partially verified. Various implications based on the result were discussed.

Analysis of the moderating effects of programming languages and the relationship between learners' learning characteristics and achievements (프로그래밍 언어의 조절효과 및 학습자의 학습특성과 성취도와의 관계 분석)

  • Lee, Kyung-Sook
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.49-55
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    • 2021
  • This study analyzed the relationship between the characteristics of learners and the achievement level according to the language they learn in programming education for non-major students. The learner's characteristics were set as mastery goal, situaltional interest, cognitive engagement, and self-efficacy for performance, and path analysis was conducted to understand the relationship between the language used and the learning achievement. Situaltional interest and cognitive engagement were found to have an effect on self-efficacy for performace, and self-efficacy for performance had an effect on academic achievement. At this time, the type of programming language to be studied showed a moderating effect on learning achievement. Based on the results of this study, it is suggested that appropriate instruction is needed for each language used in programming lessons for software non-majors.

Effect of Augmented Reality Contents Based Instruction on Academic Achievement, Interest and Flow of Learning (증강현실 콘텐츠 기반 수업이 학업성취, 학습흥미, 몰입에 미치는 효과)

  • Noh, Kyung-Hee;Jee, Hyung-Keun;Lim, Suk-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.1-13
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    • 2010
  • The purpose of this experimental study is to find out the effect of augmented reality contents based instruction on academic achievement, interest and flow of learning. The subjects were 142 students of five classes, sampled from 6th graders of an elementary school. Three classes(86 students) were taught by augmented reality based instruction and the other two classes(56 students) were taught by textbook based instruction for 2 weeks. The experimental design of the study was the pretest-posttest control group design. The results are summarized as follows: First, there is a significant difference in academic achievement between two groups. Augmented reality based instruction group accomplished higher achievement than textbook based instruction group. Second, there is no significant difference in general interest of learning between two groups. But in the interest of lessons taken by students themselves, augmented reality based instruction is more effective than textbook based instruction. Finally, there is a significant difference in learning flow between two groups. Augmented reality based instruction group showed higher learning flow than textbook based instruction group.

A framework of context-awareness for ubiquitous computing middlewares (유비쿼터스 컴퓨팅 미들웨어를 위한 상황 인식 프레임워크)

  • Park Hyun-Jung;Lee Jee-Hyong
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.742-744
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    • 2005
  • 오늘날 모든 물체에 컴퓨터가 내장되어 언제 어디서나 사용자에게 적절한 서비스를 제공하는 유비쿼터스 컴퓨팅 개념이 대두되고 있다. 그래서 유비쿼터스 컴퓨팅 환경은 사용자 중심의 환경이나 주변 상황으로부터 획득한 컨텍스트를 분석하기 위해서 상황 인식(Context-awareness) 시스템이 필요하다. 이 시스템은 센서로부터 취득한 컨텍스트, 즉 하위 레벨의 컨텍스트로 부터 통합, 추론, 그리고 학습을 통해서 상위 레벨의 컨텍스트를 생성해야 한다. 그러나 기존의 상황 인식 시스템은 다양한 타입의 처리할 수 없고 사용자의 선호도나 흥미도를 고려하지 않은 제한점이 있다. 본 논문에서는 유비쿼터스 컴퓨팅 미들웨어를 위한 다양한 센서들로부터 다양한 타입의 컨텍스트를 처리할 수 있는 생성할 수 있는 프레임워크를 제안한다. 이 프레임워크는 변화하는 주변 환경에 따라 사용자에게 다양한 서비스를 제공할 수 있도록 센서된, 통합된, 추론된, 그리고 학습된 컨텍스트를 생성할 수 있도록 설계하였다.

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A Study on Learner Variables Influencing State Curiosity and State Anxiety in Confronting Scientific Task Situation (과학 문제 대면 상황에서 상태호기심 및 상태불안 유발에 영향을 미치는 학습자 변인에 대한 연구)

  • Kang, Jihoon;Kim, Jina
    • Journal of Korean Elementary Science Education
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    • v.40 no.3
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    • pp.343-365
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    • 2021
  • The purpose of this study was to clarify the effect of learner variables on triggering state curiosity and state anxiety in confronting scientific task situation for fifth to sixth grades of elementary school. Science curiosity, interest, need for cognition, science self-concept, science anxiety, prior knowledge, and perceived difficulty were selected as learner variables that are expected to affect state curiosity and state anxiety. As a result of this study, the variables that had a significant influence on evoking state curiosity in confronting scientific task situation were in the order of interest, need for cognition, science curiosity, and prior knowledge, and all of these variables had a positive effect. In addition, the variables that significantly affect on evoking state anxiety in confronting scientific task situation were in the order of science anxiety, perceived difficulty, need for cognition, science self-concept, and prior knowledge. Of these, only prior knowledge had a negative effect on evoking state anxiety, and the other variables had a positive effect. The results of this study are expected to broaden the comprehension of students' emotional states in science education, and provide a theoretical foundation for the studies of state curiosity and state anxiety in science learning.