• Title/Summary/Keyword: 모바일 교육

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Embedding Torus into Petersen-Torus(PT) Networks (토러스를 피터슨-토러스(PT) 네트워크에 임베딩)

  • Seo, Jung-Hyun;Lee, Hyeong-Ok;Jang, Moon-Suk;Han, Soon-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.573-576
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    • 2008
  • 본 논문은 분지수가 상수인 토러스를 피터슨-토러스 네트워크에 임베딩 가능함을 보인다. 토러스 T(5m, 2n)는 PT(m, n)에 연장율 5, 밀집율 5 그리고 확장율 1에 임베딩 가능함을 보였다. 추가로 토러스를 PT에 평균 연장율 3이하에 임베딩 가능함을 보였다. 널리 알려진 토러스 네트워크를 연장율과 밀집율을 5이하에 PT에 임베딩 함으로써 웜홀 라우팅 방식과 store-and-forward 방식 모두에서 임베딩 알고리즘이 사용 가능하고, 일대일 임베딩을 함으로써 시뮬레이션시 프로세서 작업 처리량을 최소화 하였다.

An Efficient Anonymous Mobile P2P Protocol Reducing Garbage Files (가비지 파일의 수신을 줄여줄 수 있는 효율적인 익명 모바일 P2P 프로토콜)

  • Cui, Yun-Feng;Oh, Hee-Kuk;Kim, Sang-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.706-709
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    • 2008
  • With the increasing popularity of P2P file sharing and advancement of mobile technologies, mobile P2P has revealed its attraction. Anonymity has become an increasing requirement in mobile networks. To reduce receiving garbage files, file validation and filtering are other requirements in the mobile P2P environment. If there are effective file filtering and validation mechanism, nodes' battery duration will be saved. In this paper, we do an analysis of security and anonymity in P2P file sharing and exchange system in mobile ad hoc environment, and propose a new efficient anonymous protocol, which can provide anonymity by broadcasting with a probabilistic algorithm and hiding real hop count information, the file validation by the file's special hash value and file filtering mechanism through the collaboration of middle nodes.

A Digital Nervous System for Elementary Statistics Education in the Mobile Age: SmartNote (모바일시대의 기초통계학 교육용 디지털 신경시스템: SmartNote)

  • Han, Kyung-Soo
    • Communications for Statistical Applications and Methods
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    • v.18 no.3
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    • pp.333-342
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    • 2011
  • Many students in introductory statistics courses do not engage in learning under traditional classroom settings. A statistics instructor is often irritated by student behaviors such as sleeping, talking out of place, and acting bored or apathetic during lectures. The lecture and exercises in the computer laboratory should constantly compete with materials via the Internet to draw the attention of the student. To address problems in statistics education, we propose a digital nervous system in which a teacher and students can communicate with each other.

Interactive Engineering Mathematics Laboratory (SageMath를 활용한 '대화형 공학수학 실습실'의 개발과 활용)

  • Lee, Sang-Gu;Lee, Jae Hwa;Park, Jun H.;Kim, Eung-Ki
    • Communications of Mathematical Education
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    • v.30 no.3
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    • pp.281-294
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    • 2016
  • This study deals with the content that was developed by the authors and the utilization of the 'Interactive Engineering Math Laboratory (IEmath Lab).' IEmath Lab provides online review lectures as well as a wide range of examples and exercises from the curriculum of engineering mathematics courses. The lectures come with pre-coded Python-based SageMath cells through which students can run and modify the code directly from this free laboratory. IEmath Lab is accessible via mobile devices so that the students can use it anywhere, anytime for maximum learning effectiveness and achievement. IEmath Lab would be an ideal tool for the effective learning and teaching of engineering mathematics, which combines theory and practice.

XML-based Retrieval System for E-Learning Contents using mobile device PDA (모바일기기 PDA를 이용한 E-Learning Contents에 대한 XML기반 검색 시스템)

  • Park, Yong-Bin;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.818-823
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    • 2009
  • Web is greatly contributing in providing a variety of information. Especially, as media for the purpose of development and education of human resources, the role of web is important. Furthermore, E-Learning through web plays an important role for each enterprise and an educational institution. Also, above all, fast and various searches are required in order to manage and search a great number of educational contents in web. Therefore, most of present information is composed in HTML, so there are lots of restrictions. As a solution to such restriction, XML a standard of Web document, and its various search functions is being extended and studied variously. Moreover, any technology, AJAX, and the old and new technology has two sides. The technology already exists, and it was not even considered before, because new technology is combined technologies. AJAX is a lot of Web 2.0 and Web technologies complement are combined. This paper proposes a search system able to search XML, AJAX in E-Learning or various contents of non-XML.

Management of Knowledge and Information Resources Made by Research Institutes: Focusing on the Homepags of Educational Research Institutes (연구기관 생산 지식정보자원 관리에 관한 연구: 교육연구기관 홈페이지를 중심으로)

  • Lee, Myeong-Hee
    • Journal of Korean Library and Information Science Society
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    • v.46 no.1
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    • pp.177-202
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    • 2015
  • This research was conducted to evaluate whether knowledge and information resources produced in four educational institutions function as a knowledge management system in the institutions, and to suggest a proposed plan for the foundation of the national knowledge management system. Knowledge and information resources available on the institutes' websites were classified as 'knowledge and information resources of result', 'knowledge and information resources of process', and 'knowledge and information resources of communication'. The application of metadata and the configuration of the search system were examined by content analysis method. From the result, 8 ways to improve the management of knowledge and information resources have been found; the development of standardized metadata and classification scheme, high recognition that the website is a counter for external distribution of knowledge and information resources, various searching skills and the provision of knowledge maps available, provision of linked information for original information acquisition, awareness of the agency managers and homepage managers to the homepages as knowledge management systems, segmentation of appropriate data size unit in a mobile environment work, an organic linkage function of the internal electronic approval system and the homepage have been proposed.

Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.21-34
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    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

Evaluation of an Internet and a Mobile-Based Smoking Cessation Program (인터넷과 모바일 금연교육프로그램의 효과 비교분석)

  • 송태민;최지혜;김혜경
    • Korean Journal of Health Education and Promotion
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    • v.21 no.3
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    • pp.179-193
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    • 2004
  • The potential contribution of the internet and mobile phone to smoking cessation seems huge, given that a majority of Koreans now use internet and have mobile phones. The Korean Ministry of Health and Welfare developed and has been offering an internet-based smoking cessation program from the January, 2002 and a mobile-based program from the April, 2004. Despite the anticipated effectiveness of internet and mobile-based smoking cessation programs, there is little empirical evidence regarding the efficacy of both types of programs. Therefore, this study intended to evaluate the effectiveness of an internet and a mobile-based smoking cessation program and to provide the basic database for the development of effective smoking cessation strategies for the health promotion for the whole nation. Cessation and satisfaction data were obtained from the 434 participants in both programs. The data were analysed for the comparison of quit-smoking rate and the degree of satisfaction between an internet smoking cessation program and a mobile smoking cessation program. The main results of this study were as follows: 1. For the internet program participants, there were statistically significant differences in cessation rate by gender(P<0.05) and age(P<0.01). In contrast, none of general characteristics provided statistically significant differences in cessation rate for the mobile program participants. 2. For the internet program participants, smoking related characteristics(average smoking amount and the reasons for smoking) didn't have an effect on smoking cessation. But, for mobile program participants, there was a statistically significant difference in cessation rate by the reasons for smoking(P<0.05). 3. The cessation rate was 31.9%(abstinence for the previous 30 days) for internet program participants and 17.8% for mobile program participants.

Analysis of production capability by age in accordance with the function implementation of Game content (게임 콘텐츠의 기능 구현에 따른 연령별 제작 능력 분석)

  • Joo, Heon-Sik
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.55-64
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    • 2016
  • Recently, the game industry has been developed in a large scale, and online games and mobile games place significant weight on the game industry. This study demonstrated the results of their content production capability by age those who are randomly selected participants into three groups of elementary school, middle school, and university students to get game content production capability from them. To evaluate content production capability, a short-term training was conducted for elementary school and middle school students, and they produced contents with a little low level of completeness. University students had a long-term training several times more than that of elementary school and middle school students, and they produced contents with a higher level of completeness. This study employed evaluation methods with evaluation criteria of the same number of persons and items. Evaluation scores of 80.5 for elementary school students, 88.3 for middle school students, and 78.3 for university students were demonstrated on the basis of a maximum scale of 100 points. Thus, it is said that if a systemic professional training is performed for them to develop game potentiality from the stage of middle school students, it is possible to raise professional personnel for game content production at an early stage and highly contribute to Nation's Competitiveness.

Designing an Instructional Model for Smart Technology-Enhanced Team-Based Learning (스마트 테크놀로지를 활용한 팀 기반 학습 모형 설계 연구)

  • Lee, Soo-Young
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.497-506
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    • 2013
  • The purpose of this study is to explore and develop a new instructional approach to a technology-enhanced, collaborative learning environment called Smart technology-enhanced Team-Based Learning (S-TBL). We designed a novel instructional model that combines mobile technology, collaborative teamwork, a problem-solving process, and a variety of evaluation techniques from the viewpoint of a conventional team-based model. Based on the traditional TBL model, we have integrated smart learning technologies: 1) to provide a holistic learning environment that integrates learning resources, assessment tools, and problem solving spaces; and 2) to enhance collaboration and communication between team members and between an instructor and his or her students. The S-TBL instructional approach combines: 1) individual learning and collaborative team learning; 2) conceptual learning and problem-solving & critical thinking; 3) both individual and group assessment; 4) self-directed learning and teacher-led instruction; and 5) personal reflection and publication.