• Title/Summary/Keyword: 기술콘텐츠

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Analysis of Differences in Self-directed Learning According to Longitudinal Pattern of Information Retrieval Ability and Frequency (정보검색 능력과 빈도의 종단적 패턴에 따른 자기주도학습 능력 차이분석)

  • Shim, Jaekwoun
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.551-560
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    • 2019
  • In the advanced information age, learning is an activity in which learners access information resources through computers and Internet to acquire and evaluate information on their own. The emergence of an online learning platform based on the fourth industrial revolution technology is developing into an environment in which elementary and secondary learners learn and study based on constructivism learning theory. In the online learning environment, the researches on the information retrieval ability of the elementary and secondary learners and the self-directed learning ability were found to be highly related. However, it is necessary to analyze the relation between information retrieval ability and self-directed learning ability through a cross-sectional study that is limited to specific curriculum and contents and expands the longitudinal research. In this study, the panel data of the Seoul Education Longitudinal Study collected over 8 years are used to find the difference in self-directed learning ability according to the longitudinal pattern of information retrieval ability and frequency.

A Study of Trend of Pop Culture in Digital Age (Focusing on the film "The Wailing"(2016)) (디지털 시대의 대중문화 현상과 트랜드 분석연구 (영화 "곡성(2016)"을 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.301-307
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    • 2017
  • Once, the faster the digital technology developed, the more provocative obscure commercial film has spread like a trend. Researching the aspect of the successful films, about 10 million audience in 2016, we can find the similarities that only social phenomenon, stands itself without real-existence, which makes public sentiment. I will list up all the problems that I mention above with audience's review and analyze the famous film "the wailing" with big social attention, having 6.8 million audience. I will seek the better way to developthis movie, in terms of artistic dignity and depth as an public-art. With great depth, the realistic application of cultural inheritance, holding mankind common, such as culture, philosophy, religion, history, would be an essential proposition for obtaining cultural emotional empathy from the people in the society. Based on this, the theme and massage from a director, should be expressed in order to be a master piece work beyond time and space in the film history.

The Effectiveness of the Flipped Learning using the Smart Device (스마트 디바이스를 활용한 플립드 러닝의 효과에 관한 연구)

  • Pi, Su-Young;Do, Suk-Jin
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.65-71
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    • 2017
  • With advances in technology, many researchers have made an effort to find out educational methods with customized instruction. The purpose of the research is to investigate i) if flipped learning is beneficial for the students taking intermediate-level English grammar and writing class compared with the traditional class, ii) if the flipped learning class is advantageous for all the score level students in terms of student achievement and iii) if the students feel motivated with the flipped learning class. T-test was utilized to determine any differences between pretest and posttest in student achievement. The result in terms of the academic achievement revealed that the flipped classroom approach for the low score group was found to be the least effective among others. In the case of flipped learning teaching method, the instructor should develop contents according to the level of learners. The development of customized contents tailored to the level of learners will enhance learners' learning achievement.

Virtual Reality Driving Simulation for Evaluation of Road Safety Facilities (도로안전시설물 평가를 위한 가상현실 운전 시뮬레이션 구축)

  • Chae, Byeong Hoon;Chae, Ho Keun;Lee, Joo Yeoun
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.249-257
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    • 2018
  • The purpose of this study is to construct a virtual reality simulation environment for searching and evaluating evaluation criteria for road safety facilities with new technologies. Virtual reality simulation requires high realism and accurate behavior data extraction. To do this, we used the Unreal Engine to create the environment by dividing it into an external environment and a vehicle environment. After that, a sample simulation for the luminescent road markers and preliminary experiments were conducted. As a result, luminescent road markers showed better 5m interval than 10m interval. It can be confirmed that it can be used in the simulation for searching the evaluation criteria for the new road safety facilities that incorporate the new technology in the future. In the future, it will be possible to simulate various environments by adding modeling and sample components for other road facilities.

A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

An Efficient Indoor-Outdoor Scene Classification Method (효율적인 실내의 영상 분류 기법)

  • Kim, Won-Jun;Kim, Chang-Ick
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.5
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    • pp.48-55
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    • 2009
  • Prior research works in indoor-outdoor classification have been conducted based on a simple combination of low-level features. However, since there are many challenging problems due to the extreme variability of the scene contents, most methods proposed recently tend to combine the low-level features with high-level information such as the presence of trees and sky. To extract these regions from videos, we need to conduct additional tasks, which may yield the increasing number of feature dimensions or computational burden. Therefore, an efficient indoor-outdoor scene classification method is proposed in this paper. First, the video is divided into the five same-sized blocks. Then we define and use the edge and color orientation histogram (ECOH) descriptors to represent each sub-block efficiently. Finally, all ECOH values are simply concatenated to generated the feature vector. To justify the efficiency and robustness of the proposed method, a diverse database of over 1200 videos is evaluated. Moreover, we improve the classification performance by using different weight values determined through the learning process.

A Study on the Plans for EA-based Information Resource Integration Execution and Management System: Focusing on the Korea Forest Service (EA기반 정보자원 통합 추진 및 관리 방안에 관한 연구 - 산림청을 중심으로 -)

  • Kim, Chan Hoe;Hong, Sung Tae;Kim, Hyoung Jin
    • Informatization Policy
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    • v.20 no.3
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    • pp.86-105
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    • 2013
  • In the aspects of existing cultivation and management of forest resources, national forest informatization has been promoted so that the public can use the resources and so that efficient and systematic cultivation and management of forest resources can be performed constantly. In particular, even though forest informatization has been attempted a lot despite the distinct characteristics of forest, the attempts have achieved little effects. Typically, many of the internal work systems of Korea Forest Service have been built for the purpose of collecting top-down data in the main office rather than the actual work site, and also, from the aspects of use by the public as well, various contents have been provided by the persons concerned, so useful information has not been able to be transmitted systematically. Therefore, Korea Forest Service has promoted IT governance concept and EA-based informatization as a way to solve enterprise problems and also reinforce work and service in the existing system to promote the project to build the foundation of national forest informatization. Based on this, this study suggests chief challenges or implications.

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A study on ontology design for NCS "Application SW Engineering" supporting intelligent knowledge management and search reasoning (NCS "응용SW엔지니어링" 직무의 지식 관리 및 검색추론 지원을 위한 온톨로지 설계 연구)

  • Jin, Youngl-Goun;Lee, Won-Goo
    • Journal of the Korea Convergence Society
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    • v.8 no.9
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    • pp.17-23
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    • 2017
  • The National Competency Standards (NCS) is a standard that allows korea to efficiently organize the training of national talents by systematically classifying the knowledge, skills, and attitudes necessary for the job of industry groups. Ontology is a discipline that allows the abstract information in the human concept to be expressed in a form that enables computing to be done. There is a need to formalize the knowledge management by converting the NCS system currently stored in the simple DB into an ontology. This study design and implement NCS ontology for the task of "Application SW Engineering" among vast NCS jobs, enabling intelligent knowledge management and inference search of the job. In addition, it provides consistency with the formalization specification of the learning contents structure of the competency unit elements of the job, and provides the basis for extension to the whole NCS job ontology.

A Research on the Classification of Intelligence Level of Unmanned Grain Harvester (무인 곡물 수확기 지능수준 등급구분에 관한 연구)

  • Na, Zhao;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.165-173
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    • 2020
  • The emergence of unmanned agricultural machinery has brought new research content to the development of precision agriculture. In order to speed up the research on key technologies of unmanned agricultural machinery, classification of intelligence level of unmanned agricultural machinery has become a primary task. In this study, the researchers take the complex interactive system consisting of unmanned grain harvester, task and driving environment as the research object, and carry out a research on the grading and classification of intelligent level of unmanned grain harvester. The researchers of this study also establish an evaluation model of unmanned grain harvester vehicle, which consists of human intervention degree, environmental complexity, and task complexity. Besides, the grading and classification of intelligence level of the unmanned grain harvester is carried out according to the human intervention degree, environmental complexity and the task complexity of the unmanned grain harvester. It provides a direction for the future development of unmanned agricultural machinery.

Development of Intelligent Green Fountain Culture System for Healthy Emotional Self-Concept (건강한 정서 자아를 위한 지능형 녹색경관 제어시스템 개발)

  • Park, Seung-Min;Lee, Young-Hwan;Kim, Jun-Yeup;Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.3
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    • pp.281-286
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    • 2012
  • In the growing standard of people's lives, we want desire to create eco-friendly water space what is called the Green Technology that is in the limelight. These green space is introduced the cultural contents and we use the water, music, and nature as tool of emotional verbalism. Presently, when we want to make scenario, water landscape scenario is made by director. but these systems have some disadvantages as the cost and limitation of direction. There is a growing interest in the integrated control system based on PC and Internet. In this paper, it is about fountain control system. Previous research area was only one using programmable logic controller or industrial PC. we proposed the development of intelligent green fountain culture system for healthy emotional self-concept. And we made automatic weather sensing system that is designed by the intelligent green fountain culture system to estimate the time-variant system.