• Title/Summary/Keyword: 맞춤형 학습콘텐츠

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Design and Implementation of a Cosmetics Recommendation System Based on Machine Learning in Social Media Environments (소셜 미디어 환경에서 기계 학습을 활용한 화장품 추천 시스템의 설계 및 구현)

  • Shin, Haeran;Lim, Yujung;Hong, Yujin;Lim, Jongtae;Park, Jaeyeol;Lee, Hyeonbyeong;Shin, Bokyoung;Bok, Kyoungsoo;Yoo, Jaesoo
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.289-290
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    • 2019
  • 최근 뷰티에 대한 관심이 증가함으로써 화장품 관련 정보가 대량으로 발생하였다. 사용자는 선택적으로 정보를 얻고자 하기 때문에 사용자 맞춤형 추천 서비스가 부각되고 있다. 본 논문에서는 소셜 미디어 환경에서 기계 학습을 활용한 화장품 추천 시스템을 설계하고 구현한다.

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Methods and strategies for cultural heritage education using local archaeological heritage (지역 고고유산 체험 교육의 활성화 방안과 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.54 no.3
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    • pp.106-125
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    • 2021
  • This paper presents several reasons for the necessity of archaeological hands-on training and strategies for its implementation. First, it is necessary to produce a specialized manual for local cultural heritage education that can enhance the specialization and educational effectiveness of archaeological experience education. In addition, in order to secure professionalism in hands-on education and conduct it systematically, the ability of instructors to conduct education is important, so instructor competence reinforcement education needs to be conducted regularly. In addition, hands-on education needs a strategy of planning and content development of archaeological education programs, with consideration given to the subjects of learning, and the establishment of a cooperative network. It is time to cooperate with various experts to establish an education system necessary for cultural heritage education in the region and develop customized content for local archaeological heritage supplementary textbooks. Finally, due to Covid-19, we agonized over effective education plans for online archaeological heritage education, which requires active interaction class design and a strategy to promote interaction between professors and learners. In addition, such archaeological heritage education should be compatible with the goal of providing customized lifelong education.

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 Personalized Learning System Using Social Data and Text Classification Techniques (소셜 데이터와 텍스트 분류 기술을 이용한 개인 맞춤형 학습 시스템)

  • Kim, Sun-Pyo;Kim, Eun-Sang;Jeon, Young-Ho;Lee, Ki-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.718-720
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    • 2014
  • 정보통신 기기의 발달에 따라 스마트 러닝으로 교육방법이 진화하고 있다. 스마트 러닝에 있어서 학습자의 관심분야에 맞는 적절한 콘텐츠의 제공이 필수적이다. 본 논문에서는 텍스트 분류 기술을 이용하여 학습자의 SNS 데이터로부터 관심분야를 자동적으로 파악해내는 시스템을 제안한다. 텍스트 분류를 위해 카테고리 별로 기 분류되어있는 데이터를 수집하여 기계 학습을 수행하였다. 텍스트 분류의 정확도 향상을 위해 카테고리 분류 단위 크기를 변화시키면서 정확도를 측정하고 분석하여 실제 서비스에 적용 가능한 수준으로 판단되는 82.5%의 정확도를 얻었다.

A Design of The Tailored Learning Navigation based on The Learning Pattern of Learner (학습자의 학습 패턴을 통한 맞춤형 학습 내비게이션 설계)

  • Jeong, Hwa-Young
    • Journal of Internet Computing and Services
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    • v.9 no.6
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    • pp.109-115
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    • 2008
  • A lot of methods to improve the learning effect of learners in E-learning have been researched and applied. In roost E-learning systems, the learning navigation presenting the learning course and progress to learners is applied. But roost learning course and progress are designed by teacher beforehand and learners study the learning course and progress already fixed. In this research, a learning navigation which can change the learning course and progress dynamically according to learner's learning effect is presented. For this purpose, the factors which define the learning course and progress by learning chapters, contents and item difficulties were classified and each process logic was analyzed through CSP.

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Considering Elements of Game Design based on Leaner's Gender (성별 차이를 고려한 교육용 게임 디자인 요소 분석)

  • Jang, Hye-Jung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.128-136
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    • 2011
  • Although learners learn with the same educational games, they show differences in successes. This is because they do not share the same individual characteristics. Currently, there are various studies conducted on effective education according to gender among other characteristics of learners off-line. When this effective educational method according to gender is applied to educational games, it will create more effective outcomes. In addition, this study observed the effective educational method according to gender and learning styles. Through the observation, the considering factors for educational game designs according to the learners' gender was defined. These considering factors were categorized into cognitive and perceptive factors, with each definitions reflected on the characteristics of each gender. This study has its meanings in that it has conducted theoretical results of the considering factors for educational game designs based on reference studies. This study will be utilized as a reference study when designing various games.

A Study on the Types of Art Museum Visitors (미술전시 관람객의 유형 분류 연구)

  • Park, Narae;Han, Hakyung;Lee, Kyoobin
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.43-44
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    • 2019
  • 본 연구는 미술전시 관람객의 유형을 분류하고 유형별 특성을 실증적으로 분석하는 것을 목표로 한다. 이를 위해 관람객 유형을 특징짓는 여러 요인을 추출해 설문을 설계하고 실제 미술관 관람객을 대상으로 설문조사를 수행하였다. 설문결과를 토대로 요인분석 및 군집분석을 수행해 '미술 애호 관람객', '학습 추구 관람객', '친교 추구 관람객'으로 명명한 세 가지 유형을 도출하였다. 이에 따른 각 유형의 특성 분석을 통해 관람객 맞춤형 전시관람 콘텐츠 설계시의 시사점을 제시하고자 하였다.

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Students' Perception of Smart Learning in Distance Higher Education (스마트러닝에 대한 원격대학 학습자의 인식)

  • Choi, Hyoseon;Woo, Younghee;Jung, Hyojung
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.584-593
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    • 2013
  • The purpose of this research is to analyze students' perception of smart learning focusing on its definitions, roles and values in distance higher education. In the online survey, 1,950 students of 'A' open university were participated. The results show that the students viewed the smart learning to be more 'absorbing', 'interactive' and 'collaborative' than the existing e-learning, as it compiles their experiences into learning. However, the respondents' perceptions of smart learning varied among different age groups: more students in their 40s and 50s responded that smart learning was 'customized', 'humanlike', 'interactive', 'comfortable', 'stable', 'familiar', 'unstressful', and 'practical' than students in their 20s and 30s, and they tend to view the main feature of smart learning to be the compilation of learner experiences.

Bibliographic Information and Subject Information Linked to Textbooks to Support Self-directed Creative Learning of Elementary School Students in Online Environment (초등학생의 자기주도적 창의학습을 지원하기 위한 교과서 연계 서지정보 및 주제정보 구축에 관한 연구)

  • SoYoung Yoon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.93-114
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    • 2023
  • In accordance with the educational paradigm that values self-directed creative education, school libraries and public libraries emphasize self-directed learning support through curriculum-linked programs as their main tasks. For self-directed learning, it is essential to provide learner-centered educational knowledge information, and there should be abundant textbook-linked references that can deepen and expand the curriculum reflected in textbooks. This study established KDC-linked information related to unit and cross-curricular learning topics through the analysis of elementary school textbooks and curriculum-linked books, restructured KDC system based on major subjects in the elementary school curriculum, and established a curriculum-linked subject information. Libraries can strengthen support for self-directed creative learning for elementary school students in an online environment by linking library content targeted for each user with elementary school education content focusing on learning topics in the curriculum.

A Study on the Application and Utilization of PDA in u-Learning (u-러닝에서 PDA 적용 방안 및 활용에 관한 연구)

  • Baek, Jang-Hyeon
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.511-522
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    • 2005
  • The rapid development of information & communication technology has changed the paradigm of education. Recently the area of education is introducing u-Learning, in which learning is possible at any time and in any place through personal information devices such as PDA, tablet PC and mobile phone terminals. Taking advantage of the mobility and individuality of personal information devices, u-Learning can provide learning customized to the characteristics of individual learners without the limitations of time and space and can be effective in situational learning and experiential learning. In order to identify the uses of PDA in teaching.learning and to develop a basic teachinglearning model using PDA, the present study applied PDA directly to classes and examined the effects. According to the result, most students were satisfied with classes utilizing PDA but problems were also found in connection, insufficient contents for PDA, the quality of screen, etc.

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