• Title/Summary/Keyword: 웹 2.0/3.0

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On development of supporting tool for Folksonomy Mining based on Formal Concept Analysis (형식개념분석을 이용한 폭소노미 마이닝 기법과 지원도구의 개발)

  • Kang, Yu-Kyung;Hwang, Suk-Hyung;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.1877-1893
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    • 2009
  • Folksonomy is a user-generated taxonomy to organize information by which a user assigns tags to resources published on the web. Triadic datas that indicate relations of between users, tags, and resources, are created by collaborative tagging from many users in folksonomy-based system. Such the folksonomy data has been utilized in the field of the semantic web and web2.0 as metadata about web resources. In this paper, we propose FCA-based folksonomy data mining approach in order to extract the useful information from folksonomy data with various points of view. And we developed tool for supporting our approach. In order to verify the usefulness of our proposed approach and FMT, we have done some experiments for data of del.icio.us, which is a popular folksonomy-based bookmarking system. And we report about result of our experiments.

3D DMB 방송 서비스 기술

  • Jeong, Gwang-Hui;Lee, Bong-Ho;Yun, Guk-Jin;Heo, Nam-Ho;Lee, Su-In
    • Information and Communications Magazine
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    • v.26 no.10
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    • pp.11-17
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    • 2009
  • 이동 TV라고 일컬어지는 DMB는 2009년 8월 현재 2천 만대 이상의 단말이 판매되어 사용자에게 시간과 장소에 구애받지 않고 이동 TV를 비롯한 다양한 형태의 데이터 서비스를 제공하는 이동방송 시스템으로 자리 잡아 가고 있다. 또한 사용자에게 보다 더 유익한 서비스 제공을 위해 양방향 웹 기술을 축으로 하는 DMB2.0이 곧 상용화될 예정이다. 본 고에서는 향후 이동방송 서비스가 진화할 것으로 예상되는 실감 방송이라고 불리는 3D 방송서비스 및 관련 기술 개발 동향을 소개하고자 한다.

An Evaluation Method for Web Contents Services (웹콘텐츠 서비스 평가)

  • Jang, Hee S.;Park, Jong T.
    • Journal of Service Research and Studies
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    • v.3 no.2
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    • pp.33-44
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    • 2013
  • As the Internet and mobile services increase, the use of wired/wireless web contents services increase and the demand for various contents explosively grows. To survive in competitive market, and to minimize the errors and warnings for web accessibility and standardization, and then to maximize the web usability, the periodical evaluation for web site should be performed with the events of web marketing and campaign. Through the web evaluation, the errors for technical programming language and contents offering can be found and diagnosed. In this paper, the quantitative and qualitative evaluation method for web site providing web contents are presented, and the analytic results for the 138 home pages in domestic are evaluated to validate the quantitative methodology. The accessibility, standardization, and usability factor are adopted for the evaluation in which accessibility is evaluated for perceivable, operable, understandable, and robust discipline with K-WAH(Korea-Web Accessibility Helper) tool, the standardization are measured for the number of errors and warnings in technical language with the W3C validator, and finally the usability factor is analyzed for the number of visits, average visit duration, and bounce rate with Google Analytics. In addition to, the quantitative analysis is also performed with the consideration of cost for construction and operation of web site. From the results, in the case of total score of 100 in conversion with relative weight, the average and standard deviation are evaluated to be 55 and 14, respectively. The correlation analysis indicates that the coefficient is estimated as 0.058, and then correlation between the quantitative results and cost is evaluated to be a little positive.

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Web accessibility Education Trends and Discussion to Vitalize a Web accessibility Education (웹 접근성의 교육현황 및 활성화를 위한 제언)

  • Hong, Soon-Goo;Kang, Young-Moo;Lee, Hyun-Mi;Cha, Yoon-Sook
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.3
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    • pp.73-87
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    • 2011
  • The development of a web has made our life more convenient than ever before; however, the elderly and disabled people have not advantage on it. Due to "Anti-Discrimination against and Remedies for Persons with Disabilities Act" enacted in 2008, the importance of web accessibility education has been important, but education on the web accessibility has not been actively implemented yet. Thus, in this paper the trends of web accessibility education in both domestic government agencies and private organizations are reviewed. In addition, its trends on the foreign government agencies, private organizations, and institutions of universities are summarized. To achieve this research goal, literature review was carried out and data collected from the both domestic and foreign countries were compared. Based on the review, the way to vitalize web accessibility education in Korea is discussed. The contribution of this paper is that web accessibility education of domestic and foreign institutions are compared for the first time and thereby, the implications for activating web accessibility education are suggested.

The Application of the Culture Contents Based on Mobile Web Services: Focusing on the Case of The Encyclopedia of Korean Local Culture (모바일 웹 서비스에 기반한 문화 콘텐츠의 활용: 『한국향토문화전자대전』의 사례를 중심으로)

  • Kim, Su-Young
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.31-59
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    • 2012
  • The proliferation of mobile and tablet PC has been collapsing down geographic boundaries. Accordingly, the global cultural and artistic activities and public cultural content exchange have been enlarged. With the spread of Web 2.0, users can easily access a variety of cultural contents. However, each local government develops applicable technical and cultural content service on their own without consulting any best practices or standards. In addition, unlike traditional contents services mobile content services should take into account the characteristics of the environment. It is also necessary to provide personalized contents in a timely manner. In order to accelerate the future mobile environment, this study presents a mobile web service practice that was developed based on the current state for mobile services and a cultural contents derived from standards and effective deployment of the service plan focusing on the case of "The Encyclopedia of Korean Local Culture".

Study on the Teaching/Learning Methodology in WBI (웹 기반 학습에서의 교수-학습 방법에 관한 연구)

  • 민용식;안창훈
    • Journal of the Korea Computer Industry Society
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    • v.2 no.3
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    • pp.341-356
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    • 2001
  • In this study, we develope a WBI(Web Base Instruction) program to do the student oriented learning using WWW and analyze the result. The 127 students who took part in the experiment were divided into two groups, an experimental group of 85 subjects and a comparative group of 42 subjects. This experiment was performed for four periods, and a formative test was conducted to measure achievement for two groups. The average and the standard deviation of scores for the experimental group are 84.9 and 16.82 respectively, and the comparative group 77.5 and 14.39. Experimental results shows that the academic achievement for the experimental group is more significant than that of the comparative group at the 0.0024(P$\le$0.05)of the result "t-test" under the 91~95$\%$ confidence interval of the level of significance. This fact says that practicing the WBI programming has an effect on the improvement of the students' academic achievement.hievement.

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Effects of Web-Based Nutrition Counseling on Nutrient Intake and Blood Glucose in Type II Diabetic Patients (제 2형 당뇨병 환자의 영양섭취 및 혈당에 웹기반 영양상담이 미치는 영향)

  • Park, Sun-Young;Han, Ji-Sook
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.34 no.9
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    • pp.1398-1406
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    • 2005
  • The purpose of this study was to investigate effects of web-based nutrition counseling on nutrient intake and blood glucose in type ll 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 tile web-based internet program. Various markers of disease risk including anthropometric indices, nutrient intake and blood glucose were measured before and after the nutrition counseling. After the nutrition counseling, body mass index and waist circumference decreased in both group but did not change significantly. Fasting blood glucose significantly decreased from 153.9 mg/dL to 139.0 mg/dL (p<0.05) in NCX-DM and from 178.2 mg/dL to 128.5 mg/dL (p<0.01) in Cx-DM after the nutrition counseling. Glycosylated hemoglobin level decreased from $9.3\%$ to $8,7\%$ in Ncx-DM and significantly decreased from $9.7\%$ to $7.8\%$ (p<0.01) in Cx-DM after the nutrition counseling. In addition, total cholesterol and LDL-cholesterol level significantly decreased in both group (P<0,05) after the nutrition counseling. Energy intake decreased significantly in Ncx-DM (P<0.05) and Cx-DM (p<0.01). Although the nutrient intake did not change significantly, the nutrient intake was improved after the nutrition counseling. Therefore, this study shows that the web-based nutrition counseling is effective in improving energy and nutrient intake and influences positively in blood glucose and serum lipids of the patients. In addition, these results indicate that the internet presents us with potential as a new medium for nutrition counseling in informationized society.

A Study on the Development of Game Platform in Web 3.0: Focused on P2E, C2E Models (웹 3.0에서의 메타버스 플랫폼 발전 방향에 대한 연구: P2E, C2E 모델을 중심으로)

  • Hyo Won Moon;Seon Bin Lim;Hee Dong Yang
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.75-93
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    • 2023
  • The game industry has grown not only by combining them with various technologies also introducing new types of business models such as P2P, F2P, and P2W. Furthermore, games which implemented X2E model with blockchain technology are recently in the spotlight of the public attention. As domestic game companies have also prospect the blockchain games feasible, they are seeking ways to expand their global market share by strengthening the X2E model. Hence, by carrying this new business model out, it is expected to diversify their global revenue stream, which was previously confined to Asia region. This study analyzed the case of companies that have implemented the P2E and C2E models in order to suggest the direction of development for the game platform in Web 3.0 era. The cases of P2E game platform, which constitute of Axie Infinity and Mir 4, encompass the compensation structure, the stabilization mechanism of the in-game token economy, and future strategies regarding blockchain gaming. Likewise, the platform structure, business model, and future growth potential was discussed in terms of C2E scheme, focusing on the ZEPETO and Roblox cases. Based on the above case analysis, this study attempted to provide information on the current limitations and development directions of the P2E and C2E platforms. The current limitations in legal and industrial aspects should be addressed to facilitate the blooming of blockchain and P2E game industry. In addition, the necessity of not only social support also improvement on the technology and social stigma of full-time creators is ought to be emphasized in an effort to encourage the development of C2E platforms.

The Web-Based Interface Design for University Students' Activity-Oriented Career Education (대학생의 활동중심 진로교육을 위한 웹기반 인터페이스 설계)

  • Lee, Yonghee;Oh, Dongju;Park, Suhong
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.345-360
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    • 2015
  • This study was designed to implement Activity-Orientated Career Education for college students, using the web-based interface. A draft web interface was designed by Rapid Prototyping and was thereafter taken to experts to review and determine the designs, in order to achieve the purpose of the study. Firstly, the sequence of activities of career education was run in accordance with the systematic order of Action Learning, in order to understand the overall design direction. Secondly, the design of the study may result in virtuous cycle-to-cycle. According to two major design directions, on the learning environment platform, the interface consisted of, knowing who I am; knowing who others think I am, knowing the job world; career decisions; career action plans; action planning; individual and co-evaluation; reflection; etc. These steps were designed to be implemented in accordance with strong interactivity of Wiki and Web 2.0 designs. This study was able to implement career education experiences centered around the activities of students at university, as well as experts, in order to increase the accessibility of Career Based Education on the web.

The Implementation of Library Toolbar and Librarian's Evaluation for Improving Accessability of OPAC (OPAC 접근 향상을 위한 도서관 툴바의 제공 및 사서 평가 연구 - W대학 도서관 사례를 중심으로 -)

  • Lee, Hyun-Sil
    • Journal of Korean Library and Information Science Society
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    • v.40 no.3
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    • pp.157-180
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    • 2009
  • This study implements library toolbar in order to improve the accessibility of OPAC in the library. The toolbar elements are extracted on the basis of the importance of functionality for OPAC. After comparing the toolbar implementation approaches, this study develops the library toolbar with these elements as the client-based application that can fully realized the functionality of the toolbar. The librarians evaluate the usability of toolbar very affirmatively. This study also summarizes the further functionalities to upgrade toolbar proposed by the librarian. Through deploying the upgraded toolbar, the user requirements have to be analyzed and realized with the user survey.

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