• Title/Summary/Keyword: 상업교육

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A Study of Reading Motivation and Incentive Programs of the School Library in the USA (미국 학교도서관의 독서 흥미유발 프로그램에 관한 연구)

  • Choi Yeon-Mi
    • Journal of Korean Library and Information Science Society
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    • v.36 no.4
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    • pp.233-253
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    • 2005
  • It Is time to spur on the activation of the school library based on 'The Master Plan for Promoting School Library : Making Good School Library' launched by the Korean Ministry of Education & Human Resources Development in 2002. This study is about the introduction of reading motivation and incentive programs in the school libraries in the USA. The schools in the USA have been developing activation methods of the school library through various reading motivation and incentive programs. As a matter of fact, these reading motivation and incentive programs have been expanded by the commercial assistance, computerized tests, state supports, and each school's programs based on the national reading promotions. Consequently, this research is trying to find ways of activation for the school libraries in Korea through the reading motivation and incentive programs of the school libraries in the USA.

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Commercial Strategy and Reproduction of Social Order on Punch -A Study on Bourdieu's Theory- (<완득이>의 상업전략과 사회질서의 유지·재생산 - 부르디외의 이론을 중심으로-)

  • Ghe, Woon-Gyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.71-81
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    • 2013
  • Punch awakens the audience of necessity of social change related to the poverty and prejudice toward the underprivileged. However Bourdieu claims individuals such as Dong-Ju Lee can not change existing dominant order even if they struggle for social change. In particular, laughter effect and romantic gaze as a commercial strategy on Punch become mechanism for maintaining the symbolic violence. And this is soon to be recognized as legitimate victims of violence themselves, as Bourdieu has argued that maintaining social order and reproduction by collusion are possible.

A Content Analysis of Webtoon Advertising: Focused on Narrative and Expressive Characteristics (웹툰 광고 내용분석 : 내러티브와 표현 속성을 중심으로)

  • Kim, Woon-Han;Kim, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.293-301
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    • 2017
  • This study collects 112 webtoon advertisements by Google extended search to reveal the narratives of webtoon in persuasive communication context. The results of content analysis are as follows. First, product categories are found relatively more in number such as content and game, cosmetics, public service announcement than other products. Second, the number of webtoon advertisements has increased these seven years; rather drastic increase is found in 2013. Third, as for the origin, brand webtoon is the largest number of all types. Fourth, there is a significant difference between public interest products and commercial products in absurdity advertising number. Commercial products use a variety of genres such as romance, drama, everyday life, including absurdity, while public interest products focus mainly on everyday life.

인터넷을 통한 산업보건의 정보수집

  • No, Yeong-Man
    • 월간산업보건
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    • s.89
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    • pp.36-38
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    • 1995
  • 인터넷은 한마디로 "정보의 바다"라고 할 수 있다. 다른 방향에서 본다면 인터넷이란 하나의 거대한 도서관이라고도 할 수 있다. 도서관에서는 각 정보를 색인화하여 쉽게 정보를 찾아 볼수 있게 되어 있고 새로운 정보가 나오면 추가로 색인을 재 정리하는 시스템으로 되어 있다. 인터넷도 도서관의 색인 시스템과 마ㅏㄴ가지로 전세계의 전산망 특히 산업보건과 관련된 기관에 접속하여 키보드로 산업보건정보를 찾을수 있게 되어 있다. 그렇다면 우리가 어떻게 전세계에 산재되어 있는 대형, 소형, IBM, 매킨토시 컴퓨터의 전산망에 접근하여 정보를 찾아 낼 수 있는가? 하고 의문을 갖는 사람들이 있을 것이다. 인터넷이 바로 그것을 가능하게 해준다. 그러면 어떻게 인터넷에 접근을 할 수 있는가? 많은 대학의 전산망, 교육망, 연구망을 통해 인터넷에 연결되어 있고 여러가지 상업서비스도 생겨나서 인터넷접속이 얼마든지 가능하다. 그러나 여기에는 또 한가지의 문제가 있다. 인터넷은 UNIX 운영시스템으로 구성되어 있기 때문에 약간의 UNIX언어를 알아야 인터넷 접근이 가능하다는 것이다. 이런한 문제 때문에 일반인들은 인터넷의 접근을 회피하게 된다. 그러나 이러한 단점은 World Wide Web(WWW)와 Web browser라는 프로그램이 나오면서 해결되었고 요즈음 일반적으로 많이 사용하고 있는browser는 Mosaic과 Netscape라는 프로그램이다. Netscape은 UNIX운영시스템이 탑재된 work station이나 대형컴퓨터에 보다 많이 이용되고 일반 개인용컴퓨터 사용자는 Mosaic 프로그램 버그(bug)가 적기 때문에 주로 사용하고 있다. Netscape도 사용법에 있어서는 Mosaic과 별 차이가 없다. 필자는 Netscape보다는 Mosaic을 주로 사용해 왔기 때문에 Mosaic을 이용하여 인터넷에 접근하는 방법과 필자가 접속해 본 미국의 산업보건관련 기관을 소개하고자 한다.

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Design and Implementation of Distributed Pair Programming System based on IDE (IDE 기반의 분산 페어 프로그래밍 시스템의 설계 및 구현)

  • Park, Ji-Hoon;Lee, Kyung-Hwan
    • The KIPS Transactions:PartD
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    • v.11D no.6
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    • pp.1301-1310
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    • 2004
  • In distributed office, the pairs can program together using a distributed pair programming system. Many CSCW tools featuring remote screen sharing function have insufficient usability, accessibility to introduce many developers to distributed pair programming. In this paper, we suggest a distributed pair programming system based on IDE, which many developers will accept and use easily. We have do#eloped a user scenario and GUI of the system, making distributed pair programming easier and designed with high extensibility by adapting design patterns and implemented in Java language. Our findings will be of significant help to developers dealing with implementation of distributed pair programming function into some commercial IDE.

Clustering-based Collaborative Filtering Using Genetic Algorithms (유전자 알고리즘을 이용한 클러스터링 기반 협력필터링)

  • Lee, Soojung
    • Journal of Creative Information Culture
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    • v.4 no.3
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    • pp.221-230
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    • 2018
  • Collaborative filtering technique is a major method of recommender systems and has been successfully implemented and serviced in real commercial online systems. However, this technique has several inherent drawbacks, such as data sparsity, cold-start, and scalability problem. Clustering-based collaborative filtering has been studied in order to handle scalability problem. This study suggests a collaborative filtering system which utilizes genetic algorithms to improve shortcomings of K-means algorithm, one of the widely used clustering techniques. Moreover, different from the previous studies that have targeted for optimized clustering results, the proposed method targets the optimization of performance of the collaborative filtering system using the clustering results, which practically can enhance the system performance.

A Study on the Influence of Avatar on the Immersion of Elementary Class Homepage and the Students Cyber-Self (아바타가 학급 홈페이지 몰입 및 초등학생의 사이버 자아에 미치는 영향에 관한 연구)

  • Kim, Seong-Won;Jeong, In-Kee
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.473-482
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    • 2005
  • We think that the class homepage can be solution for the problems in the cyber space or on-line community because students can practice activities in the on-line community, communicate with teachers or colleague, exchange opinions with parents and use it for learning. However, students would lose interest easily in the existing class homepage for lack of its immersion elements as compared with the commercial on-line communities. The class homepage needs to have immersion elements to reach its purpose. It is one of the solutions to use the avatars. Therefore, we studied on the influence of the avatars as the immersion of the elementary class homepage and the students cyber-self. As a result, we knew that the avatars can act enough as immersion element to achieve construction purpose of the class homepage and that use avatar helps in affirmative cyber self formation of elementary students.

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Suggesting a Plan of Tables of Preference for KDC4 (한국십진분류법의 우선순위표 설정에 관한 연구)

  • 배영활;오동근
    • Journal of Korean Library and Information Science Society
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    • v.33 no.2
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    • pp.167-187
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    • 2002
  • This study suggests a plan of tables of deference for Korean Decimal Classification, 4th edition, based on the study on those in Dewey Decimal Classification, 21st edition. It suggests two tables for the Auxiliary Tables, one for standard subdivisions and one for subdivisions for literature. Twenty-two tables are suggested for the Schedule of ten main classes.

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A Similarity Measure Using Rating Ranges for Memory-based Collaborative Filtering (메모리 기반 협력필터링을 위한 평가 등급 범위를 이용한 유사도 척도)

  • Lee, Soojung
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.375-382
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    • 2013
  • Collaborative filtering has been most widely used in commercial sites to recommend items based on the history of user preferences for items. The basic idea behind this method is to find similar users whose ratings for items are incorporated to make recommendations for new items. Hence, similarity calculation is most critical in recommendation performance. This paper presents a new similarity measure that takes each rating of a user relatively to his own ratings. Extensive experiments revealed that the proposed measure is more reliable than the classic measures in that it significantly decreases generation of extreme similarity values and its performance improves when consulting neighbors with high similarites only. In particular, the results show that the proposed measure is superior to the classic ones for datasets with large rating scales.

Development and Usability Analysis of a Serious Simulation Game on the Smart Phone (스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석)

  • An, Sang-Ha;Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.139-148
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    • 2011
  • Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.