• Title/Summary/Keyword: 모바일 교육

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A Study on Comparative Analysis for Competitiveness of Success Factors of the Platform Business (플랫폼비즈니스 성공요소의 경쟁력 비교 분석에 관한 연구)

  • Chang, Chung-Hoon;Lee, Kwang-Hyung;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.243-250
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    • 2016
  • The importance of platform businesses in the global market is growing, but in Korea, platform businesses with a global competitive edge are rare. This study compared the competitiveness of the local and international platform businesses by analyzing the six success factors of platform businesses. It surveyed 104 professionals in ICT regarding the competitiveness of SNS services (Kakao Talk, Facebook), mobile payment systems (Samsung Pay, Apply Pay), digital content (Naver, YouTube), online shopping (G Market, Amazon) and education (K-MOOC, MOOC). In sum, the local platform business sector, compared to its U.S. counterpart, is lagging behind in creativity, value creation, cost reduction, networking effects and the ability to build, change and develop new ecosystems.

Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design (MMORPG 온라인게임의 변화와 성장을 위한 디자인 설계 TIME FLOW 시나리오 연구)

  • Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.79-92
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    • 2015
  • The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.

Derivation of Creative SW HRD Policy Using Analytic Hierarchy Process (계층분석을 활용한 창의적 SW인재양성 정책방향 도출)

  • Lee, Jung Mann;Rim, Myung Hwan
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.95-102
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    • 2013
  • The paradigm of SW industry has been rapidly changing into mobile and cloud technology environment. Research model based on PEST-SWOT analysis was employed to derive internal and external factors connected with PEST factors through analyzing the current status and problems of SW HRD system in Korea. Survey was conducted by 20 experts who are involved in SW companies, university, and R&D research institute using AHP(Analytic Hierarchy Process) model. The empirical result showed that SW fusion HRD, creativity-oriented university education in the field of software, global education and exchange, and revitalization of SW venture ecosystem are derived as policy visions of SW HRD for smart industry ecosystem. Another findings are that SW fusion HRD, revitalization of SW venture ecosystem, Job Creation through revitalization of SW start-up, Creation of coexistence between SW large enterprises and SMEs, creativity-oriented university education in the field of software, and global education and exchange are presented in order in terms of the importance of policy priority.

A Study on University Students' Use and Assesment with Digital Devices and Services for Realizing Smart Campus (스마트 캠퍼스 실현을 위한 대학생의 디지털 기기/서비스 활용성 및 유용성 조사)

  • Lee, Jin-Myong;Jo, Eun-Bit;Li, Hua-Yu;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.27-39
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    • 2017
  • To grasp the current status of smart campus and look for future directions, this study investigated the usage rate and perceived usefulness of digital devices and services by conducting online survey of 580 university students. The main results are as follows. First, smartphones have the highest ownership rate, followed by laptops, desktops, and digital cameras. Purchase intention of virtual reality devices is highest followed by smart watches/bands, and tablets. Second, mobilization in campus life is almost realized, however the usage of desktops is still high in education and administration context. Digital devices have been perceived particularly useful when searching and sharing information. Third, students use digital services such as search engines, messengers, and online libraries in their learning, and they use messengers, music and video services in their lives. Service usage rate and perceived usefulness are not proportional.

Analysis of Research Topic Trend in Library and Information Science Using Dynamic Topic Modeling (다이나믹토픽모델링을 활용한 문헌정보학 분야의 토픽 변화 분석)

  • Kim, SeonWook;Yang, Kiduk;Lee, HyeKyung
    • Journal of Korean Library and Information Science Society
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    • v.53 no.2
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    • pp.265-284
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    • 2022
  • This study applied dynamic topic modeling on titles and abstracts of 55,442 academic papers in 85 SSCI journals from 2001 to 2020 in order to analyze research topic trend in library and information science. The analysis revealed four major themes of library management, informatics, library service, and library system in 10 major topics. The results also showed subtopics in information science and library management topic areas to change over time, while library service remained stable over 20 years to establish itself as a robust topic. In addition, medical information emerged as a significant sub-topic of informatics, thus exemplifying the interdisciplinary characteristics of library and information science field.

Association between current smoking, high-risk alcohol drinking, and depressive symptoms among female college students (여자 대학생의 현재 흡연, 고위험 음주와 우울 증상의관련성)

  • Dan, Hyunju;Jung, Heeja
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.291-298
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    • 2022
  • This study is a descriptive study to investigate the association between current smoking, high-risk alcohol drinking and depressive symptoms among female college students. The participants were 515 female college students, and data collection was conducted through online and mobile surveys from September 2020 to August 2021. Multivariable ordinal logistic regression analysis was performed to investigate the association between current smoking, high-risk drinking and depressive symptoms, and as a result, current smoking was significantly associated with depressive symptoms (OR= 2.524, 95% CI=1.051-6.061). Therefore, in order to improve the depressive symptoms of female college students, adequate support such as reducing the smoking rate through active smoking cessation education and preparing various on-campus programs should be provided.

Development of Competency Model for Police' Digital Forensic Examiner (경찰 디지털증거분석관 역량모델 개발)

  • Oh SoJung;Jeong JunSeon;Cho EunByul;Kim GiBum
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.4
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    • pp.647-659
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    • 2023
  • As digital evidence becomes more important in criminal investigations, disputes are increasing in court. As media diversifies and the scope of analysis expands, the level of expertise in digital forensics is also increasing. However, no competency model has been developed to define the capabilities of digital evidence examiners or to judge their expertise. There have been some studies that have derived the capabilities necessary for digital evidence examiner, but they are still insufficient. Therefore, in this study, 25 competency evaluation factors in a total of 9 competency groups were defined using methodologies such as expert FGI and Delphi survey. Specifically, it was defined as Digital Forensics Theory, Digital Evidence Collection&Management, Disk Forensics, Mobile Forensics, Video Forensics, infringement forensics, DB Forensics, Embedded(IoT) Forensics, and Cloud Forensics. The digital evidence examiner competency model is expected to be used in various fields such as recruitment, education and training, and performance evaluation in the future.

A Pilot Study on Developing a Reading Competency Diagnosis Program to Strengthen the Reading Abilities of Disabled Children and Adolescents (장애 아동·청소년 독서역량 강화를 위한 진단 프로그램 개발 기초 연구)

  • Gum-Sook Hoang;Hee-Sook Bae;Sungune Yoon;Jung Hyun Hwang
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.1-30
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    • 2024
  • The purpose of this study is to develop a diagnostic tool to strengthen the reading competencies of children and adolescents with disabilities, analyze its validity and reliability, and present basic data for the development of a diagnostic program. For this study, it was conducted on literature and case studies, the Delphi Method, and a preliminary survey of actual disabled children/adolescents. As a result of the study, there were limitations in validity and reliability analysis due to the small number of samples, but basic data was secured along with the development of a prototype diagnostic tool for the reading ability of children and adolescents with disabilities. It was proposed to develop the future reading competency diagnostic program by expanding it to the web and mobile platforms, considering various variables such as the characteristics of each disability type, a plan for data collection and utilization through big data, diagnostic procedures, and precautions during the diagnosis.

The Effect of Managerial Information Security Intelligence on the Employee's Information Security Countermeasure Awareness (경영진의 정보보안 지능이 조직원의 보안대책 인식에 미치는 영향)

  • Jin Young Han;Hyun-Sun Ryu
    • Information Systems Review
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    • v.18 no.3
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    • pp.137-153
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    • 2016
  • Organizations depend on smart working environments, such as mobile networks. This development motivates companies to focus on information security. Information leakage negatively affects companies. To address this issue, management and information security researchers focus on compliance of employees with information security policies. Countermeasures in information security are known antecedents of intention to comply information security policies. Despite the importance of this topic, research on the antecedents of information security countermeasures is scarce. The present study proposes information security intelligence as an antecedent of information security countermeasures. Information security intelligence adapted the concept of safety intelligence provided by Kirwan (2008). Information security intelligence consists of problem solving skills, social skills, and information security knowledge related to information security. Results show that problem solving skills and information security knowledge have positive effects on the awareness of employees of information security countermeasures.

The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers' Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation (메타버스 디지털 아이템 이용 실태 및 이용동기에 따른 만족도 및 추후 구매의사)

  • Kim, Nam Eun;Lee, Jeong Ran
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.133-148
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    • 2022
  • This study aims to explore the status and motives for using avatars and digital fashion items in the metaverse and to examine consumers' purchase satisfaction and future purchase intentions. We intend to provide implications for the development of avatars and fashion items, and the direction of the fashion industry and clothing education. For this purpose, the purchasing status, consumer motives for using avatars and digital fashion items, purchase satisfaction, and future purchase intentions were investigated, through a survey with 149 consumers aged 19 years or older, with the experience of using avatars. The results are as follows. First, the percentage of avatar ownership was high among women aged between 19 and 29, and those with low or high incomes. The younger group was more likely to make mobile phone purchases than the older group, and the older group was more likely to use credit cards. Even those respondents who owned avatars did not purchase frequently or spent a lot on items. On the other hand, in the case of fashion item purchases, the group spending more than 8,000 won was aged between 19 and 29, and the frequency and amount of purchases increased as income increase. Second, among the motives for using avatars and fashion items, the pursuit of pleasure had the greatest influence, and men paid more attention to self-expression through avatars than women. Third, the motive for vicarious satisfaction influenced purchase satisfaction, and the factors that influenced future purchase intention were vicarious satisfaction and stress relief. The results of this study suggests that avatars and fashion items should be developed considering factors that can relieve stress for all age groups, create a sense of unity among metaverse users, and provide satisfaction in a virtual world that is different from reality. In addition, education on how to use fashion items and consumption attitudes in education related to clothing life will be required.