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Analysis on the Use of Picture and Letter Used in the Books of English Vocabulary for Children (아동영문어휘책에 제시된 그림과 문자의 사용에 대한 분석)

  • Lee, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.150-157
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    • 2014
  • This thesis intends to grasp the degree of utilization of visual images by understanding the relational properties between picture and letter and considering the children as users, through the analysis of currently published books of English vocabulary for children. Accordingly, the types of picture used in the books of English vocabulary for children, the degree of utilization of picture, combination types of picture and letter, and semantic consistency of picture and letter are reviewed. As a result of analysis, the degree of utilization of picture is high in general, in order of illustration, cartoon, and the mix of illustration and cartoon. In the combination form of picture and letter, the degree of utilization appears in order of picture plus vocabulary, letters without illustration, and pictorial symbol. In particular, the higher semantic consistency of picture and letter, it is effective in learning, however, semantic consistency is low, generally. Pictorial symbol type shows the frequency of the highest combination type in the five groups of higher semantic consistency. In conclusion, the presented types of picture and letter, shown in the currently published books of English vocabulary for children, are similar types by the publishing companies, thus, effective design research should be required based on diverse levels of children.

A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.271-280
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    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

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Design and Implementation of Web-based SWOT Analysis Supporting Tool (웹 기반의 SWOT 분석 지원도구 설계 및 구현)

  • Hwang, Jeena;Seo, Ju Hwan;Lim, Jung-Sun;Yoo, Hyoung Sun;Park, Jinhan;Kim, You-eil;Kim, Ji Hui
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.1-11
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    • 2017
  • The best business strategy leading to innovation and productivity can be achieved by carefully analyzing internal and external environments of a company. Many companies often require, but difficult to find a tool to determine their own internal/external environmental factors including strengths, weaknesses, opportunities and threats(SWOT). SWOT is one analytical base model that is utilized in this research to design semi-automated environmental analysis process. This study investigates on SWOT generation system that is built on existing analysis database created by experts in each field. Companies can search and choose their best expressing environmental elements that are stored in the database. This semi-automated SWOT tool is expected to contribute that companies can recognize their internal capabilities more accurately, and help consider external environment changes around them.

Development of Virtual Reality Program for Safety Improvement of Hydrogen Fueling Station (수소충전소의 안전성 향상을 위한 버츄얼리얼리티 프로그램 개발)

  • Kim, Eun-Jung;Kim, Young-Gyu;Moon, Il
    • Journal of the Korean Institute of Gas
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    • v.12 no.4
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    • pp.29-33
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    • 2008
  • The focus of this study is to develop a virtual reality program for safe training and virtual reality of hydrogen station. This programme consists of 4 modules such as hydrogen and safety module, hydrogen station module, hypothetical experience module, and accident scenarios module for hydrogen experts. User can experience with principles and operation condition and collect the information of hydrogen station by this programme and can simultaneously study the probable scenarios, emergency response plan/standard operating procedure about hydrogen stations. It makes it possible to educate and safety publicity for the trainee. This virtual reality program will be expected to be helpful for hydrogen station's construction propagation and technology development which is essential for hydrogen energy induction.

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An Efficient MapReduce-based Skyline Query Processing Method with Two-level Grid Blocks (2-계층 그리드 블록을 이용한 효과적인 맵리듀스 기반 스카이라인 질의 처리 기법)

  • Ryu, Hyeongcheol;Jung, Sungwon
    • Journal of KIISE
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    • v.44 no.6
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    • pp.613-620
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    • 2017
  • Skyline queries are used extensively to solve various problems, such as in decision-making, because they find data that meet a variety of user criteria. Recent research has focused on skyline queries by using the MapReduce framework for large database processing, mainly in terms of applying existing index structures to MapReduce. In a skyline, data closer to the origin dominate more area. However, the existing index structure does not reflect such characteristics of the skyline. In this paper, we propose a grid-block structure that groups grid cells to match the characteristics of a skyline, and a two-level grid-block structure that can be used even when there are no data close to the origin. We also propose an efficient skyline-query algorithm that uses the two-level grid-block structure.

Implementation of Historic Educational Contents Using Virtual Reality (가상현실 기술을 활용한 역사학습 콘텐츠의 구현)

  • Ryu, In-Young;Ahn, Eun-Young;Kim, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.32-40
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    • 2009
  • This research provides a new approach for implementing an educational content for Historic Education in order to provide an effective learning environment. From historic educational point of view, it is important to comprehend a historical fact in the context of the situation at that time. So, this paper suggests that the historic content should describe not only information about various relics and ruins but also historical relationship and background. In this system, we provide versatile type of contents to help learners for collecting manifold informations about their interesting era. And this system proffers natural and residential 3D environments, which give learners to understand conceivably and to think collectively. Using the interactions, the learners navigating this virtual world are able to construct their own information system through selecting a interested one among the offered contents in the system and consequently they are getting a scientific thinking power and a creative imagination.

Design and Implementation of u-Learning Contents Authoring System based on a Learning Activity (학습활동 중심의 u-러닝 콘텐츠 저작 시스템의 설계 및 구현)

  • Seong, Dong-Ook;Lee, Mi-Sook;Park, Jun-Ho;Park, Hyeong-Soon;Park, Chan;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.475-483
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    • 2009
  • With the development of information communication and network technologies, ubiquitous era that supports various services regardless of places and time has been advancing. The development of such technologies have a great influence on educational environments. As a result, e-learning concepts that learners use learning contents in anywhere and anytime have been proposed. The various learning contents authoring systems that consider the e-learning environments have also been developed. However, since most of the existing authoring systems support only PC environments, they is not suitable for various ubiquitous mobile devices. In this paper, we design and implement a contents authoring system based on learning activities for u-learning environments. Our authoring system significantly improves the efficiency for authoring contents and supports various ubiquitous devices as well as PCs.

Query Rewriting and Indexing Schemes for Distributed Systems based on the Semantic Web (시맨틱 웹 기반의 분산 시스템을 위한 질의 변환 및 인덱싱 기법)

  • Chae, Kwang-Ju;Kim, Youn-Hee;Lim, Hae-Chull
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.7
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    • pp.718-722
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    • 2008
  • Ontology plays an important role of the Semantic Web to describe meaning and reasoning of resources. Ontology has more rich expressive power through OWL that is a next standard representation language recommended by W3C. As the Semantic Web is widely known, an amount of information resources on the Web is growing rapidly and the related information resources are placed in distributed systems on the Web. So, for providing seamless services without the awareness of far distance, efficient management of the distributed information resources is required. Especially, sear ching fast for local repositories that include data related to user's queries is important to the performance of systems in the distributed environment. In this paper, first, we propose an index structure to search local repositories related to queries in the distributed Semantic Web. Second, we propose a query rewriting strategy to extend given user's query using various expression of OWL. Through the proposed index and query strategy, we can utilize various expressions of OWL and find local repositories related to all query patterns on the Semantic Web.

Conceptual Design Methodology of an e-Health System (e-Health 시스템의 개념적 설계 방법론에 관한 연구)

  • Chun, Je-Ran
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.10
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    • pp.2900-2906
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    • 2009
  • e-Health system is the use of information and communication technologies to provide health care information and services to stakeholders. It pursues an improvement of service quality of health care, increases of accessability of information, reduction of medical cos and enforcement of competitiveness in health care industry. There are lots of difficulties in implication of internet technology to health care process. This is because that the characteristics of health care industry is very closed and specific and also the internet technology has the very user-oriented characters. So it is necessary to have the system independent conceptual design method to combine these two characteristics. In this paper a new modified conceptual design methodology will be proposed for the successful implementation of e-health system in korean health care industry. The proposed methodology will be verified its validity and feasibility through AHP method. And the results of this research will be implied as the basis for the development and revitalization of e-Health system in Korea.

A Study of Design Strategies for Multimedia Content on Domestic Brand Sites (국내 브랜드 사이트에서의 멀티미디어컨텐츠 적용실태 조사를 통한 디자인전략 연구)

  • 박수진
    • Journal of Korea Multimedia Society
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    • v.6 no.3
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    • pp.539-548
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    • 2003
  • Recently, the reconsideration of the worth of Brand marketing asked marketers and designers alike to deal with the reappearance of Brand marketing on the web environment. The most significant changes are the appearing numerous Brand Sites and the efforts of Brand marketing on the internet. For this paper, I first study about the concept of Brand Sites, and then research the sites from various industrial fields which are selected as a leading Brand by consumers. Through this research, I inspect the realities of applying multimedia contents on domestic Brand web sites, and consider the effects they might have in the building of Brand Images on web sites. In Conclusion, I suggest that the design strategies for applying multimedia contents in the Brand Sites. The purpose of this study is for extending the design opportunities for multimedia contents in the internet. Furthermore, I am continuing my research through studying the interrelationship between Brand recognition and multimedia content usage that are appearing on Brand Sites.

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