• Title/Summary/Keyword: 디자인 기반 학습

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A study on the user satisfaction evaluation model of the smart learning system - Focusing on www.basic-edu.net usability evaluation results - (스마트러닝 시스템의 이용만족도 평가모형 연구 - www.basic-edu.net 사용성 평가 결과를 중심으로 -)

  • Park In-chan;Huh Hyeong-sun;Jeon Gwan-cheol;Ahn Jin-ho
    • Journal of Service Research and Studies
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    • v.11 no.4
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    • pp.67-76
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    • 2021
  • The importance of smart learning is increasing as the speed of development of non-face-to-face services increases due to the influence of COVID-19. This study is the user satisfaction evaluation model that utilizes the causal relationship between variables used for evaluation, focusing on the usability evaluation results of the learning disability intervention service (www.basic-edu.net) according to the need to evaluate the use satisfaction of the smart learning system. To this end, theoretical studies were conducted on smart learning and learning disability intervention services, www.basic-edu.net, usability evaluation of learning disability intervention systems, and use satisfaction evaluation models. And based on the results, a hypothesis was presented on the user satisfaction evaluation model of the smart learning system. The experimental method allowed 40 students and parents across the country to use the www.basic-edu.net service and was evaluated for its usability. In addition, using this data, the hypothesis was verified using regression analysis based on four variables: ease of use, interest, self-learning, and satisfaction with use. As a result of the hypothesis verification, it was found that the causal relationship of all hypotheses from H1 to H4 was significant.

A Study on the Implementation of Metaverse Education :Focused on Arts Education (메타버스기반의 온라인 교육 플랫폼 활용 가능성 연구 - 예술교육 중심으로-)

  • Gao, Si-Yang;Yoon, YoungDoo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.540-547
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    • 2022
  • Online education is a major trend in the future education change and the COVID-19 pandemic has further accelerated the process. Online education has become an important part of the modern education system because of its stability and continuity. However, the disadvantages of traditional online education can reduce users' experience, thus upgrading online education is the key to future education. Metaverse, as a new platform for online education, redefines the occurrence space of online education, changes the teaching mode and learning and evaluation methods of online education, and shows its development potential. This research analyzed the characteristics of Metaverse and its technological development status, and then proposed an intelligent online education environment construction scheme based focused on Metaverse of art education.

Location-based UCI Sensor time series data analysis (위치 기반의 UCI Sensor 시계열 데이터 분석)

  • Chang, Il-Sik;Park, Goo-man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.7-8
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    • 2021
  • 인공지능 기술과 서비스는 딥러닝을 중심으로 한 기계학습 기술의 급속한 발전에서 원인을 둔다. 딥러닝 발전 요인으로 GPU등 하드웨어 발전, 기술 공유, 대규모 학습데이터 구축 및 공개를 들 수 있다. 데이터 셋에 관련하여 센서를 이용한 데이터셋의 경우 단순히 많은 데이터셋의 확보뿐 아니라 적절한 위치 및 환경에 따른 고려가 필요하다. 본 논문에서는 UCI의 화학 가스의 데이터셋을 이용하여 위치별 시계열 데이터를 딥러닝을 이용하여 분석하고, 위치별 정확도와 손실을 계산한다. 또한 계산된 결과를 히트맵을 통하여 시각화하여 직관적인 이해를 높인다. 또한 위치별 정확도가 높은 상위 5개의 위치에서 앙상블 방법을 통한 성능의 향상을 확인 하였다.

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A Study on the Educational Effect from a Case of Application Development to Prevent Loss of One's Belongings (소지품 분실예방 어플리케이션 개발 사례를 통한 교육효과에 관한 연구)

  • Kim, Seung-Hyuk;Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.6 no.1
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    • pp.15-21
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    • 2014
  • Rapidly developing mobile internet technology and extensive service of smart phones have led to growing use of mobile applications. It is natural that software developers and IT-related students develop a variety of applications that can be used for everyday life. The present paper reports a case of developing such an application that was developed in a capstone design course of Department of Computer Science at Namseoul University. This so-called 'Application for Prevention of Loss of One's Belongings' was designed to let students learn a set of tools based on Android operation system. This app can prevent smart phone users from losing their belongings using an alarm. The educational effect from the process of developing this application is also discussed.

Development of VR Fire-extinguishing Experience Education Contents Using UX Design Methodology (UX 디자인 방법론을 적용한 VR 소방체험 교육콘텐츠 개발)

  • Chung, Yoo-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.222-230
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    • 2017
  • The Ministry of Public Safety and Security plans to expand fire safety education infrastructure to provide customized fire safety education, spread fire safety culture and develop a tailored fire safety education system as a part of the 2016 Citizens' Safety Improvement Policy. This study has also been designed to improve safety problems in the Republic of Korea. Even though safety education has been given, citizens aren't still able to experience a close-to-real situation. In addition, their understanding and satisfaction with the curriculum are very low. Therefore, this study offers VR fire-extinguishing experience education contents as an effective alternative. With a goal of having the participants experience fire extinguishing and evacuation drill in a virtual space, this program has the following advantages: i) safe fire-extinguishing experience; ii) UI to create fun ; iii) useful in fire-extinguishing education; iv) budget saving. we configure the VR fire experience system structure and hardware by applying UX design methodology. We also develop for VR-specific motion recognition plug-in and controller that can be feeling in HMD environment.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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A Study on SW Development Process for Increasing Computational Thinking (컴퓨팅 사고력 신장을 위한 SW 개발 프로세스 탐구)

  • Yoo, In Hwan
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.2
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    • pp.51-58
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    • 2016
  • The importance of SW education is being stressed recent days, and the App Inventor is getting attention as a tool of SW education. In this study, I have developed an app Inventor instruction model, which is based on the Design Based Learning and integrated with elements of computational thinking. And I taught the student to apply this model. and then analyzed the app production process and the changes of student. In developing the app, students defined the problem and made a plan to resolve them. And this student had have a sense of accomplishment and self-confidence through practical experience to implement it in their own source code.

Analyzing the effects of artificial intelligence (AI) education program based on design thinking process (디자인씽킹 프로세스 기반의 인공지능(AI) 교육 프로그램 적용 효과분석)

  • Lee, Sunghye
    • The Journal of Korean Association of Computer Education
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    • v.23 no.4
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    • pp.49-59
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    • 2020
  • At the beginning of the discussion of AI education in K-12 education, the study was conducted to develop and apply an AI education program based on Design Thinking and analyze the effects of the AI education programs. In the AI education program, students explored and defined the AI problems they were interested in, gathered the necessary data to build an AI model, and then developed a project using scratch. In order to analyze the effectiveness of the AI education program, the change of learner's perception of the value of AI and the change of AI efficacy were analyzed. The overall perception of the AI project was also analyzed. As a result, AI efficacy was significantly increased through the experience of carrying out the project according to the Design Thinking process. In addition, the efficacy of solving problems with AI was influenced by the level of use of programming languages. The learner's overall perception of the AI project was positive, and the perceptions of each stage of the AI project (AI problem understanding and problem exploration, practice, problem definition, problem solving idea implementation, evaluation and presentation) was also positive. This positive perception was higher among students with high level of programming language use. Based on these results, the implications for AI education were suggested.

Development of Universal Graphic User Interface Design for MS Windows for Elderly Users (고령사용자를 위한 MS Windows유니버설 GUI디자인 개발)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.15-26
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    • 2006
  • As the interest and use of computer have been increased among elderly users according to the entry to the aging society, the issue of universal design for computer usability was brought forward. Especially, it is widely recognized that universal UI(User Interlace) design on MS windows is important. The objective of this study is to conceptualize Universal GUI design on MS windows which can be used more easily and intuitively by novice users such as elderly and housewives. Especially, the solution for Universal GUI design on MS windows was developed by reflecting elderly users' needs because elderly users is the group with more difficulties than other user groups in learning and using MS windows. First, elderly user's needs was collected by participant observation as a teaching assistant in computer dass for elderly people for 4 weeks. Secondly, the experimental test and in-depth interview was implemented to find difficulties factors and needs in addition to participant observation. Based on the findings, the new GUI design solution was suggested. The design solution consists of ideas in several categories such as setting default, simplification of function for easy conceptual model making, customization of function and working environment, and intuitive GUI in interaction process. The new MS windows GUI design can be accessed by novice mode when user login in window XP. This study has the significance in finding elderly users detailed needs through in-depth and long term participant observation. However, the usability of the suggested prototype needs to be verified to various user groups besides elderly users in the future.

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UCI Sensor Data Analysis based on Data Visualization (데이터 시각화 기반의 UCI Sensor Data 분석)

  • Chang, Il-Sik;Choi, Hee-jo;Park, Goo-man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.21-24
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    • 2020
  • 대용량의 데이터를 시각적 요소를 활용하여 눈으로 볼 수 있도록 하는 데이터 시각화에 대한 관심이 꾸준히 증가하고 있다. 데이터 시각화는 데이터의 전처리를 거쳐 차원 축소를 하여 데이터의 분포를 시각적으로 확인할 수 있다. 공개된 데이터 셋은 캐글(kaggle), 아마존 AWS 데이터셋(Amazon AWS datasets), UC 얼바인 머신러닝 저장소(UC irvine machine learning repository)등 다양하다. 본 논문에서는 UCI의 화학 가스의 데이터셋을 이용하여 딥러닝을 이용하여 다양한 환경 및 조건에서의 학습을 통한 데이터분석 및 학습 결과가 좋을 경우와 그렇지 않을 경우의 마지막 레이어의 특징 벡터를 시각화하여 직관적인 결과를 확인 가능 하도록 하였다. 또한 다차원 입력 데이터를 시각화 함으로써 시각화 된 결과가 딥러닝의 학습결과와 연관이 있는지를 확인 한다.

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