In the life environment changed with not only the quality and the price of the products but also the material abundance, it is the most crucial factor for the strategy of product sales to investigate consumer's sensibility and preference degree. In this perspective, it is necessary to design and merchandise the products in cope with each consumer's sensibility and needs as well as its functional aspects. In this paper, we propose the Fashion Design Recommender Agent System (FDRAS-pro) for textile design applying collaborative filtering personalization technique as one of the methods of material development centered on consumer's sensibility and preference. For a collaborative filtering system based on textile, Representative-Attribute Neighborhood is adopted to determine the number or neighbors that will be used for preferences estimation. Pearson's Correlation Coefficient is used to calculate similarity weights among users. We build a database founded on the sensibility adjectives to develop textile designs by extracting the representative sensibility adjectives from users' sensibility and preferences about textile designs. FDRAS-pro recommends textile designs to a customer who has a similar propensity about textile. To investigate the sensibility and emotion according to the effect of design factors, fertile designs were analyzed in terms of 9 design factors, such as, motif source, motif-background ratio, motif variation, motif interpretation, motif arrangement, motif articulation, hue contrast, value contrast, chroma contrast. Finally, we plan to conduct empirical applications to verify the adequacy and the validity of our system.
According to the current research of educational assessment, formative assessment which focuses on improving students' learning has been emphasized. Consequently, integration between instruction and assessment is crucial and various assessment strategies are required. In order to use different assessment strategies in classrooms, teachers should experience strategies and reflect their strengths and weaknesses. In this study, pre-service elementary teachers experienced six assessment strategies (feedback, providing assessment standard, providing exemplary cases, self assessment, peer assessment, and written assessment), and their perceptions toward each strategy were investigated. During one semester, pre-service teachers experienced each of them and they answered questionnaire at the end of the semester. From the results, it is found that pre-service teachers presented different strategies that were most helpful in their cognitive and affective domain according to their perception of assessment. The results imply that different assessment strategies should be applied in instruction and teachers should extend their perception of assessment purposes.
Journal of The Korean Association For Science Education
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v.24
no.5
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pp.1018-1027
/
2004
The purpose of this study was to identify and compare the types of scientific questions which were generated by elementary students and preservice teachers on the tasks of scientific observation. To identify the types of scientific questions, 4 observing tasks, dry grapes contained in soda pop, candlelight, celery, and a rock were administered to 40 sixth elementary students and 20 elementary preservice teachers. And then, the types and frequency of scientific questions generated by them were compared. The results showed that the types of scientific questions were classified into conjectural questions, causal questions, predictive questions, methodical questions and applicative questions. Further more, subordinate questions to the above questions were classified into object exploration questions and object verification questions, explicans exploration questions and explicans verification questions, result exploration questions and result verification questions, example exploration questions and example verification questions. Subordinate questions did not come out from the methodical questions. The types of scientific questions generated by elementary students and preservice teachers were identical, however, there were differences in frequency. This study supports that elementary students also have cognitive capability to generate various scientific questions. The results of this study may be used as a teaching strategy for the guidance of the direction and the method of scientific inquiry.
The Journal of the Convergence on Culture Technology
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v.6
no.4
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pp.9-14
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2020
This study examined whether the integrated education science and resource e-book developed for students with disabilities were properly implemented in terms of universal design for learning. For analysis, "Teaching and learning materials for inclusive education of students with disabilities: grade 3~6 sciences", which were instructional adaptation, were selected for students with disabilities who are unable to learn the contents of general textbooks for the 3rd to 6th grade of the elementary school science course in the 2015 revised curriculum. The science grades are composed of 40 units, including basic science inquiry, matter, life, kinetic and energy, earth and universe. The content analysis standard was based on detailed items of 9 definitions according to the 3 principles of UDL presented in CAST (2018). As a result of the study, the strategy network was the largest among the UDL principles. As for the domain of the science curriculum, the kinetic and energy was the most common. As UDL detailed items, informations presentation suitable for learners was most frequent in cognitive network. Various ways of searching for data, was most frequent in strategies network. Diverse materials optimized difficulty of contents was most frequent in affective network.
Fans' role and influence is becoming more extensive in these days' complex and competitive sports market. This research considers fans as internal members of sports team, employee and confirms active and voluntary fan citizenship behavior's effects on team, community, and social exchange among community residents, so that an enterprise can increase accessibility from many-sided perspectives when establishing sports marketing strategy in the future. The concept of fan citizenship behavior is set up considering characteristic of sports industry based on employee's organizational citizenship behavior discussed from the internal marketing and organization theory and preliminary studies about client citizenship behavior mentioned from service industry area. Although the sixteen research hypothesis are not fully supported. The results are summarized as follows. These findings give theoretical and marketing implication to future researcher and marketer. First, fan's positive aspect is confirmed which is different from general consumer by examining fan citizenship behavior's effect on teal value in the sports industry. Second, it was confirmed that the team needs marketing strategies about not only relationship between each individual fan, but also interaction between fans in the future. Third, it was confirmed that direct fan's behavior as well as individual fan's cognitive area have effects on team's and social value.
Journal of the Korea Academia-Industrial cooperation Society
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v.18
no.8
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pp.324-331
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2017
This study consisted of methodological research verifying the validity and reliability of the Korean version of the interpersonal emotion management (IEM) strategies scale after translating and modifying the scale developed by Little et al. The study verified the content validity, construct validity, concurrent validity and reliability based on 189 nurses working at four hospitals in the Seoul and Gyeonggi region. In this study, the Korean version of the IEM strategies scale was comprised of four factors, with a total of 15 questions that included three regarding situation modification, three regarding attention deployment, four regarding cognitive change, and five on modifying emotional response. Furthermore, verification of concurrent validity revealed that the Korean version of the IEM strategies scale was a valid tool as the correlation of the emotional intelligence scale appeared as r=0.60 (p<0.001). The reliability verification showed four factors at Cronbach's ${\alpha}=0.84-90$, confirming that the Korean version of the tool in this study was very reliable.It is important to note that this study provided basic data for the development of educational programs that can effectively control the negative emotions of clinical nurses at the organization level.
Park, Bo-Ra;Lim, Hee-Jung;Lee, Ye-Jin;Yi, Ryun-Jae;Yang, Yeong-Ae
The Journal of the Korea Contents Association
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v.17
no.5
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pp.234-242
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2017
This study selected 60 board games that have a high sales rate and awareness in the board game market, and analyzed 37 board games that were selected through the advice of experts. According to the analysis of general characteristics, there was the highest number of board games that more than 2 people could participate and people from ages 7 to 11 could use, and the most common play time was from 20 minutes to 30 minutes. Also, there was the largest number of board games produced in 2000s, and Germany was the most common producer of board games. Next, the content analysis showed that abstract strategy was the most common game genre, and cognitive domain was the most common in the development area. The analysis based on how to play the game showed that games that had to go through 4 stages were the most common. Card games were the most common form of game, group was the most common in organization form, and reaching goal was most common among result analysis method. According to the analysis of correlation by items, the number of people and work analysis had a statistical correlation, and the playing age, time, and genre had a correlation. The origin of the game and game genre were also correlated to each other, and game form, game genre, organization form, and result analysis had a statistical correlation as well. The purpose of this study is to analyze the board game in terms of structural characteristics and to provide a foundation for future research.
The purpose of this study is to develop an effective intervention strategy for marriage migrant woman in family therapy. For this purpose, we collected counseling cases of professional counselors who successfully completed counseling and attempted the qualitative analysis of treatment intervention strategies and effects. The results of the study were obtained by dividing the meaning units in the immigrant woman's statements made during the counseling process composed of a total of 6 sessions. The counselors were analyzed to have tried the following intervention strategies. They attempted the following six strategies: Helping emotional differentiation by searching for unresolved emotional problems, dealing with undifferentiation due to family projection process and love triangle, dealing with multi-generational transfer process of the original family relationship patterns and coping mechanism, shedding lihgt on ineffectiveness of inconsistent communication due to emotional oppression applying a communication model of MRI, switching client's awareness through reorganization, suggesting a way of communication that leads to real self. Such counselors' attempts resulted in positive changes and treatment effects were found to include first, cognitive insights and motivation for change, second, improved communication skills and third, anxiety reduction and self-differentiation. Due to their husbands' refusal to participate in counseling, marriage migrant women often get involved in counseling alone, so they tend to worry that the effectiveness of family therapy may be low but it was found that the proper intervention of the counselor could improve the ability of the wife to resolve conflicts, which would be a great help in solving problems such as family violence and this study is meaningful in that it provided the appropriate therapeutic intervention strategies needed.
This study is composed of a convergence research design plan as the necessity of information security field dealing with human factors are raised. The purpose of this study is to analyze the effectiveness of the aspect of information security on the cognitive process related to security policy. The research method consisted of the cross-design of the availability dimension and the culture dimension, and the information security process was measured with information security awareness, response efficacy, compliance behavioral intention, and information security behavior. As a result of the study, the dimension of availability had a significant effect on response efficacy, and it was found that the influence of the case-based condition was greater than that of the statistics-based condition. The cultural dimension had a significant effect on information security awareness, response efficacy, compliance behavioral intention, and information security behavior, and the influence of the homogeneity condition was found to be greater than that of the diversity condition. The proposed research model was verified as a multiple mediation model reconstructed with measurement variables. In addition, the discussion describes the necessity of an information security strategy in consideration of individual factors and organizational characteristics.
This case study aimed to investigate changes in adolescents' awareness of the motivation behind their excessive internet gaming after group music psychotherapy. Five middle school students participated in six 60-minute group sessions over 4 weeks. The group music psychotherapy program was developed to help participants understand their implicit reasons for excessive internet gaming. Verbal responses were obtained from pre-program and post-program interviews and original lyrics created by participants during program were collected for analysis. Obtained data were analyzed in terms of emotional and cognitive aspects in relation to the participants' awareness of the motivation behind their excessive gaming. The results showed that song writing as creative musical process allowed participants to be aware of positive and negative influence of gaming on themselves and express their motivation to change their perception on gaming behavior. Also, the participants reported that the use of musical product for their daily lives could be an effective coping strategy to manage their gaming behaviors and an alternative for gaming. The findings from this study support that group music psychotherapy can be an effective approach to promote awareness of adolescents' motives for excessive internet gaming and to help adolescents better manage their gaming behaviors.
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