• Title/Summary/Keyword: Interaction Concept

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A study of the Concept of Analogue-Digital Interaction Trace and its Application in Media Art ('아날로그-디지털 인터랙션 흔적'에 관한 개념 연구와 미디어 아트에의 응용)

  • Choi, Min-A;Kwon, Doo-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.76-84
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    • 2011
  • This paper describes the development of the media art environment concept, in which the user's interaction becomes visual arts in both digital and analogue media. It describes AD-Trace, an experimental media art component that investigates the aesthetic and technological possibilities through the development of interactive media artworks that utilizes that the traces of the user's interaction. The AD-Trace consists of three design components: Analogue Trace, Digital Trace, and Interaction Metaphor to guide user interactions with user's understanding. Three artworks are proposed to demonstrate the real world applications of the concept: AD-PD(analogue digital picture diary), AD-Star (analogue digital star), and AD-Map (analogue digital map).

Effects of Science Instruction through Social Interactions on Conceptual Changes of Elementary School Students in Electromagnet (사회적 상호작용을 활용한 과학수업이 초등학생의 전자석 개념변화에 미치는 영향)

  • KWAK, Soo-Yeoun;KANG, Beodeul;YOO, Pyung-Kil
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.1
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    • pp.235-247
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    • 2016
  • The purpose of this study is to analyze elementary school students' pre-concept of electromagnet and to investigate effects of instruction through social interactions on conceptual changes of the electromagnet. For the purpose, 108 elementary school students of 3 classes were selected from the 6th grade. They were divided into the control group I, control group II and experimental group. The control group I was treated through traditional instruction on the basis of text book. The control group II was instructed with a modified version of the textbook to help them better understand the concept of electromagnet. The experimental group was treated through instruction on the basis of the above modified version of the text book and social interactions. Conceptual changes on electromagnet before and after the treatment were quantitatively and qualitatively analyzed using the identical test. The students' styles of social interaction were qualitatively analyzed with tape records of their discussions and work sheets. Effects of instruction through social interactions based on radical constructivism on the 6th-grade elementary school students' concept of electromagnet were examined here. The results were described as follows. Firstly, after the treatment, the experimental group was statistically significantly higher in mean values of conceptual understanding and academic achievement than both the control group I and II. Secondly, styles of social interaction in the three sub-groups of the experimental group were qualitatively analyzed, among the threes, high- and medium-level sub-groups were higher in the frequency of linguistic social interaction than the low-level sub-group. Those students who were excellent in communication skills actively participated in linguistic social interactions. In discussions among the three sub-groups, students of the high- and medium-level sub-groups provided explanations or information while those of the other sub-group sometimes were passive by just listening, but in large actively participated in communication. In conclusion, instruction through social interactions was effectively changed in the 6th-grade elementary school students' concept of electromagnet.

Embarrassment; a concept analysis (당혹감(embarrassment); 개념분석)

  • Cho, Eun-Jung;Chung, Bok-Yae
    • Korean Journal of Adult Nursing
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    • v.14 no.2
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    • pp.276-286
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    • 2002
  • Purpose: The concept of embarrassment as an unpleasant emotion is important in caring for those who are in the continuum of illness and health requiring body care and facing sexual problems. In spite of its nursing implication, embarrassment has not been focused in nursing research. Therefore, the purpose of this paper is to develope a conceptual analysis of embarrassment. This analysis would help to understand comprehensively an embarrassing situation in which an intimate relationship between nurse and patient regarding body care of the patient could develope. Futhermore, it would be a basis for developing strategies for prevention of embarrassment which could lead for both patient and nurse to emotionally vulnerable situation because of their failure of self-presentation (impression management). Method: The concept analysis model suggested by Walker and Avant (1988) is used to clarify what is meant by the term 'embarrassment'. Result: This analysis defines the attributes of embarrassment such as follows. First, embarrassment is often attributed to situational factors interrupting a smooth interaction such as intimacy, confusion, vulnerability, exposure of interaction and characteristics of audience. Second, embarrassment is closely related with cognitive factor such as fear of losing face resulted from a behaviour being out of line. Third, embarrassment is closely associated with dispositional factor such as embarrassability. Fourth, embarrassment is an unpleasant and unwanted emotion arising reactively after an interaction had occurred. Fifth, embarrassment encloses physical, physiological and behavioral aspects such as a variety of unique and easily noticeable reactions and a pattern of verbal and non-verbal behaviour for coping in an embarrassing situation. The antecedents were normally socialized adolescents with normal cognitive ability, concern of losing face, embarrassability, embarrassing events related with situational intimacy, confusion, vulnerability, exposure of interaction and characteristics of audience, physical, behavioral blunders resulting in a failure of impression management. The consequences were an emotional coping behaviour, audience's embarrassment responses, and verbal and non-verbal coping strategies of interactional participants. Conclusion: It is hoped that this analysis will stimulate further exploration of this concept and study for developing systematic assessment and nursing practice that diminishes embarrassment of interactional participants.

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Retrofitting reinforced concrete beams by bolting steel plates to their sides -Part 2: Transverse interaction and rigid plastic design

  • Oehlers, Deric John;Ahmed, Marfique;Nguyen, Ninh T.;Bradford, Mark Andrew
    • Structural Engineering and Mechanics
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    • v.10 no.3
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    • pp.227-243
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    • 2000
  • In a companion paper, tests on bolted side plated beams have shown that side plates can substantially increase the strength of existing reinforced concrete beams with little if any loss of ductility and, furthermore, induce a gradual mode of failure after commencement of concrete crushing. However, it was also shown that transverse interaction between the side plates and the reinforced concrete beam, that is vertical slip and which is a concept unique to side plated beams, is detrimental. Transverse interaction increases the forces on the bolt shear connectors and, hence, weakens the beam. It also reduces the ability of the composite plated beam to yield and, hence, to attain its full flexural capacity. The generic concept of transverse interaction will be described in this paper and the results used to develop a new form of rigid plastic analysis for bolted side plated beams which is illustrated with an application.

The elements of Gamification in John Dewey's pedagogy (존 듀이의 교육학에 나타난 게이미피케이션의 요소들)

  • Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.7-16
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    • 2017
  • In this paper, it is suggested that the elements constituting the gay empire are similar to the main pedagogical concept of John Dewey, a representative educational philosopher. I analyzed some factors that make up the concept of gamification by connecting them with the following five attributes. Continuity, interaction, interest, growth, and educational experience are the main factors that contribute to sustainability. Based on the theoretical analysis of the main concept, I try to find out the relation between the game and education, and understand the meaning of the gamification, not the game.

High School Students' Verbal and Physical Interactions Appeared in Collaborative Science Concept Learning Using Augmented Reality (고등학생의 증강현실을 활용한 협력적 과학 개념학습에서 나타나는 언어적·물리적 상호작용)

  • Shin, Seokjin;Kim, Haerheen;Noh, Taehee;Lee, Jaewon
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.191-201
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    • 2020
  • This study investigated verbal and physical interactions which appeared in collaborative science concept learning using augmented reality. Twelve 10th grade students participated in this study. After being organized into three four-member small groups, they participated in classes using smart device-based augmented reality application developed for the understanding of the chemical bonding concept. Their class activities were audio- and video-taped. Semi-structured interviews were also conducted. The results revealed that within individual statement units of verbal interaction, the proportions of information question/explanation and direction question/explanation were found to be high. Within interaction units, the proportions of reformative and cumulative interaction were relatively high. The proportions of progress were also found to be high within both individual statement units and interaction units of verbal interaction. Students' physical interactions were mainly conducted without meaningful verbal interactions. When their physical interactions were accompanied by knowledge construction-related verbal interactions, the proportions of gazing virtual objects and worksheet-related interactions were high. In contrast, various exploratory activities related to the manipulation of markers mainly appeared when they conducted physical interactions only, or when their physical interactions were accompanied by management-related verbal interactions. On the bases of the results, effective methods for collaborative concept learning using augmented reality in science education are discussed.

GeoVideo: A First Step to MediaGIS

  • Kim, Kyong-Ho;Kim, Sung-Soo;Lee, Sung-Ho;Kim, Kyoung-Ok;Lee, Jong-Hun
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.827-831
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    • 2002
  • MediaGIS is a concept of tightly integrated multimedia with spatial information. VideoGIS is an example of MediaGIS focused on the interaction or interaction of video and spatial information. Our suggested GeoVideo, a new concept of VideoGIS has its key feature in interactiveness. In GeoVideo, the geographic tasks such as browsing, searching, querying, spatial analysis can be performed based on video itself. GeoVideo can have the meaning of paradigm shift from artificial, static, abstracted and graphical paradigm to natural, dynamic, real, and image-based paradigm. We discuss about the integration of video and geography and also suggest the GeoVideo system design. Several considerations on expanding the functionalities of GeoVideo are explained for the future works.

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A Study on the Intergenerational Interaction Space Planning of Age-integrated Facilities in Japan (일본 노유복합시설의 세대간 교류공간계획에 관한 연구)

  • Park, Hae-Sun
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.15 no.3
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    • pp.51-59
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    • 2009
  • This study reviewed the background of the advent of and the concept of age-integrated facilities where elderly persons' facilities and children's facilities have been built in the same plot or building or established adjacent to each other. And also it examined the concept, necessity, effects, and kinds of intergenerational interactions. Ten age-integrated facilities in Japan, where it is reported that intergenerational interactions are now being implemented, were selected and visited for surveys. This study implemented interviews with staff members and analyses of the drawings of the facilities to grasp the present state of age-integrated facilities and their plan types, etc. Through analyses of relationships between intergenerational interactions and the spaces in which these take place, this study discusses guidelines for space arrangement and for developing interaction space plans for age-integrated facilities that would facilitate intergenerational interactions.

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Finite Element Modeling of Wall Thinning Defects: Applications to Lamb Wave Generation and Interaction

  • Jeong, Hyun-Jo;Kim, Tae-Ho;Lee, Seung-Seok;Kim, Young-Gil
    • Journal of the Korean Society for Nondestructive Testing
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    • v.28 no.2
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    • pp.199-204
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    • 2008
  • The generation of axisymmetric Lamb waves and interaction with wall thinning (corrosion) defects in hollow cylinders are simulated using the finite element method. Guided wave interaction with defects in cylinders is challenged by the multi-mode dispersion and the mode conversion. In this paper, two longitudinal, axisymmetric modes are generated using the concept of a time-delay periodic ring arrays (TDPRA), which makes use of the constructive/destructive interference concept to achieve the unidirectional emission and reception of guided waves. The axisymmetric scattering by the wall thinning extending in full circumference of a cylinder is studied with a two-dimensional FE simulation. The effect of wall thinning depth, axial extension, and the edge shape on the reflections of guided waves is discussed.

A Discussion on the Concept of Sound Home and Healthy Family (건전가정과 건강가족의 개념 설정에 대한 논의)

  • 유영주
    • Journal of Families and Better Life
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    • v.17 no.3
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    • pp.93-102
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    • 1999
  • This paper is to clarify the concepts of "sound home" and "healthy family" Even though "sound home" and "healthy family have different meanings and definitions. many researchers are using them in a mixed ways. Therefore through this paper I tried to make distinction of the meanings of the above concepts as below: 1. Sound Home : Basic and fundamental social units and environment which have strong and healthy family members and performs well not only family function but also have attitudes and willingness to perform family function and maintain their family value and ethics. 2. Healthy Family : Social units which have strong and healthy family members and develop individual personal development -their physical emotional social moral development and self-esteem self-achievemet -and have good interaction enhancement skills- communication decision making stress managing strategies- and also maintain family systems. Whereas "sound home" is more broad concept related to Home Econom cs "healthy family" is more related family relations and interaction.quot; is more related family relations and interaction.

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