• Title/Summary/Keyword: 온라인 평가

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Design and Implementation an Evaluating System for Programming Assignment Applying Smart Client (스마트 클라이언트를 적용한 프로그래밍 과제평가 시스템 설계 및 구현)

  • Jang, Jung-Il;Ji, Jeong-Hoon;Woo, Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.1380-1382
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    • 2007
  • 인터넷의 발달로 온라인 원격강의나 E-Learning 형태의 교육이 많이 확산되었다. 온라인 교육의 확산으로 웹을 기반으로 하는 클라이언트 소프트웨어들이 많이 개발되어 사용되고 있다. 특히 교과목의 특성상 실습위주로 진행되는 프로그래밍 관련 교과목에서는 자동화 된 과제평가 시스템이 필요하다. 프로그래밍 과제평가 시스템에서는 과제제출, 소스코드 업로드, 컴파일 및 실행, 채점, 표절검사 등의 과제평가를 위한 기본적인 작업들을 수행된다. 위와 같은 작업들이 모두 평가시스템 서버에서 진행되기 때문에 서버에 많은 부하가 걸린다. 또한 공정한 평가를 위해 보안이 최우선적으로 고려되어야 한다. 본 논문에서는 스마트 클라이언트 기술을 이용한 과제평가 시스템을 설계하고 구현하였다. 본 시스템에서는 과제평가 시스템의 서비스를 분산시켜 시스템의 부하를 줄이고, 보안을 향상시킴으로써 학생들에게 공정한 평가를 가능하게 하였다.

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A Study on the Fun Factor Evaluation Model for Online Game (온라인 게임의 재미요소 평가모델 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.187-188
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    • 2012
  • 전반적인 경기 침체에도 불구하고 게임산업은 급속하게 성장하고 있다. 매년 새로운 게임이 계속 쏟아져 나오지만 시장에서 성공하는 게임은 드물다. 이는 게임의 핵심적 요소인 재미요소를 제대로 구현하지 못했기 때문이다. 이에 따라 본 논문에서는 온라인 게임의 재미요소를 평가할 수 있는 평가모델을 제안한다. 이 평가모델은 재미요소를 게임연출, 사운드, 조작성, 그래픽, UI, 기획성, 기술성 등 7개의 영역으로 구분하였다. 각 영역별로 세부 평가항목을 제시하고, 이를 기반으로 설문을 개발하였다. 실험결과 논문에서 제안한 평가영역으로 게임의 재미요소를 수치화할 수 있으며, 여러 게임의 재미요소 정도를 비교하는 것이 가능함을 입증하였다. 본 논문에서 제안한 평가영역을 기반으로 해당 게임의 특성에 맞게 항목을 조절하여 게임의 재미요소 평가에 활용할 수 있다.

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Improvement of Quality Evaluation of Educational On-line Game Software (교육용 온라인 게임 소프트웨어의 품질평가 개선)

  • Myung Won-Shig;Han Jun-Tak
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.104-112
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    • 2006
  • Game industry developed much from fast development of an information communication technology and an internet technology. Game industry is getting attention by high value-added industry in 21th century And genre of various game appeared. On-line game is taking charge of important role of latest IT industry Now, game software market for education is expanded, but a lot of side effects exist because of wrong game software. In this paper, we investigate existent researches about quality evaluation of on-line game's qualitative improvement. Also, we present improving quality evaluation constituent additionally.

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An Analysis of Effect of Online Education on Software Education for pre-service elementary teacher (초등 예비 교사들을 위한 소프트웨어 교육에 대한 온라인 교육 효과 분석)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.643-652
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    • 2020
  • Since the 21st century knowledge and information society 20 years ago, online education has been emphasized. Online courses at online universities or universities have been activated in developed countries. But to this day, online lectures have not been activated at education colleges and have been used as supplementary educational materials. Since February 2020, the company has been forced to provide online education due to external factors of the coronavirus. In this study, the results of the results of the first semester of 2020 by organizing the online lectures in the same way as the offline lectures for the 2019 prospective teachers are as follows. Online education can be seen as effective in terms of understanding the achievement criteria, in terms of developing teaching materials, in terms of evaluation data development and evaluation methods, and in terms of students' ability to provide software education.

Evaluating Online Biographical Databases in Korea: A Comparative Study (우리나라 온라인 인물데이터베이스의 비교 평가 연구)

  • 장혜란
    • Journal of Korean Library and Information Science Society
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    • v.32 no.4
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    • pp.283-302
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    • 2001
  • Current states of Korean biographical databases are evaluated based on the dissatis faction factors identified by a user survey. currency, coverage, completeness, and variety of the Korean biographical databases are evaluated and compared with overseas biographical databases. The results of the analysis are given with problems and suggestions for the future improvements.

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Predicting Movie Revenue by Online Review Mining: Using the Opening Week Online Review (영화 흥행성과 예측을 위한 온라인 리뷰 마이닝 연구: 개봉 첫 주 온라인 리뷰를 활용하여)

  • Cho, Seung Yeon;Kim, Hyun-Koo;Kim, Beomsoo;Kim, Hee-Woong
    • Information Systems Review
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    • v.16 no.3
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    • pp.113-134
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    • 2014
  • Since a movie is an experience goods, purchase can be decided upon preliminary information and evaluation. There are ongoing researches on what impact online reviews might have on movie revenues. Whereas research in the past was focused on the effect of online reviews. The influence of online reviews appears to be significant in products like a movie because it is difficult to evaluate the feature prior to "consuming" the product. Since an online review is regarded to be objective, consumers find it more trustworthy. Contrary to prior research focused on movie review ratings and volume, we focus moves on movie features related specific reviews. This research proposes a predictive model for movie revenue generation. We decided 15 criteria to classify movie features collected from online reviews through the online review mining and made up feature keyword list each criterion. In addition, we performed data preprocessing and dimensional reduction for data mining through factor analysis. We suggest the movie revenue predictive model is tested using discriminant analysis. Following the discriminant analysis, we found that online review factors can be used to predict movie popularity and revenue stream. We also expect using this predictive model, marketers and strategic decision makers can allocate their resources in more parsimonious fashion.

Improving the Usability of a Fresh Food E-commerce Site: Practical Application of the Heuristic Evaluation and Think Aloud Method (휴리스틱 평가와 발성사고법을 이용한 농식품 전자상거래 사이트 사용성 평가)

  • Lee, Dong-Won;Kim, Kyung-Min;Oh, Sang-Heon;Moon, Jung-Hoon
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.608-613
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    • 2008
  • Web usability for e-commerce sites becomes a more important issue as e-commerce gains its popularity. As for fresh foods, consumers are especially sensitive to the quality of information during transaction process. Successful fresh food e-commerce sites, such as Wine. com and Tesco, identified regular usability testing as part of key success factors. This paper aims to identify processes for evaluating usability of fresh food e-commerce sites and provide recommendations to improve usability. The study aims to evaluate Web usability of selected Web sites using heuristic evaluation to provide objective Web usability analysis for each transaction process and think aloud method to understand how users actually evaluate the Web site.

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A Study on the Perception of Foreign Undergraduates on Online Lecture

  • Kim, Yoon-Hee;Lim, Eun-jin
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.203-212
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    • 2020
  • The purpose of this study is to analyze the perception of non-face-to-face online undergraduate lectures experienced by foreign learners, to identify problems of online lectures, and to suggest improvements. For this study, the perception of online lectures was investigated and analyzed by foreign undergraduate students who took online lectures at A and B universities. Through this, I explored the design direction, complementary measures, and direction of online lectures to be held at Korean universities in the future. As a result of this study, non-real-time lectures through E campus were recognized as advantages in that they could learn repeatedly and listen to lectures at home., Real-time lectures using Zoom were recognized as an advantage of being able to communicate between professors and learners. Both types of online lectures had many tasks and had difficulty in focusing on the lecture until the end. In the future, it was found that the amount of lecture contents and the amount of tasks should be reduced and the condition and sound quality of the lecture image should be improved. As for the evaluation method, they preferred online evaluation rather than offline evaluation, and they preferred relative evaluation rather than absolute evaluation. The results of this study were able to closely understand how learners perceive online lectures. Also, when conducting online lectures, I was able to know the points that need to be improved in the future. The results of this study are expected to contribute to the design direction of online lectures and the development of online contents at each university.

Combining deep learning-based online beamforming with spectral subtraction for speech recognition in noisy environments (잡음 환경에서의 음성인식을 위한 온라인 빔포밍과 스펙트럼 감산의 결합)

  • Yoon, Sung-Wook;Kwon, Oh-Wook
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.5
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    • pp.439-451
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    • 2021
  • We propose a deep learning-based beamformer combined with spectral subtraction for continuous speech recognition operating in noisy environments. Conventional beamforming systems were mostly evaluated by using pre-segmented audio signals which were typically generated by mixing speech and noise continuously on a computer. However, since speech utterances are sparsely uttered along the time axis in real environments, conventional beamforming systems degrade in case when noise-only signals without speech are input. To alleviate this drawback, we combine online beamforming algorithm and spectral subtraction. We construct a Continuous Speech Enhancement (CSE) evaluation set to evaluate the online beamforming algorithm in noisy environments. The evaluation set is built by mixing sparsely-occurring speech utterances of the CHiME3 evaluation set and continuously-played CHiME3 background noise and background music of MUSDB. Using a Kaldi-based toolkit and Google web speech recognizer as a speech recognition back-end, we confirm that the proposed online beamforming algorithm with spectral subtraction shows better performance than the baseline online algorithm.

Development of Evaluation Criteria for Online Problem-Based Science Learning (온라인 문제기반 과학 탐구과제 평가준거 개발)

  • Choi, Kyoungae;Lee, Sunghye;Chae, Yoojung
    • Journal of The Korean Association For Science Education
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    • v.37 no.5
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    • pp.879-889
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    • 2017
  • The purpose of this study is to develop the evaluation criteria for students' research reports on online science inquiry problems that promote thinking abilities. The steps of developing the evaluation criteria are as follows; First, based on previous study results and literature review, the evaluation categories of the science inquiry contents were determined: 1) knowledge, 2) logical and analytical thinking, 3) critical thinking, 4) science process skills, 5) problem-solving, and 6) creative thinking. Second, evaluation criteria are developed according to the following steps: 1) define each category, 2) identify sub-category, 3) develop evaluation criteria for all categories that could serve as guidelines in the development of scoring rubrics, and 4) expert validation processes were performed. Finally, the usability test for these evaluation categories and criteria were done by being applied to the development of real scoring rubrics for 24 problems included in e-learning contents. Then the users' feedbacks were filed and the implications of this study were discussed.