• Title/Summary/Keyword: 기업 e-Learning

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An Analysis of the Status of OER(Open Educational Resources) Usage in Asia (아시아지역의 공개교육자원 활용현황 분석)

  • Lee, Eunjung;Kim, Yong
    • Journal of Internet Computing and Services
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    • v.13 no.6
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    • pp.41-53
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    • 2012
  • Open educational resources(OER) enable the spread of mutual information exchange and provide advantages to both their users and institutions, such as reducing costs, improving content quality, and establishing relationships. The recent research on OER was about their connection to formal education, copyright trends, and corporate e-learning. There have been very few studies, however, on the utilization of OER and on the problems related to their practical use. Thus, this study was conducted for the purposes of analyzing the status of OER usage in education-related institutions and of providing suggestions for institution operation based on the analysis results, to promote the use of OER. A survey was conducted among more than 200 institutions in Asia, and the survey results showed that 'images and visual materials' are the most commonly used materials in Asia, and that the factors barring OER usage in the said region are 'lack of awareness', 'lack of skills', 'the absence of a reward system', and poor cooperation in participation. To promote OER usage, each institution should provide training courses about awareness, utilization skills, and copyrights. There is also a need to provide support for the establishment of reward systems and environments for OER usage. Finally, more active participation is required for inter-agency cooperation in OER sharing.

Application of Social Network Analysis on Learner Interaction in a GBS Learning Environment (GBS 학습 환경 하에서 상호작용 연구를 위한 사회 연결망 분석 기법의 적용)

  • Jo, Il-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.81-93
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    • 2003
  • The purpose of the study was to explore the potential of the Social Network Analysis as an analytical tool for scientific investigation of learner-learner, or learner-tutor interaction within an e-Learning environment. Theoretical and methodological implication of the Social Network Analysis had been discussed. Following theoretical analysis, an exploratory empirical study was conducted to test statistical correlation between traditional performance measures such as achievement and team contribution index, and the centrality measure, one of the many quantitative measures the Social Network Analysis provides. Results indicate the centrality measure was correlated with the higher order learning performance and peer-evaluated contribution indices. An interpretation of the results and their implication to instructional design theory and practices were provided along with some suggestions for future research.

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An Efficient Multi-Attribute Negotiation System using Learning Agents for Reciprocity (상호 이익을 위한 학습 에이전트 기반의 효율적인 다중 속성 협상 시스템)

  • Park, Sang-Hyun;Yang, Sung-Bong
    • The KIPS Transactions:PartD
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    • v.11D no.3
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    • pp.731-740
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    • 2004
  • In this paper we propose a fast negotiation agent system that guarantees the reciprocity of the attendants in a bilateral negotiation on the e-commerce. The proposednegotiation agent system exploits the incremental learning method based on an artificial neural network in generating a counter-offer and is trained by the previous offer that has been rejected by the other party. During a negotiation, the software agents on behalf of a buyer and a seller negotiate each other by considering the multi-attributes of a product. The experimental results show that the proposed negotiation system achieves better agreements than other negotiation agent systems that are operated under the realistic and practical environment. Furthermore, the proposed system carries out negotiations about twenty times faster than the previous negotiation systems on the average.

A Study on the e-Learning Communities Interaction Under the CSCL by Using Network Mining (컴퓨터지원협동학습 환경 하에서 네트워크 마이닝을 통한 학습자 상호작용연구)

  • Chung, Nam-Ho
    • Journal of Intelligence and Information Systems
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    • v.11 no.2
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    • pp.17-29
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    • 2005
  • The purpose of the study was to explore the potential of the Social Network Analysis as an analytical tool for scientific investigation of learner-learner, or learner-tutor interaction within a Computer Supported Corporative Learning (CSCL) environment. Theoretical and methodological implication of the Social Network Analysis had been discussed. Following theoretical analysis, an exploratory empirical study was conducted to test statistical correlation between traditional performance measures such as achievement and team contribution index, and the centrality measure, one of the many quantitative measures the Social Network Analysis provides. Results indicate the centrality measure was correlated with the higher order teaming performance and the peer-evaluated contribution indices. An interpretation of the results and their implication to instructional design theory and practices were provided along with some suggestions for future research.

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Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.160-172
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    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

Deep Learning-Based Box Office Prediction Using the Image Characteristics of Advertising Posters in Performing Arts (공연예술에서 광고포스터의 이미지 특성을 활용한 딥러닝 기반 관객예측)

  • Cho, Yujung;Kang, Kyungpyo;Kwon, Ohbyung
    • The Journal of Society for e-Business Studies
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    • v.26 no.2
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    • pp.19-43
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    • 2021
  • The prediction of box office performance in performing arts institutions is an important issue in the performing arts industry and institutions. For this, traditional prediction methodology and data mining methodology using standardized data such as cast members, performance venues, and ticket prices have been proposed. However, although it is evident that audiences tend to seek out their intentions by the performance guide poster, few attempts were made to predict box office performance by analyzing poster images. Hence, the purpose of this study is to propose a deep learning application method that can predict box office success through performance-related poster images. Prediction was performed using deep learning algorithms such as Pure CNN, VGG-16, Inception-v3, and ResNet50 using poster images published on the KOPIS as learning data set. In addition, an ensemble with traditional regression analysis methodology was also attempted. As a result, it showed high discrimination performance exceeding 85% of box office prediction accuracy. This study is the first attempt to predict box office success using image data in the performing arts field, and the method proposed in this study can be applied to the areas of poster-based advertisements such as institutional promotions and corporate product advertisements.

사이버 시대의 윤리 교육 : 청소년을 중심으로

  • 류나정;고석하
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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    • pp.417-424
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    • 2002
  • 컴퓨터는 인간의 모든 꿈과 희망을 실현시켜 줄 수 있는 마법상자는 아니다. 정보화 시대라고 일컫는 현재, 정보의 가치를 더해주는 컴퓨터의 중요성은 날로 커지고 있는 반면 인간의 존엄성은 경시되고 있다. 많은 사람들은 요즘 사회가 커다란 도덕적 위기에 빠졌다고 걱정하지만 컴퓨터 사용과 관련된 윤리적 문제에 대해서는 심각하게 느끼지 못하고 있는 것 같다. 정보통신 기술의 발달에 따라 새로운 교육의 필요성이 대두되고 있다. 기존의 전통적인 교육방식에서 사이버 윤리 교육은 교과서 중심의 단편적인 교육이었기 때문에 학습자의 흥미를 유발하지 못하였으며, 교육자와 학습자의 상호작용이 부족하여 사이버 윤리 교육의 효과가 미흡하였다. 정보통신 기술의 발달에 따라 새로운 교육의 필요성이 대두되고 있다. 기존의 전통적인 교육방식에서 사이버 윤리 교육은 교과서 중심의 단편적인 교육이었기 때문에 학습자의 흥미를 유발하지 못하였으며, 교육자와 학습자의 상호작용이 부족하여 사이버 윤리 교육의 효과가 미흡하였다. 이런 관점에서 본 논문은 정보통신 시대가 수반하고 있는 사회적 영향력과 윤리적 이슈들에 대하여 좀더 교육적인 측면으로 접근해 윤리교육의 현황과 문제점, 그리고 체계적인 확산방안에 대해 살펴보았다. 본 논문에서는 사이버공간에서 윤리 교육을 받는 청소년들을 중심으로 그들에게 새로운 윤리교육의 한 형태인 사이버공간에서 관련된 문제들을 교육적인 측면으로 해결할 수 있는 방안을 제시하고자 한다. 그러나, 무엇보다 우리가 명심해야 할 것은 인간의 존엄성은 그 어떤 이유를 막론하고 존중되어야 한다는 사실이다. 검증되지 않은 스토리 보드에 의한 저작 단계로 바로 돌입하고 있는 것이 한국의 실정이라 하겠다. 따라서 본 프로젝트에 의해 개발 된 교수 설계 도구는 교육/학습 컨텐츠의 품질 보증을 위한 방법론인 교육 공학의 체제적 교수 설계 이론 Model (Instructional System Design Model), 특히 그 중에서도 이 분야의 사실상의 표준 이론(de facto standard)인 Dick & Carey 교수와 Gagne 교수의 인지주의 ISD Model을 기반으로 정교한 교수 설계와 코스 맵 설계를 가능하게 함으로써 학습 컨텐츠의 품질 보증 활동을 지원 할 수 있는 도구로 개발하였다. 특히 Linux 기반에서 PHP로 개발 함으로써 Platform에 구애받지 않은 사용 환경을 구현 하였으며 향후 많은 e-Learning Platform에 교수 설계 모듈로 장착 함으로써 기존의 e-Learning Platform들의 가치를 높일 수 있는 계기가 될 것으로 생각한다.실징후를 파악하는데 그치지 않고 부실의 원인을 파악하고 이에 대한 대응 전략을 수립하며 그 결과를 측정하는데 활용될 수도 있다. 따라서 본 연구에서는 기업의 부도예측 정보 중 현금흐름정보를 통하여 '인터넷기업의 미래 현금흐름측정, 부도예측신호효과, 부실원인파악, 비즈니스 모델의 성격규정 등을 할 수 있는가'를 검증하려고 한다. 협력체계 확립, ${\circled}3$ 전문인력 확보 및 인력구성 조정, 그리고 ${\circled}4$ 방문보건사업의 강화 등이다., 대사(代謝)와 관계(

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A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.145-156
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    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

Text Mining-Based Emerging Trend Analysis for e-Learning Contents Targeting for CEO (텍스트마이닝을 통한 최고경영자 대상 이러닝 콘텐츠 트렌드 분석)

  • Kyung-Hoon Kim;Myungsin Chae;Byungtae Lee
    • Information Systems Review
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    • v.19 no.2
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    • pp.1-19
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    • 2017
  • Original scripts of e-learning lectures for the CEOs of corporation S were analyzed using topic analysis, which is a text mining method. Twenty-two topics were extracted based on the keywords chosen from five-year records that ranged from 2011 to 2015. Research analysis was then conducted on various issues. Promising topics were selected through evaluation and element analysis of the members of each topic. In management and economics, members demonstrated high satisfaction and interest toward topics in marketing strategy, human resource management, and communication. Philosophy, history of war, and history demonstrated high interest and satisfaction in the field of humanities, whereas mind health showed high interest and satisfaction in the field of in lifestyle. Studies were also conducted to identify topics on the proportion of content, but these studies failed to increase member satisfaction. In the field of IT, educational content responds sensitively to change of the times, but it may not increase the interest and satisfaction of members. The present study found that content production for CEOs should draw out deep implications for value innovation through technology application instead of simply ending the technical aspect of information delivery. Previous studies classified contents superficially based on the name of content program when analyzing the status of content operation. However, text mining can derive deep content and subject classification based on the contents of unstructured data script. This approach can examine current shortages and necessary fields if the service contents of the themes are displayed by year. This study was based on data obtained from influential e-learning companies in Korea. Obtaining practical results was difficult because data were not acquired from portal sites or social networking service. The content of e-learning trends of CEOs were analyzed. Data analysis was also conducted on the intellectual interests of CEOs in each field.

Effects of Innovation Characteristics on Spillover: An Empirical Evidence from US Semiconductor Industry (기술혁신의 특성이 파급효과에 미치는 영향에 대한 분석: 반도체산업의 실증분석)

  • Park, Young-Bin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.145-154
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    • 2017
  • Technology innovation is regarded as the quintessential process to acquire a competitive advantage. This is especially true in high-tech industries, and firms that recognize the importance of technological innovation concentrate their capacities on developing new technologies, new products, and new processes. In general, such research requires many resources, but not all technological breakthroughs are followed by positive feedbacks. Consequently, the firms in high-tech industries are compelled to find new directions in acquiring technologies. This study examines the factors that influence technological innovation and empirically tests the effect these factors have on its diffusion. Radicality, discontinuity, and exploitation/exploration were selected as the factors from the previous literature on technological innovation and organizational learning. For the empirical test, patent data from the US semiconductor industry were used to describe innovation activities from various fields. From the result, these three factors (Ed- is this what you mean, i.e., radicality, discontinuity, and exploitation/exploration?)were found to have significant meaning as proxies for the diffusion of technological innovation.