• Title/Summary/Keyword: 모바일 교육

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A Comparison of the Education Homepage By the Web Accessibility Guidelines (웹 접근성 지침을 통한 교육용 홈페이지의 비교 분석)

  • Jung, Deok-Gil;Lee, Joung-Hun;Lho, Young-Uhg
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.445-448
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    • 2008
  • 최근 인터넷 환경은 컴퓨터를 이용한 윈도우즈의 환경에서 핸드폰, PDA 등의 모바일 기기를 이용한 다양한 형태로 확산되고 있다. 이로 인해 시각, 청각 장애자나 컴퓨터 초보자도 쉽게 인터넷에 접근할 수 있는 웹 접근성 향상이 많은 분야에서 이루어지고 있다. 이 논문에서는 KADO-WAH 평가도구를 이용하여 교육 관련 기관의 홈페이지를 평가하고 이들 홈페이지의 웹 접근성 지침 준수 여부를 비교 분석한다. 이 논문에서는 교육 관련기관인 대도시 교육청 홈페이지와 부산시 교육청 산하 교육구청의 홈페이지, 그리고 부산시내의 여러 고등학교 홈페이지에 대하여 웹 접근성 지침 준수 여부를 평가하고 비교 분석한다. 그 결과 학부모나 교육 관련 이해 당사자 누구라도 쉽게 교육용 웹사이트에 접근하고 이용할 수 있게 하는데 이 연구의 목적이 있다.

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An Empirical Research on Success Factors of One-person Creating Company of Mobile App Industry in the Busan Region (부산 모바일 앱 산업 분야의 1인 창조기업 성공요인에 관한 실증연구)

  • Cheon, Phyeong-Uk;Chung, Dong-Seop;Ock, Young-Seck
    • Journal of Korea Multimedia Society
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    • v.16 no.8
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    • pp.982-993
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    • 2013
  • Currency crisis, in order to solve the problem of the polarization of economic and serious youth unemployment rate, to prepare for the smart new economic era, and like to support and nurture the one-persion creating company of mobile app industry of central and local government people policies are underway. To be able to contribute to the establishment of the success of mobile app One-person creating company, to target the mobile app One-person creating company int the Busan region, we conducted an empirical study of success factors, and thus, support these solutions, more effective and efficient in an attempt to try to seek the support measures, was carried out this research. In this study, results derive a research three hypotheses about the success factors of One-person creating company through literature discussion, were investigated on the basis of empirical data of the mobile app one-persion creative company of Busan region of 51 individual, establishment of company period is longer, the number of organizations employee is large and attract a lot of external funds, and was able to find the tendency of more entrepreneurs receives an education, may increase an outcome of business. In this study, it is possible to obtain the policy implications as follows. First, to attract investment funds and attract government funding to support the funding of One-person creating company, it is necessary to pay attention more. Second, policy founder to an education about the management on an ongoing basis is needed than the education of marketing and technology for human resources development. Future, you will be able to expand across the country study company, we have established a policy of mobile app industry of national dimension, in this foundation, will be expanded to all industries.

3D human body learning application for mobile device using the Unity3D (유니티 3D엔진을 활용한 모바일용 3차원 인체영상 교육 어플리케이션)

  • Kim, Beomjun;Kwon, Koojoo;Shin, Byeong-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.728-729
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    • 2016
  • 모바일 기기의 사용량 증가와 성능의 증가로 인해 컴퓨팅 파워가 필요한 많은 분야에서 모바일 기기를 활용 할 수 있게 되었고, 의료영상 분야에서도 활용도가 높아졌다. 특히 전문가가 아닌 일반인들의 건강정보와 인체의 구조에 대한 관심이 증가함에 따라 휴대 가능한 모바일 기기에서 의료영상을 가시화는 것은 중요한 연구주제가 되었다. 하지만, 모바일 기기는 하드웨어의 한계가 있기 때문에 비교적 데이터의 용량이 큰 의료영상 가시화에 많은 제약이 따른다. 본 논문에서는 유니티3D를 활용하여 볼륨렌더링 어플리케이션을 개발하고, 여기에 사실적인 컬러정보를 포함한 Visible Korean 데이터를 적용하여 일반인에 적합한 인체정보를 제공하는 모바일 기기용 인체영상 학습 어플리케이션을 제안한다. 제안한 어플리케이션을 사용하면 매우 사실적인 인체영상을 이용하여 일반인들이 쉽게 인체 구조를 학습할 수 있다.

An Efficient Broadcast Channel Assign Scheme for Mobile VoD Service (모바일 VOD서비스를 위한 브로드캐스트 채널할당 기법)

  • Choi, Young;Gui, Yi-Qi;Choi, Hwang-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.211-214
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    • 2006
  • 이동통신의 발달과 함께 모바일을 통한 VoD서비스 요구 또한 증가하고 있는 추세이다. 모바일 VoD서비스는 언제, 어디서든 비디오 정보를 쉽게 액세스할 수 있는 편리함과 교육, 연예, 비즈니스와 같은 많은 어플리케이션 영역에서 유용하게 사용되고 있다. 그러나 모바일 시스템의 특성상 클라이언트의 빈번한 이동과 끊어짐으로 원활한 VoD서비스를 제공하기에는 많은 어려움이 존재하고 있다. 보다 안정된 모바일 VoD서비스를 위한 방법으로 브로드캐스트 기법의 중요성이 강조되고 있으며 본 논문에서는 모바일 VoD환경에서 효율적인 브로드캐스트를 위한 채널 할당 기법을 제안하고자 한다.

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User Centered Design and Development Strategies for Participatory Learning Media (사용자중심의 참여 미디어 교육시스템 프로토타입 개발 전략)

  • Ahn, Mi-Lee;Cho, Y.C.;Hwang, Y.J.;Cha, H.J.;Kim, H.J.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.926-932
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    • 2009
  • Recently many research reports on effective use of mobile devices for museums to provide information on displayed artifacts providing individualized learning space, collaborative learning, and discovery learning, Such devices have many possibilities to support learning as a participatory media and social network. Mobile devices are used, however, limited for its usability and lack in providing expected learning experiences. It offers one-way interaction and they are often limited in providing customized services for different patrons to experience learning and entertainment. In this research, we have adopted user centered design approach to identify the needs and possible usage of PDA system in the museum. Research methods include contextual observation and inquiry with symbolic interactionism for qualitative research and its epistemology. We have developed conceptual model with scenario and storyboard method, and developed vertical prototype with Flash.

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Design and Implementation of Visual Information Extraction System for Education (학습용 시각 정보 인식 시스템의 설계 및 구현)

  • Shin, Hyunkyung
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.483-488
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    • 2012
  • As propagation of mobile smart devices is widespread, it is an observable trend that the cases of utilizing them are increasing in the school programs, and it is also anticipated that they will be very important part of the educational equipment in near future. For this reason the department of education and science technology has announced a medium and long term project on the education with smart device, which is undergoing the preparation stage, and the various academic and industrial institutes have actively produced the related research results and the application prototypes. In this paper we propose a framework on design and implementation of a visual context recognition system for educational purpose usable in the school program by utilizing a module for recognition of the texts embedded in the image captured by video camera from mobile smart device. The system proposed in this paper is consisted of the four modules, such as, image acquisition, image processing, information extraction, and knowledge representation, which are explained in details with the practical examples.

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Implementation of Educational Service for Environmental Saver using Smart Device (스마트 기기를 활용한 환경 지킴이 교육 서비스 구현)

  • Lee, Yong-Hwan;Cho, Han-Jin;Lee, June-Hwan
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.1-8
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    • 2015
  • Various efforts are being made to live a Green life began to recognize an importance of eco-friendly living. In this paper, we have designed and implemented a mobile-based environmental keeping education service, which is offered well-defined category searching and environmental outreach related designed categories, for the purpose of supporting distribution of educational application. The implemented prototype system not only plays a function of environmental pollution report, related to simple environmental stewardship schemes, but also provides environmental monitoring service and integrated educational system supporting certified online volunteer activity. This study provides an one of famous methods to the youth for environmental monitoring education system based on mobile environments, and suggests an improvement to the environmental education for schools students.

A Study on Educational Uses of Second Life in Elementary Schools (초등학교에서 세컨드라이프의 교육적 활용에 관한 연구)

  • Kim, Da-Jeong;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.197-204
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    • 2009
  • 2003년 미국 IT기업인 린덴랩에서 개발한 3D 가상현실 사이트인 세컨드라이프가 최근 인터넷 서비스 시장에서 큰 주목을 받고 있다. 그 까닭으로는 세컨드라이프가 3D 기반 인터넷 기술과 사용자의 서비스 경향을 충실히 담고 있다는 점과 현실과 밀접히 연결되는 부분을 많이 가지고 있어 현실 세계에 미치는 영향력이 점점 증가세에 있다는 것을 들 수 있다. 최근의 우리나라 교육 현장에서는 다양한 ICT활용 교육을 통하여 학교에서 이루어지는 교과 지도와 생활 지도를 온라인으로 확장하고 있으며, 또한 기술의 발달에 힘입어 모바일 교육과 U-Learning과 같은 새로운 교육 방법과 함께 온라인에서 주목받는 우수한 소프트웨어를 학교현장에 도입하려는 노력을 시도하고 있다. 본 연구에서는 Second Life가 머지않아 교실수업과 인터넷수업을 잇는 매개체로 사용될 것이라 보고 세컨드라이프의 국내외 적용사례를 살펴보고 초등교육에서 활용하기 다양한 방안을 제시하고 장단점을 분석한다.

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Structural Relationships among Factors on Intention to Use Mobile Learning of High School Students: Using ETAM (고등학생의 모바일러닝 수용의도에 영향을 미치는 요인의 구조적 관계 규명: ETAM을 중심으로)

  • Lee, Jeongmin;Noh, Jiyae
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.509-520
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    • 2014
  • This study investigated the structural relationships among factors on intention to use mobile learning and suggests practical strategies to enhance learners' behavior intention in secondary school. In this study, we hypothesized that mobile computing self-efficacy, personal innovativeness, and social influence had positive effects on perceived usefulness and perceived ease of use, which ultimately had positive effects on intention to use mobile learning. In order to examine structural relationship among variables, we surveyed 289 high school students in spring semester of 2014. After collecting data, we examined causal relationship among variables using Structural Equation Modeling. The results of this study are as follows: First, mobile computing self-efficacy and personal innovativeness significantly affected perceived ease of use. Second, mobile computing self-efficacy, social influence, and perceived ease of use significantly affected perceived usefulness. Lastly, perceived usefulness and perceived ease of use significantly affected intention to use mobile learning of high school students.

A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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