• Title/Summary/Keyword: 적극적 상호작용

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Development of Multimedia Contents for Internet-Based Physical Education (인터넷 활용 체육 수업을 위한 멀티미디어 컨텐츠 개발)

  • 이근무;조상철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.807-811
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    • 2002
  • 본 연구에서는 다양한 멀티미디어 기술과 인터넷의 열린 접근성을 이용하여 체육교육을 위한 학습보조 시스템을 개발하였다. 이 개별 학습별 수업의 요구에 부응하여 학습자와 상호작용이 가능하며 즉각적인 피드백을 통해 학습자에게 적절한 자극을 줌으로써 학습의욕의 고취를 강화할 수 있고 학습자의 능력에 따라 학습의 속도를 조절이 가능하여서 개별학습의 효과를 높여줄 수 있도록 계획되었다. 특히 문자, 그래픽, 영상, 음향, 음성 그리고 비디오 등과 같은 여러 미디어를 병합시켜 표현하는 멀티미디어를 교육에 적응시킨 하이퍼미디어 학습 코스웨어는 학습자의 주의력과 상상력을 키워 줄 수 있으며 학습자가 학습에 흥미를 갖고 학습과정에 능동적으로 참여할 수 있도록 하며 적극적으로 원하는 정보를 선정하고 학습 순서를 조정하는 등 학습 동기가 높은 상호작용적 학습 환경을 창조하고 자신에게 적합하게 여러 주제로 이동하고 정보를 연결해 보다 융통성 있는 시스템을 이용함으로써 학습의 효과를 높일 수 있음을 살펴보았다.

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A Case Study on the School Push Used for Learner-instructor Interaction (학습자-교수자 상호작용을 위한 교내 푸시의 활용 사례 연구)

  • Mi Yang Choi
    • Smart Media Journal
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    • v.12 no.3
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    • pp.102-111
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    • 2023
  • This study is a case study on investigating the possibility of the school push as a tool of learner-instructor interaction in untact education environment. To this end, one-sentence dictation using the push was implemented and one survey was conducted on a total of 144 students from two different English courses, 127 of whom responded the survey. The findings revealed that the push is effective for instructors to communicate with students in that it has high accessibility as MIM and school-based app. However, making the push be a more useful tool requires for instructors to be committed to communication with their students, to be well informed about the strengths of the push for its promotion, and to provide comprehensive introduction on how to use the push and check if students use it well.

Politics, Business and Technology: Social Network Analysis of Theater Environment (정치, 기업, 테크놀로지: 연극환경에 대한 소셜네트워크 분석)

  • Choi, Jiae;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.267-278
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    • 2020
  • Although the theater performance industry is a typical cultural content industry, the support at the national level has been poor and the theater workers tend to focus on individual efforts rather than active interaction with the theater environment. Therefore, there is a growing need for effective revitalization of the theater industry, which should be found in improving the quality of interaction between the theater and the theater environment. Therefore, the purpose of this study is to analyze the effects of theater actors (theaters, theater organizations) on the activation of plays by the interaction of politics, business, and technology, the main environment of the plays. For this, social network analysis was performed. As a result of the study, it was found that mediation centrality significantly influenced the visibility of theater actors. This means that the more the theater actors are at the center of information and resource flows to the elements of the theater environment, the more visibility becomes. This shows that the theater must actively acquire technology, create an avant-garde, and endeavor to expand its influence and outreach through active interaction with politics and corporations.

A study on the Emotional Communication of Interactive Media Art and Audience -a focus on the affects of exhibition interpretation medium- (인터랙티브 미디어 아트와 관객과의 감성 커뮤니케이션에 관한 연구 -전시 해석매체가 미치는 영향을 중심으로-)

  • Jung, Myun-Joo;Son, Ju-Young
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.415-424
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    • 2011
  • Interactive media art can be said to be art in which audience participation and communication through interaction is considered to be most important Previously the role of the audience is to unilately accepted the artist's message, whereas the role of the audience observing interaction media has been changed to the point of the producer, actively participating in completing the artwork through interaction. This study analyzed the interaction and communication between the audience and interactive media artworks from the audience's point of view (in the view of reception theory) by the investigation of the case of the artworks that were on exhibition. Employing the exhibition interpretation medium with docent explanation and wall text was experienced how to improve audience's communication when they watched the artworks. The docent explained the intention of artists and their artworks in the manner of storytelling and induced the audience to focus naturally on the artworks. As the result, the role of the exhibition interpretation medium was found to be significantly high in enhancing the degree of emotional communication with the artworks, so in this study I attempted to present that the role of the docent is an important factor for enhancing the audience participation and emotional communication through interaction with the artworks.

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Analysis of Interaction by Exhibition Type of Virtual Museum (가상 뮤지엄의 전시유형별 상호작용 분석)

  • Hong, Min-Jung;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.145-154
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    • 2022
  • With the real museum changing from a center of viewing to a center of experience and communication, virtual museums have become independent as well as auxiliary and alternative roles for real museums. Therefore, it is necessary to review the concept and meaning of virtual museums and analyze the attributes of each exhibition type. This paper categorizes the exhibition types of virtual museums into four categories and analyzes the interaction methods of each exhibition type. The essential characteristics of interaction subjects affect all four types, but the method of virtual expression is distinguished, and the exhibition type that actively utilizes the virtuality of exhibition space and work expands the user's experience and communication. In this study, various forms and methods of construction of virtual museums can be explored by providing characteristics and considerations for each type of exhibition during the planning and construction of virtual museums.

The Differences of Verbal Interactions according to Communication Structures and Communication Status in Small Group Activity of Earth Science Gifted Students (지구과학 영재들의 소집단 활동에서 의사소통 구조와 집단 내 지위에 따른 언어적 상호 작용의 차이)

  • Chung, Duk Ho;Lee, Chul Min;Park, Kyeong-Jin
    • Journal of the Korean earth science society
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    • v.41 no.3
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    • pp.307-319
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    • 2020
  • The purpose of this study was to determine whether there are differences in the verbal interactions of earth science gifted depending on their communications structures and group status in small group activities. To this end, a small group activity was conducted to measure the density of the earth, and 8 small groups were selected, including 4 co-ownership type and 4 monopolistics type groups with different communication structures. And then, the framework was developed for analyzing verbal interactions to compare the differences in characteristics between small groups. The results are as follows. First, regardless of the communication structures, there were showing a simple pingpong-type communication structures for all small groups. Second, negative interactions such as 'restraint', 'command', 'complaint', and 'lack of confidence' predominantly appeared in all small groups. Third, the students in the status of out-lookers in small groups were mainly verbal interactions, such as instructing the other person, acting against the other person's actions, and expressing dissatisfaction with the attitudes and abilities of members. Therefore, teachers should guide students to use higher-level verbal interactions in their group activities in small group activities, and engage in students communication to prevent negative interactions from occurring. The teachers also need to check the level of achievement for students in the status of out-lookers in advance and guide them to participate more actively in small group activities. This study is meaningful in that it can be sued to design teaching and learning to improve students' problem solving and communication skills.

Study on Mobile Interactive Media Art based on The Interaction of Experiential Communications (체험적 커뮤니케이션의 상호작용을 기반으로 한 모바일 인터랙티브 미디어아트에 관한 고찰)

  • Jung, Yoon-Sung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.297-320
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    • 2015
  • Modern technology in the development and convergence of art brought the rapid development of the media arts actively accommodating 'media art' digital media. It has to go to expand the area and limitations as a basis of communication in the 21st century, a new artistic creativity, through the gathering of the existing chain of modern digital mobile technologies and new genre public art that is based on interactive communication break down the boundaries between sectors It has evolved into. This fusion of high technology and the art of mobile interactive media art is to overcome the limitations of time and physical space, as an active subject of interaction and participation, and expanding the range of experiential communications, such as art and science, cultural industries giving provides a flexible platform for a variety of applications. This study presents an expanded paradigm of the new communication and interactive media that define the reporting year review through the literature on art, experiential mobile communications through a case study of mobile interactive media art that is used as a medium of artistic expression the interactive effect was analyzed as a possible new public art. Convergence and interactivity, mobile interactive media art as a buzzword experience has proposed a new approach to high-tech and art and meet the new sensibility of our life and communication, unlimited possibilities worthy of the contemporary trend of convergence and consilience with a new art genre is expected to continued to evolve and develop.

A Study on Typology and Narrative function of NPC in MMORPG (MMORPG의 NPC유형에 따른 서사적 기능 연구)

  • Han, Hye-Won;Son, Hyeong-Jeon
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.53-66
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    • 2009
  • The purpose of this study is to show typology of Non Player Character(NPCs) and to look out what narrative functions of NPCs are served in Massively Multi-player Online Role-Playing Game(MMORPG). As the relationship with player characters and the propensity of actions, NPCs are classified 4types; passive helper, active helper, passive antagonist, active antagonist. Each type performs different functions of game narrative. Especially passive helper functions as a essential glue of movement in game world and makes the chain of quest narratives. Active antagonist functions as the cause of space perspective and creates dramatic effect of game narrative. Those functions make spacial, dimensional and extensible game narrative.

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An Analysis of Change in Beginner Science Teacher's Classroom Interaction through Mentoring Program (멘토링을 통한 초임중등과학교사의 수업에서의 교사.학생 상호작용 변화 분석)

  • Nam, Jeong-Hee;Lee, Sun-Duck;Lim, Jai-Hang;Moon, Seong-Bae
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.953-970
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    • 2010
  • The purpose of this study was to investigate the change of teacher-student interaction in a beginner secondary science teachers' class through collaborative mentoring program. Three experienced science teachers as mentors and three beginner science teachers as mentees were participated in this study. Mentors have been teaching science secondary school for more than 13 years with specialty in science education, and mentees have been teaching less than three years in secondary schools. They were matched one-toone on grounded characteristics that were revealed from pre-interview. Data collection consisted of lesson plans of mentees' classes, videotaped lessons of mentees, consultation meetings between mentors and mentees, and interviews with mentees as well as mentors. The consultation meetings and interviews were audiotaped and then transcribed with the videotaped lessons. To examine the change in teacher-student interactions, the lesson observed after four sessions of mentoring was compared to the lesson before mentoring on the basis of the analytical framework that was developed based on the interpretative approach. The analytical framework addresses the four aspects of teacher-student interaction, which include beginner of interaction (initiation), the types of the question, the student response and the feedback. After four sessions of collaborative mentoring, the beginner science teacher's classroom interactions were initiated by students more often. Teachers' questions increasingly turned into thought-provoking queries that required higherorder thinking. The students responded in the form of statements instead of asking question more frequently. Also, teachers provided more delayed feedback than immediate feedback. These changes of interaction patterns showed that students took a leading role in classroom interaction and they were encouraged to think. From this result, we argue that the beginner science teachers developed the ability to make students think and to support them in coming to an understanding of knowledge through a collaborative mentoring program.

Design of M-learning Tutoring System Using AFFIRIP model (AEFIRIP 모델을 이용한 M-learning 튜터링 시스템 설계)

  • Lee, Nam-Ju;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.307-312
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    • 2006
  • M-learning (Mobile learning)을 기반으로 한 코스웨어나 모듈 설계 시 학습자의 적극적 참여와 의미 있는 상호작용의 기회 제공과 실제적 환경에서의 교육활동을 지원하는 것에 초점을 맞추어야 한다. 본 연구에서는 M-learning을 기반으로 실제적 상황에서의 학습을 위한 지능적 튜터링 모델인 AEFIRIP (Activation, Externalization, Focusing, Interpretations, Reflection, Information Processing)모델을 활용하여 독서교육 튜터링 시스템을 설계하였다. AEFIRIP 모델은 모바일 학습에 초점을 맞추어 실제적 상황에서 다양한 모바일 장비를 활용할 수 있도록 설계되었으며 CSCL(Computer Supported Collaborative Learning)학습의 일환으로 활용 가능하다. AEFIRIP 모델은 6단계의 구조화된 모바일 튜터링을 통하여 학습 활동을 위한 반자동화된 튜터링을 제공하며, 개별화 학습을 가능케 한다. 본 시스템은 M-learning에서 학습자의 독서 단계에 따라 개별화된 튜터링을 제공하는 것을 목적으로 한다. 이를 위해 자극 에이전트, 도움 에이전트, 요청 튜터링 에이전트, 튜터링 대화 에이전트, 개인 튜터링 에이전트, 튜터링 포인터 에이전트의 6단계의 튜터링 에이전트를 구안하였다. 본 시스템의 활용을 통하여 학습자는 실제적 환경에서 모바일 장비를 통하여 독서 활동과 관련한 튜터링을 제공받으며, 학습자와 교사 간 다양한 상호작용이 가능하다.

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