• 제목/요약/키워드: Active Participation

검색결과 1,080건 처리시간 0.025초

디지털 메체를 적용한 퍼포먼스 행위적 공간연출에 관한 연구 (A study of space-performance with applied digital technology)

  • 황현숙;류호창
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2001년도 춘계학술발표대회 논문집
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    • pp.100-105
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    • 2001
  • The space in today's digital era is developing in a new direction with the changing paradigm, which is different from that in the analog era. The space that appeals to the advanced technology mobilizes all the five senses of the space user with the technical elements of the more variable fields and aesthetic productions, and creates an interactive environment by motivating the user's active participation through the digital media. The environmental device called digital media connects the function pace with living performance. Unlike in the analog space, the different sides of the digital media space create a human consciousness that corresponds to the realistic ambience, further contributing to the lively condition. For the main production technique in the digital medias performance-active space, there are electronic image production, changeable production, impromptu-active production, light and sound production, and total artistic production that lead to the progressive interaction between man and space.

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Challenges in neuro-machine interaction based active robotic rehabilitation of stroke patients

  • Song, Aiguo;Yang, Renhuan;Xu, Baoguo;Pan, Lizheng;Li, Huijun
    • Advances in robotics research
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    • 제1권2호
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    • pp.155-169
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    • 2014
  • Study results in the last decades show that amount and quality of physical exercises, then the active participation, and now the cognitive involvement of patient in rehabilitation training are known of crux to enhance recovery outcome of motor dysfunction patients after stroke. Rehabilitation robots mainly have been developing along this direction to satisfy requirements of recovery therapy, or focusing on one or more of the above three points. Therefore, neuro-machine interaction based active rehabilitation robot has been proposed for assisting paralyzed limb performing designed tasks, which utilizes motor related EEG, UCSDI (Ultrasound Current Source Density Imaging), EMG for rehabilitation robot control and feeds back the multi-sensory interaction information such as visual, auditory, force, haptic sensation to the patient simultaneously. This neuro-controlled and perceptual rehabilitation robot will bring great benefits to post-stroke patients. In order to develop such kind of robot, some key technologies such as noninvasive precise detection of neural signal and realistic sensation feedback need to be solved. There are still some grand challenges in solving the fundamental questions to develop and optimize such kind of neuro-machine interaction based active rehabilitation robot.

중·고령층의 여가시간 사용분석 연구 -100세 시대에 대비한 노년교육 방향모색- (The Study of Leisure Time Use of Older Adults -To seek the Directions of Lifelong Education in Later Life for Homo Hundred-)

  • 장미옥
    • 수산해양교육연구
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    • 제27권1호
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    • pp.203-217
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    • 2015
  • The purpose of the study is to explore leisure time use of older adults and find out relationships between active/passive leisure activities and socioeconomic backgrounds in order to prepare later life for homo hundred. The subjects were 336 adults aged 50 and over in Busan city, Korea. Results are as follows. First, the subjects spent more time in active leisure than passive. But ratio of passive leisure time is getting higher with age. Second, cognitive activities changed from reading, computing, internet to hobbies, card games with age. Third, participation of active leisure activities are related to age and socioeconomic backgrounds. From this study, lifelong education including leisure education should support older adults to redesign their later life for homo hundred. Second, leisure education should focus on increasing the ability of accepting and utilizing leisure opportunities for older adults. Third, the role of lifelong educator should be emphasized to involve education field more actively. Forth, lifelong education institutions should have the knowledge of the purposes and motivations of older adults who participate in order to provide proper programs continuously. The connection between lifelong education and leisure time use and activities would lead later life with the quality of life and active aging.

내 장애인의 여가활동 참여유형에 관한 요인 (Factors on the Types of Leisure Activity Participation for the Disabled persons in Korea)

  • 임영명;차태현
    • 한국융합학회논문지
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    • 제9권8호
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    • pp.293-299
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    • 2018
  • 본 연구는 국내 장애인의 여가제약 요인이 여가활동 참여유형에 미치는 영향을 알아보고자 하였다. '2014년 장애인 실태조사'의 원자료 변수를 내적제약과 외적제약 요인 그리고 여가활동은 수동적/능동적 참여유형으로 분류하여 분석하였다. 일반적 특성에 따른 여가활동 참여유형은 기술통계를 실시하였으며, 내적/외적제약과 여가활동 참여유형의 상관관계와 인과관계를 살펴보기 위해 피어슨 상관분석과 다중회귀분석을 실시하였다. 그 결과, 수동적 여가활동 유형에 영향을 미치는 요인은 내적제약 2개, 외적제약 3개 변인의 설명력은 48%, 능동적 여가활동은 내적제약 2개, 외적제약 5개 변인으로 나타났으며 설명력은 29%로 분석되었다. 결과적으로 국내 장애인들의 다양한 제약요인을 바탕으로 여가활동의 참여 촉진을 위해 방안이 마련되어야하며, 여가와 장애에 관련된 두 학문적 주제에 대하여 체계적인 검토와 세부적인 연구가 이루어져야 할 것이다.

초등학교 과학수업에서 AR 콘텐츠 활용이 학습 활동에 미치는 효과 (The Effects of Learning Activities on the Application of Augmented Reality Contents in Elementary Science Instruction)

  • 김경현
    • 컴퓨터교육학회논문지
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    • 제12권5호
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    • pp.75-85
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    • 2009
  • 본 연구는 초등학교 과학수업에서 AR 콘텐츠 활용이 학습 활동에 미치는 효과를 알아보기 위해 AR 콘텐츠 적용집단과 전통적 집단과의 차이를 비교하였다. 이를 위해 학습 활동의 하위요소로 학습집중도, 학습활동 소요변인, 학습참여의 능동성, 수업분위기의 네 영역에서의 효과를 검증하였다. 그 결과, 학습집중도는 AR과 전통적 집단간에 의미있는 차이가 발생하지 않은 반면 학습참여의 능동성은 행동적인 능동성 요소에 있어서 AR 적용 집단이 높았고 언어적 능동성은 집단 간 차이가 발생하지 않았다. 학습활동 소요변인 측면에서는 AR 집단이 전통적 집단보다 학습자의 다양한 학습활동을 촉진하였다. 수업분위기 측면에서는 AR 콘텐츠 활용수업이 전통적 수업에 비해 수업분위기를 긍정적으로 조장하는 것으로 나타났다. 따라서 AR 콘텐츠를 과학과 수업에 적용하면 교수 학습과정에서 학습자의 행동을 능동적으로 촉진하고, 다양한 학습활동을 촉진하며 수업 분위기를 긍정적으로 조장할 수 있는 것으로 나타났다.

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SNS 이용동기가 참여활동에 미치는 영향 연구 (Research on the Effect of Different motivations on the Participation in SNSs)

  • 심혜영;임걸
    • 디지털콘텐츠학회 논문지
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    • 제12권3호
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    • pp.383-390
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    • 2011
  • 본 연구는 우리나라 대학(원)생들의 전반적인 SNS 이용 현황을 살펴보고, SNS의 주된 이용동기 및 이용동기가 참여활동에 미치는 영향을 분석하는데 목적을 두고 있다. 이를 위해 SNS를 사용하는 서울 소재 Y 대학(원)생 253명을 대상으로 설문조사를 실시하였으며, 분석 결과를 요약하면 다음과 같다. 첫째, 주로 사용하는 SNS는 싸이월드, 페이스북, 트위터 순이었고, 대부분의 응답자는 스마트 기기를 통해 SNS에 접속하는 것으로 나타났다. SNS 하루 평균 이용횟수는 1-3회, 1회 접속 시 평균 이용시간은 30분 미만이 높게 나타났다. SNS 가입 동기는 유행, 친목 도모, 지인 추천 순이었다. 둘째, 요인분석 결과 SNS 이용동기는 크게 자아적 동기, 상호작용적 동기, 오락적 동기, 정보추구적 동기 4 가지로 추출되었다. 셋째, 자아적 동기 및 상호작용적 동기가 SNS 참여활동과 비교적 높은 상관관계를 보였는데, 다중회귀분석 결과 자아적 동기, 상호작용적 동기, 정보추구적 동기 순으로 SNS의 적극적 참여활동에 영향을 미치는 것으로 나타났다.

중등 과학 수업의 참여구조 사례 연구: '혼성적 의미 창출 공간'의 형성 가능성 탐색 (Case Studies of the Participation Structures in Secondary Science Classrooms: Exploring the Possibility to Develop the 'Space for Hybrid Meaning Making')

  • 유은정;이선경;오필석;신명경;김찬종
    • 한국과학교육학회지
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    • 제28권6호
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    • pp.603-617
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    • 2008
  • 본 연구에서는 과학 교수-학습에 관한 사회문화적 관점을 바탕으로 과학 수업에서 교사와 학생들이 어떻게 의사소통하고 의미를 창출하는지 살펴보았다. 자료는 10학년 과학 수업 4개분이며, 수업 녹화물과 전사본을 분석하였다. 자료 분석은 중등 과학 수업에서 발견되는 참여구조와 혼성적 의미 창출 공간의 형성 가능성을 중심으로 이루어졌다. 연구에서 확인된 참여구조들은 대체로 교사 주도적이었으며, 새로운 의미 창출을 위해 학생들이 능동적으로 담화를 선도하는 경우는 드물었다. 하지만, 몇 가지 참여구조들은 혼성적 의미 창출 공간으로 발전할 가능성을 다소간 내포하고 있음을 논의하였다. 연구 결과를 토대로 보다 바람직한 교육적 담화와 장래 연구에 대한 시사점을 제시하였다.

수학 학습부진아 예방을 위한 가정학습 효율화 방안 연구 (A Study on a Home Teaching Method to Prevent Slow Learner in Elementary School Mathematics)

  • 이영하;박희연
    • 한국수학교육학회지시리즈A:수학교육
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    • 제40권2호
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    • pp.195-215
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    • 2001
  • The purpose of this paper is to present a specific set of home teaching methods in hopes to prevent slow learner of the elementary mathematics. This paper deals with the number and operations, one of five topics in the elementary mathematics A survey of two hundred elementary school teachers was made to see the teacher's opinions of the role of home studying and to concretize the contents of the research topics. There were asked which is the most essential contents for the concrete loaming and which is the most difficult monad that might cause slow leaner. And those were found to be; counting, and arithmetic operations(addition and subtraction) of one or two-digit numbers and multiplication and their concepts representations and operations(addition and subtraction) of fractions. The home teaching methods are based on the situated learning about problem solving in real life situations and on the active teaming which induces children's participation in the process of teaching and learning. Those activities in teaching each contents are designed to deal with real objects and situations. Most teaching methods are presented in the order of school curriculum. To teach the concepts of numbers and the place value, useful activities using manipulative materials (Base ten blocks, Unifix, etc.) or real objects are also proposed. Natural number's operations such as addition, subtraction and multiplication are subdivided into small steps depending upon current curriculum, then for understanding of operational meaning and generalization, games and activities related to the calculation of changes are suggested. For fractions, this paper suggest 10 learning steps, say equivalent partition, fractional pattern, fractional size, relationship between the mixed fractions and the improper fraction, identifying fractions on the number line, 1 as a unit, discrete view point of fractions, comparison of fractional sizes, addition and subtraction, quantitative concepts. This research basically centers on the informal activities of kids under the real-life situation because such experiences are believed to be useful to prevent slow learner. All activities and learnings in this paper assume children's active participation and we believe that such active and informal learning would be more effective for learning transfer and generalization.

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아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구 (A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type)

  • 오문석;원종욱;한규훈
    • 디지털산업정보학회논문지
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    • 제11권2호
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

SNS에서의 그룹 형성이 정보공유 활동에 미치는 영향에 관한 연구 (A Study on the Influence of Group Formation in SNS on Information-Sharing Behavior)

  • 김종기;김진성
    • 한국정보시스템학회지:정보시스템연구
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    • 제22권2호
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    • pp.25-49
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    • 2013
  • By virtue of the development and widespread of social network services, the importance of SNS for an individual's social capital formation as well as people's act of sharing information is increasingly highlighted. However, there are still few empirical studies on successful formation of SNS, people's attitude towards participation in SNS, and the brisk act of sharing information in the SNS as yet. This study performed an analysis that, in terms of forming the successful SNS, people's attachment to the group in SNS induces the attitude towards the participation in SNS, and the information-sharing act on the basis of the socio-psychological theory. For this purpose, this study carried out empirical study by dividing the influential factors into the attachment to online group, and attachment to the members in SNS group on the basis of trust. This study set up the component factors in trust as high-dimensional factors, and used SPSS 18.0 and SmartPLS 2.0 as analysis tools. Analysis results confirmed that group formation in SNS and people's attachment to the group were significantly influence attitude towards participation in SNS as well as information sharing behavior. This result implies that group formation in SNS plays an important role in active use of SNS.