• Title/Summary/Keyword: 윤리 소프트웨어

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A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

(The Influences of Internet Chafing Language to the Writing of Elementary Students) (사이버공간에서의 언어 사용이 초등학생들의 글쓰기에 미치는 영향)

  • 김종진;김여진;김종훈
    • Journal of the Korea Computer Industry Society
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    • v.3 no.9
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    • pp.1129-1144
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    • 2002
  • The purpose of this study was to see the influences of net-speak on actual writing of elementary schoolchild. So I investigated diaries and letters of elementary schoolchild in Jeju. And I researched through questionaire their recognition of net-speak. As the result, it became clear to be widely used net-speak both diaries and letters, especially letters. In computer education, first, Information and communication ethics must be educated. The second, software which filtering net-speak have to be developmented. In language education, first, it must be researched to influence the replacing a ellipsis symbol with a period or omitting the subject, complement, and object in sentence on elementary schoolchild's way of thinking. The second, it needs to be researched the influences of the misuse of sign in sentences on the writing of elementary schoolchild.

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Development and Application of an Evaluation Tool for Serious Games (기능성 게임 평가 도구 개발 및 적용)

  • Jung, Hana;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.401-412
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    • 2014
  • The main purpose of this research is to develop and apply an evaluation tool of serious games for science learning. To develop the evaluation tool, probing references and analyzing previously generated evaluation tools and softwares were carried out. After that, 17 experts in elementary science education appraised serious games, 'milc & seereal', made by Gwacheon National Science Museum with the evaluation tool. The findings on the characteristics of good serious games from assessments are as follows; The learning objects of the games are coincident with national science curriculum, they strongly stimulate the students' motivation, the interfaces are neat and pretty useful for users to get informations, games are easy to maintain, inexpensive, and moral. When we develop or select serious games for science class, the strengths of good games should be considered.

The Paradigm Shift of Intelligence Information Society: Law and Policy (지능정보사회에 대한 규범적 논의와 법정책적 대응)

  • Kim, Yun-Myung
    • Informatization Policy
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    • v.23 no.4
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    • pp.24-37
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    • 2016
  • An Intelligent information society means intelligent superconducting society that goes beyond information society where information is centered. Now that artificial intelligence is specifically discussed, it is time to start discussing the laws and systems for intelligent information society, where artificial intelligence plays a key role. At some point it may be too late to cope with singularity. Of course, it is not easy to predict how artificial intelligence will change our society. However, there are concerns on what kind of relationship should humans build with AI in the intelligent information society where algorithms rule the world or at least support decision making of humans. What is obvious is that humans dominating AI or ruling out AI will not be the answer. Discussions for legal framework to respond to the AI-based intelligent information society needs to be achieved to a level that replaces the current human-based legal framework with AI. This is because legal improvement caused by the paradigm shift to the intelligent information society may assume emergence of new players-AI, robots, and objects-and even their subjectivation.

A Study on Computer Education Curriculum in Elementary School for Introducing Computer Science (컴퓨터과학 도입을 위한 초등컴퓨터 교육과정 연구)

  • Park, Jung-Ho;Oh, Pill-Woo;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.25-35
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    • 2006
  • Computer education currently executed at elementary schools showed problems of system of education curriculum, repetition, and lack of consistent system as a result of analyzing index for information and communication technology, education curriculum, and related literatures, and most of the education contents have difficulty to nurture logic thinking and problem-solving ability since they are composed mainly of software function learning. Concerning this issue, this study suggests an innovated computer education curriculum with reinforced information ethics field with computer principle, algorithm, and programming, in other words, a corrected and supplemented version of former content system based on computer science guidance cases of ACM education curriculum model of USA, computer education curriculum of state Tennessee, and information technology education curriculum of Great Britain judging that introduction of computer science factors are desperate to improve computer education curriculum in elementary schools.

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An Analysis of Computer Terms of Computer Textbooks in Elementary School (초등학교 컴퓨터 교과서에 사용된 컴퓨터 용어 분석)

  • Kim, Kap-Su;Hong, M.H.;Youn, Jung-Suk
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.433-446
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    • 2004
  • We must know computer terms to use, learn, and understand efficiently. It is important for the elementary school students who learn computer for the first time to understand computer terms correctly. This study investigates a computer terms in the elementary school computer textbook which have been used currently at the elementary school, selects suitable computer terms for the elementary school student, analyzes and classifies them as a 1 2th grade, a 3 4th grade, 5 6th grade by the elementary school computer curriculum, and also classifies those as information ethics, computer basic, application software, computer communication by the category. The expectations of this study are as follows. First, the result of this offers teacher to a computer terms guidance for usability which is essential to elementary school's computer class. Second, this can be used as a reference in making a elementary computer textbook or studying and training textbook for teachers. Third, this offers teachers to an important criteria when they select a computer textbook for elementary student in elementary school.

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A Study on Computer Education Curriculum in Middle School for Computer Science Education (컴퓨터과학교육을 위한 중학교 컴퓨터교육과정 연구)

  • Park, Jung-Ho;Lee, Jae-Woon;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.9 no.2
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    • pp.37-45
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    • 2006
  • Computer education currently executed at middle schools showed problems of system of education curriculum, repetition, and lack of consistent system as a result of analyzing index for information and communication technology curriculum, and related literatures, and most of the education contents have difficulty to nurture logic thinking and problem-solving ability since they are composed mainly of software function learning. Concerning this issue, this study suggests an innovated computer education curriculum with reinforced information ethics field with computer principle, algorithm, and programming, in other words, a corrected and supplemented version of former content system based on computer science guidance cases of ACM computer science curriculum model of USA, computer science curriculum of Florida state, and Unplugged Project(http://www.unplugged.canterbury.ac.nz) judging that introduction of computer science factors are desperate to improve computer education curriculum in middle schools.

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Teaching and Learning Design for AI Value Judgment (인공지능 가치판단에 대한 교수학습 설계)

  • Jeong, Minhee;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.233-237
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    • 2021
  • With the advent of the 4th industrial revolution, interest in artificial intelligence education is increasing in elementary schools. In order to nurture future talents with artificial intelligence capabilities, AI education should be actively conducted at school sites. Although basic software education is provided in the 2015 revised curriculum, there is a tendency to view the programming process that creates artificial intelligence only as a problem-solving process. However, when creating an artificial intelligence, the value of the developer who creates artificial intelligence is projected. Therefore, it is necessary to deal with the contents of artificial intelligence value judgment during SW education. This study has limitations due to the fact that Delphi research was conducted with a group of experts. In the future, it is judged that quantitative research should be conducted to supplement these limitations.

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A Study on the Medical Application and Personal Information Protection of Generative AI (생성형 AI의 의료적 활용과 개인정보보호)

  • Lee, Sookyoung
    • The Korean Society of Law and Medicine
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    • v.24 no.4
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    • pp.67-101
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    • 2023
  • The utilization of generative AI in the medical field is also being rapidly researched. Access to vast data sets reduces the time and energy spent in selecting information. However, as the effort put into content creation decreases, there is a greater likelihood of associated issues arising. For example, with generative AI, users must discern the accuracy of results themselves, as these AIs learn from data within a set period and generate outcomes. While the answers may appear plausible, their sources are often unclear, making it challenging to determine their veracity. Additionally, the possibility of presenting results from a biased or distorted perspective cannot be discounted at present on ethical grounds. Despite these concerns, the field of generative AI is continually advancing, with an increasing number of users leveraging it in various sectors, including biomedical and life sciences. This raises important legal considerations regarding who bears responsibility and to what extent for any damages caused by these high-performance AI algorithms. A general overview of issues with generative AI includes those discussed above, but another perspective arises from its fundamental nature as a large-scale language model ('LLM') AI. There is a civil law concern regarding "the memorization of training data within artificial neural networks and its subsequent reproduction". Medical data, by nature, often reflects personal characteristics of patients, potentially leading to issues such as the regeneration of personal information. The extensive application of generative AI in scenarios beyond traditional AI brings forth the possibility of legal challenges that cannot be ignored. Upon examining the technical characteristics of generative AI and focusing on legal issues, especially concerning the protection of personal information, it's evident that current laws regarding personal information protection, particularly in the context of health and medical data utilization, are inadequate. These laws provide processes for anonymizing and de-identification, specific personal information but fall short when generative AI is applied as software in medical devices. To address the functionalities of generative AI in clinical software, a reevaluation and adjustment of existing laws for the protection of personal information are imperative.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.