• Title/Summary/Keyword: 비대면 환경

Search Result 287, Processing Time 0.028 seconds

An Analysis Method and Environment for Team Project-Based Learning in Non-Face-to-Face Situation for Student Evaluation (비대면 팀 프로젝트 기반 수업 평가를 위한 분석 방법 및 평가환경)

  • Lee, Jaiyun;Han, Seyoung;Choi, Changbeom
    • Journal of Engineering Education Research
    • /
    • v.25 no.3
    • /
    • pp.3-10
    • /
    • 2022
  • An educator may utilize various pedagogies such as hands-on practice, practicum, and project-based learning to enhance a student's competency. Among various pedagogies, project-based learning is one of the well-known pedagogies that may provide similar on-the-job experience. In general, an educator may divide the students into small groups and assign tasks to check students' cooperation skills and achievements during project-based learning. However, an educator may experience difficulties operating project-based learning due to the COVID-19 pandemic. Most of the team activities are done in non-face-to-face meetings, and as a consequence, the educator may not find an underachieving team easily and cannot intervene appropriately. This study introduces a rigorous analysis method to evaluate team activities to analyze individual students' participation and contributions. First, this study develops evaluation rubrics by conducting questionnaires to professors and students to find an appropriate weight value for the evaluation scale. Then, this research introduces an analysis environment to evaluate students automatically. The analysis environment collects dialog data from social network services and measures interactions among students in a team. After measuring interactions, the environment generates a report to visualize the team activities. We applied the proposed method and environment to the capstone design course to show the effectiveness of the method and environment. Based on the case study, the environment showed that the analysis method could easily indicate the teams' activities and check the level of participation.

Utilizing Metaverse for Bidirectional Coding Education (양방향 코딩 교육을 위한 메타버스 활용 방안)

  • Lee, Seung Ho
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.2
    • /
    • pp.288-293
    • /
    • 2022
  • Recently, metaverse is becoming increasingly important in coding education. One of the most important elements in metaverse is interaction in 3D virtual space. However, most existing education methods still utilize metaverse for unidirectional education without making use of interaction. This paper proposes a new method of using metaverse for bidirectional coding education. In the metaverse virtual space, a professor and students are able to share their PC screens for monitoring purposes. Also, once a student sends a request to the professor, the professor can immediately provide proper feedback (such as source codes correction) through access control. This metaverse virtual space is able to include more than two professors that allows for a many-to-many coding education. This paper presents a way of constructing the metaverse environment and teaching scenario, followed by the descriptions of the advantages and requirements for the proposed method.

Temperature Measurement and Intelligent Access Management System Service Platform Advancement Research using AI Facial Recognition Technology (AI 얼굴정보처리기술을 활용한 체온측정 및 지능형 출입관리 시스템 서비스플랫폼 고도화 연구)

  • Kim, Byung-Wan
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.7
    • /
    • pp.249-257
    • /
    • 2021
  • Recently, interest and demand for facial information processing technology that can provide non-face-to-face identity authentication and access management service using smart devices, which is an essential environmental improvement for multi-use facilities, is increasing as a way to prevent the spread of infectious diseases worldwide and to cope with social measures. This study defines a multi-use facility classification system and applied service field to establish a continuous access control system, and measures to improve the usability of the service platform considering scalability through a dual access control system and personal/measurement information type analysis, and accordingly We would like to propose a service roadmap. In addition, it aims to improve the physical access management system service platform, which is a multi-use facility application service that requires one-time and multiple-use authentication according to usage. It is expected that the methodology of this study can be applied as a service platform of a logical access control system type in the future.

A Study on Factors Affecting Intention to Use Online Collaboration Tools for the Non-Face-to-Face Educational Environment (비대면 교육 환경에서 온라인 협업 툴 사용의도에 영향을 미치는 요인에 관한 연구)

  • Seo, Jay;An, Sunju;Choi, Jeongil
    • Journal of Korean Society for Quality Management
    • /
    • v.50 no.3
    • /
    • pp.571-591
    • /
    • 2022
  • Purpose: The purpose of this study is to examine the factors affecting the intention to use online collaboration tools for non-face-to-face educational environment in the perspective of the learners. Methods: For empirical analysis, the survey of this study was administered with data that were limited to experienced learners using online collaboration tools such as Google Docs, Allo, Padlet, and Slido in online education environments such as Zoom, Webex, MS Teams, etc. and valid 400 data were analyzed by SPSS(ver 22.0) and R(ver 4.1.0) program package. Results: The results of empirical analysis showed that performance expectancy were found to have an effect on reliability of system quality, empathy of service quality, playfulness and informativity of content quality among the characteristics of online collaboration tools. On the other hand, it was found that the security of system quality, responsiveness of service quality, and extroversion of user personality characteristics did not affect. It was analyzed that playfulness had the greatest positive effect, followed by informativity, empathy, and reliability. Among the characteristics of online collaboration tools, it was found that the reliability and security of system quality and informativity of content quality had an effect on the effort expectancy. It was analyzed that informativity has the greatest influence, followed by security and reliability. Conclusion: This study is meaningful in that it examines the perspectives of users and learners, who can be said to be the end customers of online collaboration tools. Based on the results of this study, it is expected that not only platform operators that provide online collaborative tools, but also providers that use online collaboration tools will have a significant impact on the development of edutech and infrastructure in the educational environment.

Understanding the Categories and Characteristics of Depressive Moods in Chatbot Data (챗봇 데이터에 나타난 우울 담론의 범주와 특성의 이해)

  • Chin, HyoJin;Jung, Chani;Baek, Gumhee;Cha, Chiyoung;Choi, Jeonghoi;Cha, Meeyoung
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.11 no.9
    • /
    • pp.381-390
    • /
    • 2022
  • Influenced by a culture that prefers non-face-to-face activity during the COVID-19 pandemic, chatbot usage is accelerating. Chatbots have been used for various purposes, not only for customer service in businesses and social conversations for fun but also for mental health. Chatbots are a platform where users can easily talk about their depressed moods because anonymity is guaranteed. However, most relevant research has been on social media data, especially Twitter data, and few studies have analyzed the commercially used chatbots data. In this study, we identified the characteristics of depressive discourse in user-chatbot interaction data by analyzing the chats, including the word 'depress,' using the topic modeling algorithm and the text-mining technique. Moreover, we compared its characteristics with those of the depressive moods in the Twitter data. Finally, we draw several design guidelines and suggest avenues for future research based on the study findings.

Implementation of Personalized Rehabilitation Exercise Mobile App based on Edge Computing

  • Park, Myeong-Chul;Hur, Hwa-La
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.12
    • /
    • pp.93-100
    • /
    • 2022
  • In this paper, we propose a mobile app for personalized rehabilitation exercise coaching and management service using an edge computing-based personalized exercise information collection system. The existing management method that relies on user input information has difficulty in examining the actual possibility of rehabilitation. In this paper, we implement an application that collects movement information along with body joint information through image information analysis based on edge computing at a remote location, measures the time and accuracy of the movement, and provides rehabilitation progress through correct posture information. In addition, in connection with the measurement equipment of the rehabilitation center, the health status can be managed, and the accuracy of exercise information and trend analysis information is provided. The results of this study will enable management and coaching according to self-rehabilitation exercises in a contactless environment.

Metaverse Platform to Improve Immersion of Online Video Conferencing System (온라인 화상 회의 시스템의 몰입 개선을 위한 메타버스 플랫폼)

  • Yoon, Dong-eon;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.35-37
    • /
    • 2022
  • Online video conferencing systems such as Zoom and Discord are mainly used for non-face-to-face work due to their good accessibility and lack restriction of space. However, most online video conferencing systems are difficult to interact in both directions, and problems such as difficulty in communication and lack of immersion are emerging in participants who use them. On the other hand, Metaverse, which has attracted attention with the development of spatial computing, enables smooth interaction like the real world in the three-dimensional virtual world by utilizing hearing, visual, and touch information. In this paper, we propose a method of utilizing the metaverse platform to improve the problem of lack of immersion in the existing online video conferencing system. Through the proposal method, platform users can share and check each other's work screens in a virtual space and exchange various data. In order to improve participants' of immersion, the environment and improvement plan of the metaverse platform were constructed and compared with the existing online video conferencing platform.

  • PDF

A Study on the Experiences of Community Case Managers in COVID-19 Situations (코로나-19 상황 속 일 지역사회 사례관리자의 경험 연구)

  • Baik, Hyung-ui;Kim, Ji-Won;Seong, So-Yeong;Choi, Ye-Sol;Hong, Soo-Bin
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.5
    • /
    • pp.721-733
    • /
    • 2022
  • This study aimed to explore the experiences of community case managers in COVID-19 situations. For this study, the qualitative research was carried out for six social workers who are in charge of case-management in social welfare agencies. From results of research, the three themes were derived, such as 'a field of crises and opportunities'. Anxiety and efforts to resolve the problem caused by the introduction of new and unfamiliar methods' and 'responding to the clients' situations changes'. Case managers have endeavored to indirectly provide services with new, but unaccustomed ways even in the situations with keeping non-contact and being given limited resources and actively explored the ways to utilize public services to respond to the clients' needs according to the changes of conditions. Therefore, the meaning of this research was concluded to be 'A breathtaking battle to the continuous challenge'. Based on the results of research, the competences equipped by case managers and the direction of their practices were suggested to improve the community welfare currently in the middle of dealing with With-Corona-Era.

A Case Study on Software Practical Education that is Efficient for Repetitive Face-to-face and Non-face-to-face Education Environments (대면과 비대면 교육 환경이 반복되는 상황에서 효율적인 소프트웨어 실습 교육 사례)

  • Jeon, Hyeyoung
    • Journal of Engineering Education Research
    • /
    • v.25 no.6
    • /
    • pp.93-102
    • /
    • 2022
  • Due to COVID-19, all activities in society are emphasized non-face-to-face, and the educational environment is changing without exception. Looking at the results of the survey after conducting non-face-to-face education, there was a lot of rejection of non-face-to-face practical education. The biggest reason was that instructors were not familiar with the non-face-to-face education method, and feedback was not smooth during or after education. In particular, software practice education was not easy to share the software development environment, but communication and feedback on class contents and tasks were important. In particular, if face-to-face and non-face-to-face are alternately variable, it is not easy for practical education to be consistently connected. Even if non-face-to-face hands-on education is changed to face-to-face hands-on education, we will present a plan to use a data sharing system such as question-and-answer, assignment, practice content, and board content so that it can proceed smoothly. This study presents an efficient software education process that can provide learners with a software integrated practice environment based on a shared server, question-and-answer between instructors and learners, and share feedback on tasks. For the verification of the presented process, the effectiveness was confirmed through the survey results by applying the face-to-face/non-face-to-face education process to 220 trainees for 30 months in software education classes such as A university hands-on education, B company new employees, and ICT education courses.

Effect of Smart Work Job Characteristics on Job Satisfaction : Mediating Effect of Learning Agility (Smart Work의 직무특성이 직무만족에 미치는 영향에 관한 연구 : 학습민첩성의 매개효과를 중심으로 )

  • Kim, Il-young;Dong, Hak-lim
    • Journal of Venture Innovation
    • /
    • v.5 no.4
    • /
    • pp.41-56
    • /
    • 2022
  • This study was conducted to empirically analyze the effect of various job characteristics on job satisfaction under the smart work environment, which has become a hot topic recently. To this end, job characteristics under the smart work environment were subdivided into job autonomy, job flexibility, and job efficiency. In addition, although these job characteristics had a direct effect on job satisfaction, the learning agility of employees was also considered to be important factors. Job autonomy, job flexibility, and job efficiency all had a significant positive (+) effect on job satisfaction. In the case of learning agility, it was found that there was a mediating effect in all paths. The results of this study had academic significance in that they empirically tested the relationship between job characteristics of smart work and job satisfaction according to the progress to contact free society..