The development of computing device and networks has contributed to many changes in education. Knowledge transmission was the main role of education in the past that was difficult to acquire knowledge. Since the advent of computing device and networks people have easily produced, shared and consumed knowledge. The role of school education evolved and began to focus not only on delivering increasing knowledge but also on cultivating the ability to find knowledge and to solve problems.
Today, ICT is being embedded in everyday objects intended for use with various products and services. In education, digital manipulative blocks are educational tools resulting from the convergence with ICT. However, current blocks are not suitable to create various kinetic forms, so new digital operation blocks are needed to create various kinetic forms. Liblo is a set of digital manipulative block with built-in ICT. We are developing the Liblo as a long term project. In previous studies, we designed and developed the first prototype of Liblo. This research aims to improve our Liblo design based on design feedback from usability tests. In this paper, we present how to apply the usability testing in order to improve the Liblo design and finally propose newly re-designed Liblo. Currently, we are developing the newly re-designed Liblo. In further research, we will provide developmental experiences of the new Liblo and how to evaluate it. This study contributes to designers or/and developers who are developing digital manipulative block sets by guiding Liblo through the design improvement process.
In the United Kingdom, compulsory computing education is mandatory from the age of 5-16 [24,25], and at Key Stage 1, which is the fifth generation of UK computing textbooks, the educational goals are to know what algorithms are, to understand how program execute and to produce simple programs, to predict the execution of simple programs through inference, to use techniques to create, organize, edit, and search digital content, and to understand the use of information technology outside the school . Code.org introduces the term ‘algorithm’ in Process 1, which is recommended for 4-6 year-old children, and allows children to present a set of directions to reach their goals. Unplugged activities and a set of programming activities provided by code.org are used in combination. The course also introduces sequencing, debugging, a single loops, and events .
4377 App Inventor can create real applications and check them through smart phones, it is effective in improving students' self-efficacy and learning motivation. In addition, through the application result, students are provided with substantive representations of programming and automation. Therefore, App Inventor has advantages over other block-based programming languages. Therefore, if App Inventor cannot be utilized with these advantages, and are only the existing block-based programming can be utilized, the development of computing education will be limited. To introduce App Inventor into the revised curriculum, education programs should be developed along curricula, and should be conducted based on that result . In addition, the developed App Inventor education program should be implemented in elementary or middle schools’ curriculum to analyze the effects of it.
The last limitation is the availability in the school site. In this study, we developed the Arduino education program for the 36th classes and verified its effect on high school students. Although the number of informatics subjects increased in the 2015 revision curriculum, providing 36 classes of physical education courses in the regular education curriculum is difficult because there are other curriculums. It can be used in the after-school curriculum, club activities, and creative experiential activities, but the regular curriculum has limitations. In follow-up research, developing an educational program that can be used in the formal education curriculum and determining its effects on students are necessary. An education program for the regular education course, based on the topic that the students indicated in their feedback on the education program, should be created. Developing effective Arduino-based education programs by introducing appropriate teaching–learning methods, such as team projects, is also necessary to reduce the burden on design and debugging.
During the experiment period, they received an email every in the morning and were asked to answer two questions in the email: “(1) Were there any irregular events yesterday?” and “(2) How did you feel yesterday in terms of activities compared to your average days?” For the first question, subjects were asked to answer using a free description, for example, “nothing special,” “I was sick,” “I watched a movie,” “I slept late,” “I took a walk for exercise,” “I worked overtime until night,” “I had an education seminar,” “I took a business trip,” “I went shopping,” and so on. For the second question, subjects were asked to choose one of three choices: “1 – yesterday was easier than average in terms of activities,” “2 – yesterday was no different from usual,” and “3 – yesterday was definitely harder than average.” Table 1 presents an example of an answer-sheet from a subject.
The summary or existing research regarding the role of a detailed action plan is as follows [18, 19]: the establishment of measures and countermeasures to minimize product accidents in during the planning, design, and production stages; the creation of an organizational structure for systematic response; education programs to help members’ fully understanding; and securing investment and product safety to maintain continuity of this strategy [18, 19, 21]. Therefore this study will examine whether the detailed implementation plan for evaluating the product liability response level of manufacturing companies, which are selected as assessment criteria as shown in <Table 1>, have an effect on consumers’ perception and use intentions.
4846 which includes various multimedia learning materials and online interaction between the instructor and classmates. The advance of digital technology has changed the prototype of education around the world, so pedagogical perspectives and instructional strategies have been also evolving. Technologies such as virtual reality or augmented reality have made it possible for classroom learning and teaching to be so real and tangible. Accordingly, in some fields of education such as biology, anatomy, geology, medicine and astronomy, the utilization of virtual reality-based learning has become the curricular focus so that the learners’ learning experience and opportunities have significantly been enhanced through the interactional assistance with multi-dimensional objects, digital environment, and new technologies . In addition, massive open online content movement such as Khan Academy has brought innovation in higher education while expanding the concept of university campus beyond the real physical space into the virtual cyber campus . These changes have resulted in incorporating various online learning management systems (LMS) such as modular object-oriented dynamic learning environment (Moodle) or instructional approaches in learning and teaching in order to motivate digital native university students. This change closely supports numerous recent studies showing the pedagogical advantages of mobile learning (m-learning) and multimedia-assisted language learning (MALL)  .
Another possible technique is to use optical flow. Yamaguchi, K. et al. use ego-motion estimation and epipolar lines to detect moving objects . Ego-motion is estimated from correspondences of feature points that are obtained by Lucas-Kanade optical flow technique. Epipolar lines are calculated in 3-D space using triangulation. If feature point is away from corresponding epipolar line, it is detected as outlier that belongs to moving object candidates. In , optical flow and disparity on certain feature points are extracted by using stereo camera. After generating a graphical structure that connects these feature points using the Delaunary triangulation, moving objects are detected. M. Yokoyama et al. proposed fast detection of moving objects and tracking method, using gradient based optical flow and based on the line which is estimated using edge detection . R. Wang et al. propose Flux Tensor with Split Gaussian(FTSG) model to detect moving objects. Flux Tensor with Split Gaussian model is time-space tensor equation based motion estimation method .
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Today, a variety of social robots capable of interacting and communicating with humans has begun to emerge. Existing social robots mainly utilize a voice and/or a small screen for emotionally interacting with humans despite many possibilities of physically expressing emotional motion. Thus, this research aims to build methods for emotional motion prototyping and create a prototype of a social robot based on the kinematics of the Delta robot. For this research, literature related to emotional motions of social robots and humans is explored, and emotional motions of humans is categorized based on six basic human emotions in order to analyze existing social robots. Moreover, through analyzing the cases, we propose methods for emotional motion prototyping. Based on these, a prototype of a social robot is developed based on the kinematics of a Delta robot and is tested. In this paper, we present ways to create emotional motions of social robots and experimental experience of a prototype of a Delta-robot-based social robot. Further work in this research is to develop an actual social robot based on the prototype.
The experiment setup is reused. We play different motion-rate videos in the server to represent different service requirements and then measure the client CPU idle rate when using the two modules of HRDP, which are VNC with lossless compression and MJPEG with lossy compression, to deliver display updates. To profile the CPU usage on mobile device, CPU monitor tool  is utilized. We can observe that the VNC module is very efficient regarding client-side CPU consumption since the CPU idle rate remains steady in the range of 90-95%. For MJPEG module, it consumes more CPU power than VNC module to decode the data. And when the video size increases, the CPU idle rate reduces. We also use the exponential function  to fit the changing trend of CPU idle rate when using each module. Both are with 95% confidence bounds. The correlation coefficients of VNC module and MJPEG module are 0.9709 and 0.9909 respectively. And the root mean squared error of VNC module and MJPEG module are 0.1754 and 0.3736 respectively. Equation (4) shows the system performance in view of client CPU idle rate with the given number of updated pixels denoted by x. And the fitting function model of client CPU idle rate is illustrated in Figure 7.
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The Film Development Fund aims to improve the quality of film arts and to promote and develop the Korean film and video industries, thereby creating a stable investment environment and promoting additional markets, securing the diversity of Korean films and enhancing publicity, assisting in the export and international exchange of Korean motion pictures, and strengthening video technology and film policy research. To support the diverse sectors of the motion picture industry, the Film Development Fund has spent an average of 50 billion KRW annually from 2007. That support has strengthened the domestic film industry and stimulated new development in the motion picture industry. However, even though an analysis of the effects of this large-scale public fund is imperative, no research has yet been published about its economic effects. In spite of a positive evaluation of the effectiveness of the Film Development Fund, there is a growing need to reconsider a perception of the Film Development Fund’s importance, role, and effects. Therefore, to secure the policy validity of the Film Development Fund and enhance the effectiveness of its support, it is necessary to study the fund’s economic effects on the development of the Korean motion picture industry.
This is the province of commercial and advertising photography and political propaganda. The description covers all types of images created for the purpose of commerce. The tenacity of such pictures is to make the subject glamorous and more desirable. The goal is the selling of a service, or an idea. Commercial photography is a large sector in the applied arts and deals with images that require different degrees of creative input. Product and pack shot photography is the art of quite literally putting a product „in the bestlight‟-showing off its qualities to make it desirable through the use of props and setting (for context), and lighting (to reveal its physical qualities, such as colour or texture). Product information is rarely conveyed in these images intended to make the product wanted.
The term Silhouette has been derived from the name of a French finance minister Étienne de Silhouette . It is the low-cost method to record the appearance of a person. It is quite hard to identify the actions and process object tracking from silhouette images, particularly from a video. Researchers have suggested a new human action detection method as a grouping of numerous micro action series implemented by one or more body components of the people. This paradigm approximates the actions of dissimilar body portions for any specific time section to categorize movements. Some significant complexities are the existence of obstructions, disorder, communication between numerous objects, and varying illuminations. Atmosphere intricacy is another major problem is as it is affected by various environmental circumstances of the sight components; and procurement intricacy, which relies on video acquirement, that diverges regarding to view point, motion of the camera etc. Generally human movements are complex and hence a projected prototype has to manage all of these problems.
This is also related to the distributors, because bigger the distribution company is, more screening frequency the movie has. Actually, large distributors such as Disney, 20th Fox Korea, Wanna Bros., and Showbox are significant across all models, while medium distributors such as CINE GURU and Pan Cinema and small distributors classified as "others" are not significant in any case. Even some small distributors (Pop Ent., Little Big Pictures) turned out to have negative impacts on the box office scores.
figuration based on Multimedia Data Editing Tool. The idea is to go beyond the existing Live Actor- based Digital Actor to be able to produce life-cycle Data for each form information, pattern image and action video so as to add to the import of Digital Actor and its application. Future researches will address the integrated use of Multimedia Data Editing Tool in the production of digital contents using Digital Actor as well as Digital Actor operation. Digital Actor’s significance and application can be expanded through the process that a Digital Actor is selected from real or virtual figures of the past and present; figuration information, shape images like facial expression or gesture and motion video are created and realized with digital information and made utilizable to produce video contents. In addition, Digital Actor’s figuration or motion is realized with digital information, which facilitates video contents’ production and further, it promotes production of various video contents. As Digital Actor’s figuration information, shape image and motion video are separately created for different life cycle stage, a certain Digital Actor can be realized in various age ranges within video contents and with Digital Actor’s life history being set, figure information can be expansively utilized. As aforementioned that could be supplement weak points that existing Digital Actor realizing methods had in creating variations from a single Digital Actor. If there should work again to apply Digital Actor through life cycle created for Digital Games to 3D Animations, the process can be simplified with the proposed MDE Tool. Digital Actor applicated in this study have limitations in performing only the roles assigned to each digital content. To overcome these limitations and to broaden their application, further studies needed. Further studies for additional Digital Actor operation would be conducted as to a system where direct interaction can be made with user by expanding the scope of digital video contents that can utilize Digital Actor to UI (User Interface) format on which AI (Artificial Intelligence) is applied.