• Title/Summary/Keyword: Big Ideas

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A study on user experience design research of interactive TV for children. (사용자경험 리서치를 통한 유아용 인터렉티브 TV 연구)

  • Jeon, Eun-Yong;Eune, Ju-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.818-825
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    • 2009
  • Edutainment is the one of important factors to study interactive TV for children, and it is a big portion in kid's marketing and education market as well. The aim of this study is to design interactive TV for children to maximize edutainment effects by researching children's behaviors. The analysis of children's behaviors with educational effects should be focused to apply designing user experience to propose new ideas of interactive TV. Through observing children's behaviors and interaction with other media, such as books, CD players, digital camera, and so on, TV can be reanalyzed as reliable media, which is creative interactive TV for children with proposals of user experience structure and interaction solution. TV has been changed from analog TV to IPTV and it will be different with network and interactive solution.

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A Study on the Effectiveness of Formative Assessment Program in CRESST Focused on the Algebra Domain in the 7th Grade (CRESST 형성평가 프로그램(PowerSource(c))의 효과성 - 중학교 1학년 대수 관련 내용을 중심으로 -)

  • Choe, Seung-Hyun;Hwang, Hey-Jeang;Ryu, Hyun-Ah
    • Journal of the Korean School Mathematics Society
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    • v.13 no.2
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    • pp.243-262
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    • 2010
  • CRESST(the National Center for Research on Evaluation, Standards, and Student Testing at UCLA) is now carrying out the research, which was scheduled for a five year period from 2007 to 2011. This research aimed at testing the effectiveness of the formative assessment program by continuously conducting the program on the target group and steadily applying the recurring feedback, in order to reform the teachers' teaching and to facilitate students' learning. To do this, CRESST has set out to develop the material for 7th graders since January 2007, and KICE(Korea Institute of Curriculum and Evaluation) have been running a collaborated research since July 2007, while sharing the instructional materials developed by CRESST. In 2008, the pre-test was conducted prior to this study in 2009. Especially, this paper deals with the Korean 7th graders' scholastic achievements in algebra domain measured by PowerSource(c). In addition, this study would examine the responses of teachers and students on its application.

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Understanding and Effectiveness of Formative Assessment Program in CRESST Focused on the Algebra Domain in the 8th Grade (CRESST 형성평가 프로그램의 이해 및 효과성 - 중학교 2학년 대수 관련 내용을 중심으로 -)

  • Choe, Seung-Hyun;Hwang, Hye-Jeang;Ryu, Hyun-Ah
    • School Mathematics
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    • v.12 no.2
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    • pp.193-217
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    • 2010
  • CRESST(the National Center for Research on Evaluation, Standards, and Student Testing at UCLA) is now carrying out the research, which was scheduled for a five year period from 2007 to 2011. This research aimed at testing the effectiveness of the formative assessment program by continuously conducting the program on the target group and steadily applying the recurring feedback, in order to reform the teachers' teaching and to facilitate students' learning. To do this, CRESST has set out to develop the material for 7th graders since January 2007, and KICE(Korea Institute of Curriculum and Evaluation) have been running a collaborated research since July 2007, while sharing the instructional materials developed by CRESST. In 2008, the pre-test was conducted prior to this study in 2009. Especially, this paper deals with the Korean 8th graders' scholastic achievements in algebra domain measured by PowerSource(c). In addition, this study would examine the responses of teachers and students on its application.

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A Study on the Evolution of Image Making through Costumes in the '007' Film Series ('007' 시리즈 영화 의상의 시대별 이미지 연출에 관한 연구)

  • Jang, Sung-Eun
    • Journal of the Korean Society of Costume
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    • v.59 no.1
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    • pp.106-118
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    • 2009
  • This research is about the changes in the images of Bond and Bond Girl in '007' Series. And it examined through the social background of England from 1960s to 2000s and the costume in the film. The results were as follows: As the era of young fashion was opened after 1960, there was a big change, but Bond was expressed as a hero who had strong male chauvinism of the English aristocratic circles. However, after 1990s, he wore comfortable clothes and he underwent all sorts of hardships. On the other hand, Bond Girl had the image of a sexual target. However, after 1990s, she had sharp appearance and smart brain. Besides, she had professional ideas of a given work and she was changed into a healthy image. Second, Bond's job was an English secrete agent, but Bond Girl had no particular job in 1960s. In 1980s, various professional jobs appeared and in 1990s and 2000s, the professional job which was directly related with Bond's duties appeared. Third, Bond's upper class image was expressed by tuxedo, suit, black, gray, navy, beige, brown, and ivory. His hair was 2:8 parting or Dandy all black style produced his dignified and neat image. After 1990s, he often had casual dress, which created a comfortable image. Bond Girl was expressed feminine style by bikini, underwear, long dress, sky-blue, violet, black, simple costume. After 1990s, she wore a suite, one-piece, or a combat uniform, which showed her professionalism. especially Bond Girl's red dress was used as a psychological color to express temptation, enemy, and betray.

A Study on the Expressive Characteristics of Conceptual Art in Fashion Design - With a focus on the works of Hussein Chalayan and Martin Margiela - (패션디자인에 나타난 개념미술의 표현적 특성 - 후세인 샬라얀(Hussein Chalayan)과 마틴 마르지엘라(Martin Margiela)의 작품을 중심으로 -)

  • Kim, Rooun;NamKoong, Yoonsun;Hwang, Sun Jin
    • Journal of the Korean Society of Costume
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    • v.63 no.2
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    • pp.55-67
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    • 2013
  • The root of cultural and artistic diversity of modern society goes hand in hand with the appearance of new art concepts that started during the social and cultural turmoil. These concepts crossed the boundaries of traditional and universal aesthetic concepts and value criteria. Since there is a close relationship between the fashion industry and the cultural flow of its times, the purpose of this study is to investigate the influences and applications of conceptual art, which became one of the big frameworks of contemporary art on fashion. The study thus sets out to develop and analyze the collections of Hussein Chalayan and Martin Margiela, who were fashion designers that pursued conceptual and ideal values, from the perspective of conceptual art. The goal was to examine the conceptual thoughts they sought after, and to understand their expressive determinations that they pursued conceptually as well as the superficial formativeness of their works. The characteristics according to the expressive methods and conceptual intentions of conceptual art that specified concepts and ideas were as follows: readymade symbolized objects, expanded intervention, data form from process of changing and implementation, and language as visual metaphors. Then those characteristics of conceptual art were used in this study to analyze the collections of Chalayan and Margiela. As a result, both designers applied and mixed many characteristics of the expressive methods of conceptual art. In modern society, art and fashion share a cultural identity and it can be said that it is an accurate reflection of the time. They are not separate genres. Just like the unique flow of modern society that creates new concepts through mixture and infusion of different disciplines, fashion is included in the domain of art. In addition, understanding and studying other disciplines can make a huge contribution to the growth and development of fashion.

A Study on the Educational Programs for Experimental Typography (실험 타이포그래피의 교육 프로그램 연구)

  • 원유홍
    • Archives of design research
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    • v.13 no.2
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    • pp.33-44
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    • 2000
  • Typography is the field be needed the most emotional and potential originality in the visual designers works. The design process introduced by aesthetic results is depended on a designers sensibility and originality. Accordingly this study includes more detail suggestions for mental switchover and developing whole area of sense and its education which make more sincere and easy communication of sentences in typographic and messages, removing fixed ideas, that are, prejudice and preconception, is one of big problems in making originality through the educational programs for experimental typography approaching with a new vision. Today, the change of typographic environment carried the substance and effectiveness of traditional typography be suspected and new ways are growing fast to escape from these traditional value. This study introduces some education programs such as Typortrait, Typeface, Typographic Essay, Kinetic Typography to realize the experimental typography to meet a new stream and social needs under the situation of exoplosive change and harmony fairly with proposition of coexisting of inspiration and technology, and finally expected to develop and promote typography experiment newly and to make educational section understand and confirm them.

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Title Generation Model for which Sequence-to-Sequence RNNs with Attention and Copying Mechanisms are used (주의집중 및 복사 작용을 가진 Sequence-to-Sequence 순환신경망을 이용한 제목 생성 모델)

  • Lee, Hyeon-gu;Kim, Harksoo
    • Journal of KIISE
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    • v.44 no.7
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    • pp.674-679
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    • 2017
  • In big-data environments wherein large amounts of text documents are produced daily, titles are very important clues that enable a prompt catching of the key ideas in documents; however, titles are absent for numerous document types such as blog articles and social-media messages. In this paper, a title-generation model for which sequence-to-sequence RNNs with attention and copying mechanisms are employed is proposed. For the proposed model, input sentences are encoded based on bi-directional GRU (gated recurrent unit) networks, and the title words are generated through a decoding of the encoded sentences with keywords that are automatically selected from the input sentences. Regarding the experiments with 93631 training-data documents and 500 test-data documents, the attention-mechanism performances are more effective (ROUGE-1: 0.1935, ROUGE-2: 0.0364, ROUGE-L: 0.1555) than those of the copying mechanism; in addition, the qualitative-evaluation radiative performance of the former is higher.

Computer Desks Design for More Workspace Enlargement - Especially on the Case Study of Their Typical Development - (작업공간 활용증대를 위한 컴퓨터 데스크 디자인 연구 -유형별 개발사례를 중심으로 -)

  • 박규현
    • Archives of design research
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    • v.14 no.3
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    • pp.27-36
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    • 2001
  • Minor enterprises can successfully build up their market share plans in a relatively shorter time than compared with major enterprises, which require long time for design developments in their big organization. Therefore, there are some items that are more suitable to the minor enterprises. For example, computer desk may be the one. It must be one of the strategically suitable items of minor enterprises rather than of large enterprises because of their own easy production policies. This paper is based on a research report that I submitted to Gyongsan-Si, Gyongbuk-Do which supported a small company for a special purpose of its provincial economic policy. I took part in the research and suggested five types of characteristic concepts and the ideas. And as a result. the type war accepted as the most appropriate one of them to produce. And the acception was based on the following five factors; consumer's need, productivity, proper price, energy saving, and user' easiness.

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An Efficient Damage Information Extraction from Government Disaster Reports

  • Shin, Sungho;Hong, Seungkyun;Song, Sa-Kwang
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.55-63
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    • 2017
  • One of the purposes of Information Technology (IT) is to support human response to natural and social problems such as natural disasters and spread of disease, and to improve the quality of human life. Recent climate change has happened worldwide, natural disasters threaten the quality of life, and human safety is no longer guaranteed. IT must be able to support tasks related to disaster response, and more importantly, it should be used to predict and minimize future damage. In South Korea, the data related to the damage is checked out by each local government and then federal government aggregates it. This data is included in disaster reports that the federal government discloses by disaster case, but it is difficult to obtain raw data of the damage even for research purposes. In order to obtain data, information extraction may be applied to disaster reports. In the field of information extraction, most of the extraction targets are web documents, commercial reports, SNS text, and so on. There is little research on information extraction for government disaster reports. They are mostly text, but the structure of each sentence is very different from that of news articles and commercial reports. The features of the government disaster report should be carefully considered. In this paper, information extraction method for South Korea government reports in the word format is presented. This method is based on patterns and dictionaries and provides some additional ideas for tokenizing the damage representation of the text. The experiment result is F1 score of 80.2 on the test set. This is close to cutting-edge information extraction performance before applying the recent deep learning algorithms.

The Design and Implementation of Gamification for Online Mentoring : Focusing on the Case of 'Idea Community' in Creative Economy Town (온라인 멘토링을 위한 게이미피케이션의 설계와 구현 : 창조경제타운의 '아이디어 커뮤니티' 사례를 중심으로)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.39-50
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    • 2018
  • Today, gamification that appeal to people and provide fun by applying game thinking and elements in many non-game fields is becoming a big issue. This study analyzed the case of 'Idea Community' in Creative Economy Town that combines online mentoring and gamification. In order to foster and select ideas, we conducted the open simulated investment and mentoring. In this process, members are able to acquire experience points and raise the level when doing certain activities. Besides, members felt their sense of accomplishment by receiving internal/external rewards for their activities. The results will be an importance reference for the application of gamification in various fields.