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Analysis on Awareness and Actual Condition of Metaverse Utilization in Education for Design Major Students : Focusing on D-University (메타버스 활용 교육에 대한 디자인 전공생의 인식 및 실태 분석 : D 대학교를 중심으로)

  • Heejung Kang;Hyunsuk Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.837-842
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    • 2023
  • This study analyzed the awareness and actual condition on metaverse utilization in education for design major students. An online survey was conducted for 14 days from May 10 to 23, 2023, targeting 120 students majoring in design at D University. The evaluation method of the questionnaire was a nominal scale and a 5-point scale, and the questionnaire results were analyzed through SPSS 29.0. First, it is necessary to sufficiently share the advantages of metaverse utilization in education with students, and to provide basic literacy programs utilizing the characteristics of metaverse and supporting class activities. Second, students' response will be higher in studio classes where practical training is conducted rather than information delivery or understanding-oriented lectures. Third, in order for the metaverse to become a means of education in the digital transformation era rather than just a temporarily medium in COVID-19 era, specific and systematic design education programs reflecting the characteristics of the metaverse need to be continuously developed. In addition, it is important for instructors to actively review the use of the metaverse and search for various ways to utilize it.

The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.127-131
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    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.

Effects of a Web-Based Nutrition Counseling on Food Intake and Serum Lipids in Hyperlipidemic Patients (웹기반 영양상담이 고지혈증 환자의 식사섭취 및 혈청 지질에 미치는 영향)

  • Kim, Jong-Suck;Han, Ji-Sook
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.33 no.8
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    • pp.1302-1310
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    • 2004
  • The purpose of this study was to investigate whether a web-based nutrition counseling could lead to beneficial outcomes in food intake and serum lipids of patients with hyperlipidemia. Forty hyperlipidemic patients, twenty of them were hypercholesterolemia and the other twenty were hypertriglyceridemia, participated in a web-based nutrition counseling program. At the first nutrition counseling, the patients were counselled through interview and then follow up nutrition counseling was accomplished four times during eight weeks through a web-based internet program. Various markers of disease risk including anthropometric indices, food intakes and serum lipid levels were measured before and after the web-based nutrition counseling. After nutrition counseling, body mass index significantly decreased in both groups and waist to hip ratio significantly decreased in male hypercholesterolemic patients (p<0.05). Total-cholesterol decreased from 262.2 mg/dL to 234.9 mg/dL, LDL-cholesterol decreased from 186.8 mg/dL to 160.5 mg/dL in hypercholesterolemic patients, triglyceride decreased from 288.6 mg/dL to 211.9 mg/dL and total-cholesterol decreased from 217.2 mg/dL to 198.7 mg/dL in hypertriglyceridemic patients after nutrition counseling. Anthropometric value and nutrient intakes were improved after nutrition counseling. Energy, fat and saturated fatty acid intakes decreased significantly in both groups (p<0.05). Therefore, this study shows that the web-based nutrition counseling is effective in improving food habit and influences positively in serum lipid levels of the patients. In addition, these results indicate that internet presents us with potential as a new medium for nutrition counseling in informationized society.

Effects of Web-Based Nutrition Counseling on Dietary Behavior and Food Intake of Type II Diabetic Patients (제2형 당뇨병 환자의 식품섭취 및 식행동에 대한 웹기반 영양상담의 효과)

  • Park, Sun-Young;Han, Ji-Sook
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.35 no.4
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    • pp.430-439
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    • 2006
  • The purpose of this study was to investigate effects of web-based nutrition counseling on food intake and dietary behavior of type II diabetic patients. Forty type II diabetic patients, twenty -one of them were diabetic patients without complication (Ncx -DM) and nineteen of them were diabetic patients with complication (Cx-DM), participated in a web-based nutrition counseling program. At the first nutrition counseling, the patients were counselled through interview and then follow up nutrition counseling was accomplished four times during eight weeks through the web-based internet program. The web-based nutrition counseling program was consisted of diet management, nutrition counseling, nutritional assessment and follow-up management pro-gram The diet therapy knowledge score increased significantly (p<0.001) in both groups after the nutrition counseling. The dietary behavior score also increased significantly (p<0.001). For food frequency, vegetable (p<0.01), fish & shellfish (p<0.01) and seaweed (p<0.01) intake increased significantly, while potatoes, bread and carbohydrate beverage intake decreased, specially sugar products (p<0.01) and instant food (p<0.01) intake decreased significantly in both groups after the nutrition counseling, The evaluation of the web-based nutrition counseling and its program by the diabetic patients showed above average in all domains, specially the evaluation scores of younger aged patients habituated to practice computer were better than those of older aged patients. Therefore, this study shows that the web-based nutrition counseling is effective for improving dietary behavior and food intake of the patients. In addition, these results indicate that internet presents us with potential as a new medium for nutrition counseling ill informationized society.

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.5-14
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    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

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A Study on UCC Video Editing for Sensibility Delivery (감성 전달을 위한 UCC 동영상 편집 방안에 관한 연구)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.449-456
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    • 2011
  • UCC (User Created Contents) video rapidly rose as key contents of internet pop culture as a medium of 'sensibility delivery' that is created by a user without a commercial purpose. 'Sensibility delivery' is the ultimate purpose of UCC video and it can only be completed with 'well composed' storytelling. However, it is difficult to expect high degree of completion from noncommercial UCC videos due to an instable production environment and many variables. Thus, this study has been suggested 'detailed storytelling editing' process from editing phase in order to minimize problems of instable UCC videos. This suggestion based on actual results and award winning works of UCC videos of a team of research will raise a bond of sympathy, lead creative change, and expand the function of 'sensibility delivery' by increasing the degree of completion of work with unified final cut.

An analysis on the competition patterns between Paper-book and E-book using the Lotka-Volterra model (Lotka-Volterra 모형을 적용한 Paper-boook과 E-book의 경쟁관계 유형 분석)

  • Kim, Ka-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.4766-4773
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    • 2010
  • Electronic book(E-book) is a digitalized content which provides online service and digitalized text-based information that has been distributed in the form of Paper-book. E-book has been attracting people's attention in earnest since the Steven King's novel, 'Riding the Bullet' was published as a form of E-book in 2000. Since then, customers have paid attention to E-book, and the scale of E-book market has been growing sharply in Europe, China, Japan and Korea as well as the US. The purpose of this study is for actual analysis how Paper-book and E-book market compete with each other and expand into the world publication market. The relationship between Paper-book and E-book is modeled by the Lotka-Volterra Model designed for competitive relationships and estimate spreading curves. Also, competition patterns between Paper-book and E-book are analyzed by estimating coefficient of curve expression. This study shows the change of customers' demand which has been created since E-book was introduced to the publication market.

A study on revitalization plans of digital cinema (디지털영화 활성화 방안에 관한 연구)

  • Seo, Seong-Hee
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.445-451
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    • 2007
  • This study was started to not only resolve structural problems such as lack of contents, an unstable structure of earnings, and reduction of an additional market in Korean film industry through revitalizing digital cinema, but also make digital cinema become a power for growing Korean film industry furthermore. In the section of revitalizing digital cinema production, I suggest that expanding an audience base of low budget art cinema using digital technology will contribute to diversity film contents, and joint production with broadcasters by digital technology will expedite growing film industry as well as revitalizing digital cinema production. In the section of revitalizing digital cinema distribution, I insist, we should make effort positively to build reasonable hold-back and so on in order that film industry's positive participation in the market of digital film distribution and new media such as DMB or IP-TV may become an additional market to film industry. In conclusion, we can gain a foothold to leap toward a Position of cultural technology Power through efforts to resolve problems inherent in digital cinema.

The Result of Question Investigation about the Awareness of Light Pollution in Korea

  • Cho, Jaesang;Lee, Won-Chul;Lim, Hyung-Jin;Sul, Ah-Chim
    • The Bulletin of The Korean Astronomical Society
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    • v.39 no.1
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    • pp.89.1-89.1
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    • 2014
  • 빛공해란, 불필요하거나 필요 이상의 인공빛이 야생 동식물들과 우리 인간들에게 악영향을 미치는 현상을 말하며, 실생활에서 인공빛 에너지를 목적에 맞지 않게 사용하는 것이 이 현상의 주요 원인이라고 할 수 있다. 빛공해 현상은 야생 동식물들에게 악영향을 주어 개체수를 감소시킬뿐만 아니라 멸종에까지 이르게 할 수 있으며, 지구 자전의 영향으로 하루 24시간 주기로 설정되어 있는 우리 인간의 생체리듬을 교란시켜 암, 비만, 당뇨병, 그리고 우울증 등과 같은 인간의 목숨을 위협할 수 있는 질병들을 일으키기도 한다. 하지만 인공빛을 목적에 맞게 올바르게 사용한다면 그로 인해 절약된 에너지와 그 비용을 다른 필요한 분야에 대체하여 사용할 수 있을 것이다. 우리는 과거의 빛공해 관련 논문과 보고서의 설문조사 결과를 통하여 빛공해로 인한 피해와 에너지 낭비 문제가 빛공해에 대한 일반 시민들의 무관심으로부터 발생하고 있다는 사실을 확인할 수 있었다. 따라서 우리는 빛공해에 대한 일반 시민들의 인식 변화를 알아보기 위하여 기존에 진행된 설문조사와 같은 문답내용의 설문조사를 올해 다시 실시하였다. 그 설문조사의 결과를 통하여 우리는 과거보다 빛공해에 대한 인식이 많이 확산되어 있다는 사실을 알 수 있었으며, 그 이유로는 최근 빛공해와 관련된 많은 뉴스 기사들과 함께 웹상의 소셜네트워크와 같은 다양한 경로의 정보매체들을 통하여 빛공해에 대한 정보를 보다 빠르고 쉽게 접할 수 있는 환경이 조성되었기 때문이라고 분석하였다. 빛공해 인식 확산에 더욱 더 기여하기 위하여 최근에 우리는 국제 어두운 밤하늘 협회 한국 지부 (Korean Chapter, International Dark-Sky Association) 인가를 받아 그 단체 이름으로 빛공해 방지 홍보 사업을 온라인과 오프라인을 통하여 보다 더 활발히 진행하기 위하여 많은 노력을 하고 있다.

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Design and Implementation of a Multi-level VOD Server System (복합 다단계 주문형 비디오 서버의 설계 및 구현)

  • Suh, Duk-Rok;Gang, Dae-Hyeok;Kim, Su-Jeong;Lee, Won-Seok;Lee, Jeong-Su
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.685-697
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    • 1997
  • A Viedo-on-Demand(VOD) service is a multimedia service that is realized by the rapid advance of computer and data communication techmologies. Basically, a VOD system is composed of a server and a number fo clients.The server stores and manages a large amount of digital moving picture data. Each slient sends an on-line requwet to the server and receives data for real-time displying. Many researches are performed on a VOD server using hard disks for the permanent video fata storage. However, a hard disk is less reliable and requires more storage cost than a massive storage device. Due to these resasons, a multi-level VOD system is proposed for using teh jukeboxes of optical disks as the permanent video storage,device. In this paper, we prpose the necessary software modules and protocols between the server and its clients for the implementation of the multi-level VOD server.

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