• Title/Summary/Keyword: 모바일 교육

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Implementation of Multiplatform Game Application for Decorating The Lab (다중 플랫폼용 실습실 꾸미기 게임 앱 구현)

  • Rho, Wonbin;Won, Moonsook;Lee, Jihye;Ko, Eunbyul;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.197-207
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    • 2014
  • Many people are now enjoying mobile games using various smartphone platforms. However, we have to develop games separately for each smart device platforms so far. Cocos2d-x, a game development framework is released to solve this problem. As a multiplatform version of the existing Cocos2d, Cocos2d-x can make one source code run on various platforms. It is an open software that is able to be used by everyone, and when using it, mobile games can be developed easily based on C++ and OpenGL. In this paper, we implemented a PC laboratory decorating game application, named ILove501, using Cocos2d-x. The 501 is a room number of our PC lab. ILove501 includes an educational feature of solving quizzes in order to highlight positive effects of game. For implementation of a multiplatform game, ILove501 was developed in Windows and iOS environment at the same time, and we verified the results of the execution by porting on a variety of devices such as Android, iPhone, iPad and Galaxy Tab.

A Study on the Characteristics Satisfaction in Digital Convergence based Micro-Learning (디지털융합 기반 마이크로러닝 특성 만족도 연구)

  • HAN, Tae In
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.287-295
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    • 2020
  • This study defined the characteristics of micro-learning emerging by mobile learning and micro-contents in the e-learning field, and analyzed the satisfaction of application, to see if micro-learning could become a new learning type in the future. To this end, the characteristics of micro-learning were defined through preliminary literature analysis, the characteristic satisfaction was verified in the well-equipped micro-learning site, and any other technical functions were suggested through expert opinion gathering. It was suggested that the future technology of e-learning should be linked to technical functions such as learning analysis and performance measurement. According to the results of this study, if micro-learning reflects its functional characteristics well, it will become an effective learning type in the e-learning field and will greatly contribute to education, learning, and training for the new millennial.

Design and Implementation of Effective E-Learning Education Contents Considering Multi-Platform Environment (다중 플렛폼 환경을 고려한 효율적인 이러닝 교육 콘텐츠 설계 및 구현에 관한 연구)

  • Choi, Sung-Wook;Choi, Min-Seok
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.1-9
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    • 2012
  • The purpose of this study is to present a methodology to effectively produce the e-learning contents in two platform types of PC based and mobile based platforms. Currently, the compatibility problem of flash technology widely used in the e-learning content production of existing PC based platform not supporting flash in some mobile platforms is being created while the condition of accompanying inconvenience in learning due to small screen and difference of input interface is being created in case of using the contents for PC even in case of the mobile platforms in which flash is supported. Considering this situation, this study is presenting a content development methodology that can provide services in both platform types based on standard technologies such as HTML 5. In conclusion, the methodology proposed in this study separates the content and the view of learning contents while supporting to enable content implementation using various forms of views based on the content database that has been constructed to show very efficiently characteristics in the content reuse and the multi platform support categories.

A Study on the Edu-tainer Convergence App for Young Children's Play learning in Mobile Environments (모바일 환경에서의 유아 놀이 학습을 위한 에듀테이너 융합 앱 연구)

  • Jung, Doo-Yong;Sok, Yun-Young
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.23-28
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    • 2016
  • In this paper, smart devices using a 4 to 6 years old, infants and parents to a user layer of training and with games or studying infants by integrating them. Not losing interest and concentration, Mobile infants to learning to learn Korean, English, the estimated budget. design the app tainer. For parents of infants and a variety of media concentration and learning Korean, English, English word cards that can increase the interest of the design and, to find a picture Memory game, had provided games are various kinds such as learning to do puzzles. Also, infants and tries to help study a visual learning and auditory learning at the same time can be achieved by mothers of children is much more conveniently. Learning to guide implementation to maximize the availability, convenience and mobility.

Effects of Mobile Health Intervention for Employees with Diabetes in Workplace (사업장의 당뇨 환자를 위한 모바일 중재프로그램 적용 효과)

  • Seo, Bum-Jeun
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.371-379
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    • 2020
  • This study aims to evaluate the effect of mobile health intervention for employees with diabetes. The study subjects were 101 employees having fasting blood glucose over 100 mg/dL. The study participants were educated to check their blood sugar before meals every day, and received text messages to help improve general lifestyle habits for blood sugar, diet, and exercise for 12 weeks. There was a sufficient difference in blood sugar, body mass index and blood pressure before and after the intervention. As a result, fasting blood glucose(129.38±1.95 to 123.63±1.82) decreased(P<0.001). Body mass index(26.20±0.29 to 25.81±0.28, P<0.000), diastolic blood pressure(124.60±1.03 to 122.56±1.05, P<0.032), and systolic blood pressure(79.86±0.83 to 78.06±0.79, P<0.017) decreased, which were also statistically significant. It is expected that this study will be used as basic data to develop a self care program by using mobile and apply it to employees with diabetes.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Valid Algorithm for Short Distance based on Mnemonic System in Mobile Environments (모바일 환경에서 기억법 기반 짧은 거리 유효 알고리즘)

  • Kim, Boon-Hee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.2
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    • pp.301-306
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    • 2021
  • In the field of year-based interpretation of important data, memory laws can be used as a way to enhance educational effectiveness. Studies related to how to remember numbers are conducted in the form of increasing memory rates by presenting information in the form of conventional simple images. We attempt to supplement the method proposed in the paper of numerical algorithm for modifying errors based on mnemonic system in mobile environments. We want to complement the error correction numerical algorithm proposed in previous work. The study was a way to compensate the errors that occur when users enter numerical information in the apps they use. In this work, we want to increase the memory rate based on two-dimensional information by imposing the concept of angles, rather than simply showing data to help recall memories from mistakes. To this end, we propose a problem-solving process using developed app, and implement and evaluate the short distance valid algorithms.

A Study of Authentication of Using Multi-factor (다중체계 인증을 이용한 중요 시스템 보안 접근에 관한 연구)

  • Choi, Byeong-Hun;Kim, Sang-Geun;Bae, Je-Min
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.7
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    • pp.73-80
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    • 2009
  • Internet accidents have skyrocketed every year. It always has been threatened by the methods such as hacking and Spyware. The majority of security accident is formed of the loss of authentication information, and the internal user who is not authorized. The importance of security is also emphasized when someone tries to do something accessing to the main information system. Accordingly, Biometrics has been used in many ways. OTP, however, must have a few devices accessing to several systems, and Biometrics involve some risk of mis-recognition rate and mis-denial rate. It also has the risk possible to access to the main information system when losing OTP. This research reduced risks about the loss as separating RFID leader for mobile, Tag and the accessor's cellular phone, and is about pseudo random validation key generated from the administration system through contact with RFID leader for mobile and Tag. As sending the key to user's cell phone which is already registered, security is strengthened more than existing connection methods through the ID and password. RFID for mobile not generalized to the present has been studied as a tool accessing to the main information system.

A Study on Analysis and Improvement of Contents of Domestic Disaster & Safety Education (국내 재난안전교육 컨텐츠 분석 및 개선방안 연구)

  • Chung, Hee-Soo;Song, Chang-Geun
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.76-82
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    • 2022
  • Recently, natural and social disasters in Korea are increasing, and new disasters such as COVID 19 and sinkholes, and large-scale disasters that combine natural and social disasters are occurring frequently. In order to reduce damage caused by disasters and effectively respond to disasters, the importance of disaster safety education is emerging because it is necessary to understand the awareness of disaster situations and the functional response process. Ministry of Public Interior and Security is providing disaster safety education for emergency managers through 54 specialized disaster safety education institutions. There is also a lack of experience facilities. This has a problem in that it makes it difficult for disaster safety personnel to effectively respond to disasters due to lack of experience in actual disaster sites. Also, unlike other education fields, the connection between disaster safety education contents and new technologies such as AI is still lacking. In this study, focusing on natural disaster, the current status and problems of domestic disaster safety education institutions and their contents are investigated and analyzed, and based on this, this study suggested improvement plans for domestic disaster safety education contents such as establishment of a unified disaster safety standard curriculum, production and distribution of disaster safety education experience contents using virtual reality technology and infotainment technology, and development of mobile AI tutoring service.

Comparison of the Survey of Teaching Demand for Distance Education Support for the 2021 and 2022 Academic Years : For D Community Colleges in Daegu (2021학년도와 2022학년도 원격교육지원에 대한 교수 수요도 조사 비교: 대구지역 D전문대학을 대상으로)

  • Park, Jeong-Kyu
    • Journal of the Korean Society of Radiology
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    • v.16 no.4
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    • pp.491-497
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    • 2022
  • In this study, we tried to secure basic data to create an environment necessary for distance learning through a survey on professor demand. Among the 184 full-time faculty members of the university, 73 (39.89%) respondents in 2021 and 87 (47.28%) in 2022 were included. As a result of the research on professor demand, in the 2021 school year, 27 people (37%) were classified as LMS improvement items when checking attendance, 38 people (23.3%) were pin-mics as content development support items, and 26 people (35.6%), 33 people (45.2%) of GOM Mix and 25 people (34.2%) of the distance education support center wanted to learn video editing program as the item of video editing program they are currently using. In the 2022 school year, 27 people (31.03%) said mobile upgrade as an LMS improvement item, 52 people (59.8%) of pin-microphone as a content development support item, 33 people (37.9%), but currently using the content creation intention using a studio. As for the video editing program they are working on, 47 people (54%) of GOM Mix Pro and 23 people (26.4%) of the distance education support center want to learn content creation method. In addition, the intention to produce content using the studio for the 2021 and 2022 academic year and the desired educational topic of the distance education support center in the future appeared insignificant (p > 0.05). In this distance education support center, we are working to solve the class of LMS attendance, upgrade mobile, and plan to distribute pin microphones. We are planning to increase the usability of the studio and provide training on how to use video editing programs and how to create video content. In order for a smooth class to take place in a university distance class, the university authorities should seek ways to support the instructor so that he/she does not have difficulties in performing his/her role as a teaching designer, such as setting learning goals, organizing and organizing content, motivating learning, and establishing effective class participation plans. there is a need