• Title/Summary/Keyword: 온.오프라인

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Exploring The Process of Teaching-Learning in a Non-Face-to-Face University Classroom Environment: [Entrepreneurship Foundation] Focusing on learning cases in Department of Early Childhood Education (비대면 대학 수업환경에서의 교수-학습 전개 과정 탐색: [창업기초] 유아교육과 학습사례를 중심으로)

  • Park, Ji-Eun;Park, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.398-411
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    • 2020
  • This study explored the case of non-face-to-face classes at colleges initiated in the Corona 19 environment. The scope of this study was to analyze the learning development process of the non-face-to-face class case facing the Corona 19 environment in university classrooms in terms of class and learning content, interaction, assignment activity, and teaching-learning activities. It was conducted for first-year students at H University's Early Childhood Education Department of Startup Basic Course. Study results found that, first, interest in entrepreneurship increased as learning content. Second, as a result of exploring the teaching and learning process, there is no significant difference in understanding the content or achieving learning goals. Third, the most regrettable thing about non-face-to-face teaching-learning is the lack of interaction activities. Fourth, the students finished by adapting to the new non-face-to-face teaching-learning environment. In the future, a non-face-to-face environment platform should be established, and studies that can deal with new perspectives and approaches, such as an educational interaction system including online and offline, should be continued.

Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.65-78
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    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

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Trust Management and Privacy Protection for Mobile Digital ill Wallets (모바일 전자 ID 지갑에 적합한 신뢰 관리 및 개인 정보보호 방안)

  • Jang, Gong-Soo;Yun, Ju-Seung;Lee, Hang-Suk;Jung, Han-Wul;Park, Young-Su;Choi, Dea-Sun;Jin, Seung-Hun
    • Journal of KIISE:Information Networking
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    • v.36 no.4
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    • pp.297-308
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    • 2009
  • In 2008, ETRI developed a new mobile digital ID wallet, in which anyone can store personal information and PKI credential. When the wallet is used, privacy protection is one of the most important problems and personal information should be protected under various usage scenarios such as exchanging sensitive information in on/off-line environments, joining as a new member in the web site, etc. In this paper, we propose a triangular trust management scheme that can effectively manage trustness and also protect sensitive personal information. This scheme relies on three techniques: PKI, reputation and condition (situation context). We implemented prototype of our scheme, and tested it under various scenarios, which showed that the proposed scheme can effectively be used for diverse cases.

A Collecting and Record of Wide Area Cultural Resources : the Case of Asian Cotton Cultural Resources (광역 문화자원의 수집과 기록 : 아시아 목화문화자원을 중심으로)

  • Noh, Shi-Hun
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.123-153
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    • 2011
  • In Asia, when cotton and cotton fabrics cultivated and produced in India of Southern Asia had spread to the whole Asia area by land and by sea, the Cotton Road and cotton fabric cultural area could be formed. In Korea, the traditional cotton (Gossypium arboreum) brought by Moon Ik-Jeom in 1363 was cultivated and then the Upland cotton (Gossypium hirsutum) brought via Japan could be produced from 1904. Especially, Gwangju/Jeonnam was the most active place in producing traditional cotton, and eventually became the center of cotton cultivation and fabric production after bringing in Upland cotton. In order to collect and record the cotton cultural resources in the broad area, the Cultural Resources Set, classified its component parts should be made first and then the collecting objects should be investigated. The collecting areas are selected based on the spreading paths and the regional significance of cotton. Since its difficulty of collecting the relevant resources from all of the places in Asia, it should be planned to share the resources through exchanges and cooperation among private, institution and organization. The relevant experts from the various fields should participate in the interdisciplinary researches which are necessary for collecting and recording of wide area cultural resources. Considering the collecting limitation of genuine relics, the digital archives should be established and then offered through a web site that everyone can use them freely by remote. It also needs to plan to display on and off-line for users to perceive the similarity, difference and interconnections of the resources with ease.

The information process on labor and the protection of information human rights (노동정보처리와 정보인권보호)

  • 하우영
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.13 no.6
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    • pp.17-32
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    • 2003
  • The information drive of the businesses requires new alternatives in that the promotion of business efficiency through information process technologies ends up conflicting with the protection of information human rights on laborers' side. Nevertheless, apathy on information protection has a tendency to be distorted by the efficiency of the businesses. Should the capital and mass media warn economic red lights, political circles with uneasiness would ignore the significance of information protection on the behalf of business efficiency. Therefore, the importance of information protection is considered a smaller interest than that of business efficiency with the infringements of human rights on laborers' side arising. Informatization of the businesses along with the developments of information process technologies has enabled the management to monitor and control the behaviors of laborers. This new problem needs to establish both information protection mechanism and institutional devices to regulate those labor controls. The security of business activity without human rights infringement warrants both basic rights of the public and spirit of the Constitution. The study suggests the establishment and revision of laws suitable to the period of information human rights. On top of that, the establishment of the basic law for information protection of individuals' with the common principle that integrates the related laws and rules on-off line is needed. This will warrant the active participation of labor unions and create specific alternatives for information protection.

Development of the Teaching-Learning Process Plan for 'Adolescent Nutrition and Dietary Behavior' of Middle School Technology and Home Economics through the Use of 'Blended Learning' Teaching Method (블렌디드 러닝을 활용한 중학교 기술·가정 '청소년기 영양과 식행동' 단원의 교수·학습과정안 개발)

  • Baek, Hee Yeon;Yoo, Se Jong;Kim, Yookyung
    • Journal of Korean Home Economics Education Association
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    • v.33 no.4
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    • pp.119-137
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    • 2021
  • This study aimed to develop a teaching-learning process plan for the 'adolescent nutrition and dietary behavior' unit of middle school technology and home economics through blended learning teaching method. "Analysis-Design-Development-Evaluation and Revision" model developed by Korea Institute of Curriculum and Evaluation(KICE) was applied to developing the teaching-learning process plan. The authors analyzed subject contents suitable for blended learning, and then designed a teaching-learning process plan by selecting the topics, developing the teaching strategies, and deciding on the media and evaluation tools for each class. Based on the plan for each week, the final version of the teaching-learning process plan, handouts for activities, and evaluation tools were developed. The teaching-learning process plan was revised and supplemented based on the expert verification results. The developed teaching-learning process plan which applied blended learning method was considered suitable for the current curriculum, and the group presentation activities implimented in the online classes were found to encourage learners' participation and interest. Also, the developed teaching-learning process plan could be used in the online only environment without any issues depending on the intention of the classes, by the appropriate use of distance learning tools such as Paddles or Thinkerbells. The developed teaching-learning course plan is expected to be effectively used in either online or blended learning environment, as a means of helping adolescent students improve their dietary life.

Study on Brand Experience and Personality Effect on Brand Attitude and Repurchase Intention in Food-Franchised (외식 프랜차이즈 브랜드 경험 및 개성이 브랜드 태도와 재구매의도에 미치는 영향)

  • Yang, Ji-An;Lee, Sang-Yoon;Lee, Dong-Han
    • The Korean Journal of Franchise Management
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    • v.3 no.1
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    • pp.26-45
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    • 2012
  • Market players have realized the importance of brand power and tried to develop effective marketing programs which focus on consumer's brand experience. This study aims to investigate brand experience and brand personality effect on brand attitude which is overall consumer's faith toward brands and repurchase intention in food-franchised by Structural Equation Model. As results, both brand experience and brand personality affect brand attitude although brand experience has more influence than brand personality. As consumers show positive brand experience and attitude, repurchase intention is higher. Brand attitude plays a mediation role in the relation of brand experience and personality, and repurchase intention. Also brand experience shows more influence than others on repurchase intention.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

User Experience Analysis on 3D Printing Services and Service Direction Suggestions (3D프린팅 서비스에 대한 사용자 경험 분석과 서비스 방향제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.11 no.1
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    • pp.47-55
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    • 2016
  • Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.

Effect of the Characteristics of Organizational Support on Company HRD Education & Training Program (기업 HRD 교육훈련 프로그램의 조직지원 특성에 따른 효과성)

  • Ryu, Seok-Woo;Yang, Hea-Sool
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.497-507
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    • 2012
  • This study aims to verify how the characteristics of organizational supporting unit affect the effectiveness of company-wide HRD Education & Training program. To achieve this objective, we performed an empirical analysis, with the characteristics of organizational supporting unit comprising supervisor's support, job support, and company support as independent variables, and with the level of reaction stage, learning stage, transfer stage, and result stage as dependent variables. Empirical data was collected during the period from August 16, 2011 to September 9, 2011 by sending out questionnaires to employees of 5 securities firms listed on KOSDAQ where online and offline education & training program is running year-round with headquarter in Seoul. A total of 340 questionnaires were sent out three times for the survey, and total of 164 questionnaires were sampled for the final analysis. According to the outcome of the analysis, regarding the first hypothesis that tries to reveal how the characteristics affect the level of reaction stage, it is verified that all of supervisor's support, job support and company support have positive impact on the level of reaction stage with p value less than 0.01. In regard to the second hypothesis that tries to see how the characteristics affect the level of learning stage, it is confirmed that supervisor's support, job support and company support have significant impact on the level of learning stage with p value less than 0.05 or 0.01, respectively. Concerning the third hypothesis that aims to investigate how the characteristics affect the level of transfer stage, it is appeared that all of supervisor's support, job support and company support have positive impact on the level of transfer stage. And lastly, as for the fourth hypothesis that tries to see how the characteristics affect the level of result stage, it is analyzed that supervisor's support, job support and company support have positive impact on the level of result stage with p value less than 0.01. This study reconfirm the outcomes of previous research, which is that the effectiveness of company-wide education & training program depends not only on the contents and quality of education & training program, but also more importantly on the role of organizational supporting unit, and the working environment where what is learned in classroom can be applied to real business. Companies or experts that run education & training program in real world should recognize that the performance of training is dependent more significantly on the characteristics of organizational supporting unit rather than the design or features of education & training program.