• Title/Summary/Keyword: 모바일 교육

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The Design and the Implementation of the Integrated Music Manufacturing and Searching Solution based on the Midi Analysis Engine (미디(Midi) 분석엔진 기반의 통합 음악제작/검색 솔루션 설계 및 구현)

  • You, Si-Heok;Lee, Dong-Kyu;Kim, Dong-Young;You, Mi-Young;Lee, Hyang-Mi;Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.306-309
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    • 2011
  • 컴퓨터의 발전과 함께 음악 프로그램을 이용한 작곡 작업은 전문가부터 일반인에게 이르기까지 사용자의 폭을 넓혀왔다. 본 연구에서는 이러한 작곡 작업을 보다 효과적으로 하기 위하여 다양한 방안을 모색하였다. 단순한 텍스트 기반의 음악 검색이 아닌 미디(Midi) 분석엔진 기반의 다양한 검색방법을 설계하였으며 이를 기반으로 통합 음악제작/검색 솔루션을 구현하였다. 또한, 휴대성(Portability)을 위하여 MS 사의 WindowsPhone7 플랫폼 기반의 어플리케이션 구현을 통해 PC기반의 프로그램을 모바일 환경에서 작동 및 사용할 수 있도록 구현하였다.

A Study on the Development of Health Care Service Platform for Chronic Patients Based on AI Chatbot Using Personal Life Log (개인 라이프로그를 활용한 AI 챗봇 기반 만성질환자 건강관리서비스 플랫폼 개발에 대한 연구)

  • So-Jeong Byun;Mun-Sung Kim;Hyong-Shik Kim;Seung-Hwan Byun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.309-311
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    • 2023
  • 본 논문에서는 만성질환자 건강관리서비스 플랫폼 개발을 위항여 건강측정기 모바일 연계기술 개발 및 적용하고 IoT 기반 생체정보 획득 및 라이프로그 건강관리 플랫폼 API 연계 기술을 통하여 지역 만성질환자를 위한 언택트 헬스 모니터링 플랫폼 개발을 수행하였다. 해당 시스템을 통하여 지역 보건소 협력 및 가족 중심 만성질환자 입체적 건강관리 모니터링 시스템 개발에 적용하고 IoT 장비 인터페이스기술, 개인 건강관리기술, 플랫폼 운영 및 구현기술, 데이터 관리기술 개발을 통하여 효율적으로 개인 라이프로그를 활용할 수 있도록 하였으며, 효율적인 관리를 위하여 AI 챗봇 서비스 시스템을 통한 효율성을 극대화를 추진하였다. 본 논문에서는 개인 라이프로그를 활용한 AI 챗봇 기반 만성질환자 건강관리서비스 플랫폼을 구현하여 만성질환자에 대한 서비스를 제공하고 만족도를 실증하여 서비스의 우수함을 입증하였다.

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A Case Study on the Practical Use of PDA for Panel Survey (패널조사에서 PDA 활용 사례연구)

  • Lee, Sang-Jun
    • Survey Research
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    • v.6 no.1
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    • pp.63-81
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    • 2005
  • A survey method in Korea has being developed rapidly since a survey company was established in 1968. In latest, the CATI, internet survey, Notebook, PDA survey methods are being utilized in accordance with communication development. This article focuses on the practical use and the strength and weakness of the PDA survey solution which employs 'KISS' system designed by KRIVET itself. The survey using PDA has, on the one hand, such strengths as follows : 1) efficient field control, 2) reduction of time for verifying data and generation of proper data 3) shortening survey duration from intial survey to data completion, 4) cutting down survey personnel and cost. On the other hand, survey using PDA has the following weakness: 1) limitation of questionnaire expression, 2) increasing time for survey, 3) communication barrier in some regions.

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Design and Implementation of Learning Content Authoring Framework for Android-based Three-Dimensional Shape (안드로이드 기반 입체도형 학습 콘텐츠 제작용 프레임워크의 설계 및 구현)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.67-76
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    • 2011
  • In this paper, a touch interface of a smart device using, learner controlled by three-dimensional learning content for more realistic learning environment will be constructed. Fabrication of three-dimensional learning content is difficult. So teachers and learners to create content and share content, a framework was designed. The framework consists of an XML language and intuitive. Android-based devices are available from the playback and authoring. Server environment for content sharing was established. The proposed framework is verified through expert evaluation. In result, it was positively evaluated in terms of usability.

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Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

The Effects of Formative Assessment Using Mobile Applications on Interest and Self-Directedness in Science Instruction (모바일을 활용한 형성평가가 과학수업의 흥미성과 자기주도성에 미치는 영향)

  • Kwak, Hyoungsuk;Shin, Youngjoon
    • Journal of The Korean Association For Science Education
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    • v.34 no.3
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    • pp.285-294
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    • 2014
  • This study investigates the effects of formative assessment utilizing mobile applications on interest and self-directedness in science instruction. The study subjects are two 6th grade classes from H elementary school located in Incheon, and the experimental group and the comparative group are composed of 21 students, respectively. The students from the experimental group have been taught with mobile devices while the comparative group has been taught in methods consistent with the current teaching standards. For the sake of research, the results of the method applied to the mobile device focus group have been edited using Google Drive Forms, entered as QR codes and stored in order for them to later be utilized for teaching and learning process. In the process, the teacher has provided the students with feedback based on their answers. The students of comparative group are to solve the same formative assessment in paper. As a result, the teacher of the mobile device focus group has been able to go through twenty-nine questions on formative assessment in the teaching and learning process, confirm the correct answers five times and provide feedback twenty-five times for additional explanation. In the inquiry about interest, the mobile device group scored 4.64 points and the standard one scored just 1.99 points (p<0.01). Fifteen students answered in the interview that and the major reason why they scored high has been because it was fun to study with mobile devices. When it comes to self-directedness over the process of teaching and learning, the mobile device focus group has answered positively but the standard group has scored relatively low (p<0.01).

A Case Report on the Prevention of Food Poisoning by Applying Augmented Reality (AR) Game (Sik-Jung-Dok-Jop GO) (증강현실 게임(식중독잡GO)을 적용한 식중독예방 교육·홍보 사례 연구)

  • Ko, Sooil;Kim, Hyeon-Jeong;Hwang, InYeong;Lee, Sun-kyu;Jung, Hwi-kwan;Im, Seon-mee;Kim, Min-hee;Lim, Ju-eun;Ahn, Kwangsoo;Kim, Jangyul
    • Journal of Food Hygiene and Safety
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    • v.32 no.4
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    • pp.262-266
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    • 2017
  • To enable effective notification and promotion of the food poisoning prevention, Ministry of Food and Drug Safety (MFDS) developed a mobile augmented reality (AR) game called 'Sik-Jung-Dok-Jop GO', and demonstrated the game at 11 events including Food Safety Day. At the events, we have conducted a field survey of people who have played the game, and evaluated the awareness change of the food poisoning before and after the game. The level of the respondents' awareness about the 3 methods of the food poisoning prevention has been increased by 53 percent after playing the game, the level of awareness about individual food poisoning micro-organism has been improved by 2.1 times. According to the survey, 95% at the respondents answered that the game helped them understand the food poisoning more, and 90% of the respondents said that they enjoyed the game. In conclusion, we believe that 'Sik-Jung-Dok-Jop GO' will be able to create various educative effects on prevention of food poisoning including causative foods, main symptoms, and other related knowledge when the game is widely applied to students in kindergartens, elementary, middle, and high schools.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

A Study on the Evaluation System of the Stage of Use for the Quality Management of National Textbooks in the Basic Curriculum of Special Education (특수교육 기본교육과정 국정 교과서 질 관리를 위한 사용 단계 평가 체제 연구)

  • Shin, Seoyoung
    • Journal of the International Relations & Interdisciplinary Education
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    • v.1 no.2
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    • pp.48-67
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    • 2021
  • This study investigated the perception of special teachers regarding the establishment of an evaluation system in the textbook use stage to manage the quality of textbooks developed as government-run books, and proposed a plan to establish a textbook evaluation system based on the results. For research, the quality management system was examined as a development stage and a use stage. And then, the necessity of a use stage evaluation system was raised as a quality management system for the use stage. Next, in order to find a way to establish an evaluation system in the use stage, the survey responses of 159 special teachers nationwide were analyzed. As a result of the analysis, the average satisfaction with textbooks of special teachers using basic curriculum textbooks was 3.3 points, and the perception that textbook evaluation at the stage of use was 4.02 was higher than the satisfaction. In the method of establishing a use-stage evaluation system, teachers (98.7%), independent platform construction (62.2%), regular evaluation (49.4%), and questions (50.6%) mixed with scale questions and open questions were preferred. In addition, the evaluation results were "disclosed only to those certified as users (55.1%), and the timing of reflecting the evaluation results was "when developing the next textbook" (41.0%). Based on the research results, it was suggested to establish an independent evaluation platform to establish a system for evaluating the use of basic curriculum textbooks, but to identify "textbook usability" so that all textbook users can evaluate it without burden and to review the revision of evaluation results through the Quality Management Committee organization. In addition, it was proposed to operate an integrated development-use-evaluation platform by allowing the evaluation platform to be equipped with textbooks already developed and various contents produced by teachers who are users.

Analysis of Educational Needs by Adult Life Cycle for Well-aging Education Program Development (웰에이징 교육 프로그램 개발을 위한 성인 생애주기별 교육 요구도 분석)

  • Ku, Jin-Hee;Lim, HyoNam;Kim, Doo-Ree;Kang, Kyung-hee;Kim, Seol-Hee;Kim, Yong-Ha;Lee, Chong-Hyung;Ahn, Sang-Yoon;Kim, Kwang-Hwan;Song, Hyeon-Dong;Hwang, Hey-Jeong;Kim, Moon-Joon;Park, A-rma;Jo, Gee-yong;Chang, Kyung-Hee;Cho, Young-Chae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.257-269
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    • 2021
  • This study aimed to secure basic data for the development and operation of well-aging education programs by analyzing the physical, mental, and socio-economic needs of well-aging education for successful aging. The research tool was developed as a questionnaire to investigate the perception of well aging and the needs of well-aging education in terms of physical, mental, and socio-economic aspects. In February 2021, 1949 adults over the age of 19 were surveyed through an online and mobile survey by Gallup Korea. Descriptive statistics analysis, variance analysis, Borich needs analysis, and IPA analysis were conducted to analyze the needs of well-aging education. The results revealed economic power, exercise, and chronic disease management to be high in terms of the overall priority of the education needs for well-aging, and infectious disease management, independence, and social responsibility were surveyed in the order of low education needs. In terms of economic power, education needs were highest among all age groups except for the middle-age group (35-49 years old), 82.4% of all respondents, and education needs for exercise and chronic disease management were highest in the middle-age group. Therefore, it is necessary to develop well-aging education programs for each life cycle. These results are expected to be used as empirical data in establishing a platform for developing and operating educational programs for well aging.