• Title/Summary/Keyword: 인공지능 활용 교육

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Defining Competency for Developing Digital Technology Curriculum (디지털 신기술 교육과정 개발을 위한 역량 정의)

  • Ho Lee;Juhyeon Lee;Junho Bae;Woosik Shin;Hee-Woong Kim
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.135-154
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    • 2024
  • As the digital transformation accelerates, the demand for professionals with competencies in various digital technologies such as artificial intelligence, big data is increasing in the industry. In response, the government is developing various educational programs to nurture talent in these emerging technology fields. However, the lack of a clear definition of competencies, which is the foundation of curriculum development and operation, has posed challenges in effectively designing digital technology education programs. This study systematically reviews the definitions and characteristics of competencies presented in prior research based on a literature review. Subsequently, in-depth interviews were conducted with 30 experts in emerging technology fields to derive a definition of competencies suitable for technology education programs. This research defines competencies for the development of technology education programs as 'a set of one or more knowledge and skills required to perform effectively at the expected level of a given task.' Additionally, the study identifies the elements of competencies, including knowledge and skills, as well as the principles of competency construction. The definition and characteristics of competencies provided in this study can be utilized to create more systematic and effective educational programs in emerging technology fields and bridge the gap between education and industry practice.

A Study on the Compensation Methods of Object Recognition Errors for Using Intelligent Recognition Model in Sports Games (스포츠 경기에서 지능인식모델을 이용하기 위한 대상체 인식오류 보상방법에 관한 연구)

  • Han, Junsu;Kim, Jongwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.537-542
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    • 2021
  • This paper improves the possibility of recognizing fast-moving objects through the YOLO (You Only Look Once) deep learning recognition model in an application environment for object recognition in images. The purpose was to study the method of collecting semantic data through processing. In the recognition model, the moving object recognition error was identified as unrecognized because of the difference between the frame rate of the camera and the moving speed of the object and a misrecognition due to the existence of a similar object in an environment adjacent to the object. To minimize the recognition errors by compensating for errors, such as unrecognized and misrecognized objects through the proposed data collection method, and applying vision processing technology for the causes of errors that may occur in images acquired for sports (tennis games) that can represent real similar environments. The effectiveness of effective secondary data collection was improved by research on methods and processing structures. Therefore, by applying the data collection method proposed in this study, ordinary people can collect and manage data to improve their health and athletic performance in the sports and health industry through the simple shooting of a smart-phone camera.

Perceptions of Benefits and Risks of AI, Attitudes toward AI, and Support for AI Policies (AI의 혜택 및 위험성 인식과 AI에 대한 태도, 정책 지지의 관계)

  • Lee, Jayeon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.193-204
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    • 2021
  • Based on risk-benefit theory, this study examined a structural equation model accounting for the mechanisms through which affective perceptions of AI predicting individuals' support for the government's Ai policies. Four perceived characteristics of AI (i.e., usefulness, entertainment value, privacy concern, threat of human replacement) were investigated in relation to perceived benefits/risks, attitudes toward AI, and AI policy support, based on a nationwide sample of South Korea (N=352). The hypothesized model was well supported by the data: Perceived usefulness was a strong predictor of perceived benefit, which in turn predicted attitude and support. Perceived benefit and attitude played significant roles as mediators. Perceived entertainment value along with perceived usefulness and privacy concern predicted attitude, not perceived benefit. Neither attitude nor support was significantly associated with perceived risk which was predicted by privacy concern. Theoretical and practical implications of the results are discussed.

Research on Digital Twin Automation Techniques in the Construction Industry through 2D Design Drawing Data Extraction and 3D Spatial Data Construction (2D 설계도면 데이터 추출 및 3차원 공간 데이터 구축을 통한 건설산업 디지털 트윈 자동화 기법 연구)

  • Lee, Jongseo;Moon, Il-YOUNG
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.609-612
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    • 2021
  • Government agencies and companies are establishing and promoting digital transformation strategies in various industrial fields, and are leading the era of the 4th industrial revolution through successful technological innovation. In this time of change, we can see many stories of global companies Nike and Starbucks as successful examples of digital transformation. These two companies are showing successful results through digital transformation. Domestic companies are also conducting digital innovation based on mobile, cloud, IoT, artificial intelligence, and AR/VR technologies, and are establishing RPA (Robotic Process Automation) processes for high efficiency and high productivity. In this paper, we introduce the 3D digital twin space construction automation process technique using data from the entire construction cycle of design, construction, and maintenance of the construction industry, and look into the digital transformation strategy of the construction industry in the future.

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The Prediction of the Helpfulness of Online Review Based on Review Content Using an Explainable Graph Neural Network (설명가능한 그래프 신경망을 활용한 리뷰 콘텐츠 기반의 유용성 예측모형)

  • Eunmi Kim;Yao Ziyan;Taeho Hong
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.309-323
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    • 2023
  • As the role of online reviews has become increasingly crucial, numerous studies have been conducted to utilize helpful reviews. Helpful reviews, perceived by customers, have been verified in various research studies to be influenced by factors such as ratings, review length, review content, and so on. The determination of a review's helpfulness is generally based on the number of 'helpful' votes from consumers, with more 'helpful' votes considered to have a more significant impact on consumers' purchasing decisions. However, recently written reviews that have not been exposed to many customers may have relatively few 'helpful' votes and may lack 'helpful' votes altogether due to a lack of participation. Therefore, rather than relying on the number of 'helpful' votes to assess the helpfulness of reviews, we aim to classify them based on review content. In addition, the text of the review emerges as the most influential factor in review helpfulness. This study employs text mining techniques, including topic modeling and sentiment analysis, to analyze the diverse impacts of content and emotions embedded in the review text. In this study, we propose a review helpfulness prediction model based on review content, utilizing movie reviews from IMDb, a global movie information site. We construct a review helpfulness prediction model by using an explainable Graph Neural Network (GNN), while addressing the interpretability limitations of the machine learning model. The explainable graph neural network is expected to provide more reliable information about helpful or non-helpful reviews as it can identify connections between reviews.

The Effects of Customer Relationship Management on the Management Performance of Senior Club Market-type Senior Jobs in Internet Environment (사물인터넷 환경에서 시니어클럽 시장형 노인일자리사업의 고객관계관리(CRM)가 경영성과에 미치는 영향)

  • Lee, Jin-Yoel;Youn, Ki-Hyok
    • Journal of Internet of Things and Convergence
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    • v.7 no.3
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    • pp.39-46
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    • 2021
  • This study aims to empirically analyze the effect of CRM on the management performance of senior club market type senior job business. The purpose of this study was to provide basic data for the economic income creation of senior club market type senior job project. The results of this study are as follows: First, as a result of verifying the difference in management performance according to sociodemographic characteristics, there was a difference in age, academic background, and monthly average income. Second, the contact service and communication of senior club market type senior job business had a positive effect on the management performance. Based on the results of this study, the following suggestions are made. First, the database(DB) should be constructed reflecting the personal characteristics of consumers and the big data and artificial intelligence analysis should be utilized. Second, education using Internet environment such as YouTube and ZOOM should be strengthened and communication management should be strengthened based on information collected through customer monitoring.

The Christianity Education for the Fourth Industrial Revolution Era (제4차 산업혁명 시대를 위한 기독교 교육)

  • Bong, Won Young
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.645-660
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    • 2020
  • This study attempts to look at the role that modern Christianity should play on an educational level in order to effectively prepare for the future society in the era of the fourth industrial revolution. In the coming era, various areas of human life, including human labor, are expected to be replaced by AI robots. As new alternatives, the ability to empathize effectively and educate creatively to help develop personality qualities are proposed in a rapidly changing world of uncertainty. Modern Christianity, however, has the responsibility to help solve the problems facing this era in the public as a member of the community beyond the boundaries of the church. The purpose of this study is to examine what education the modern Christianity can present to the world as a public discourse and how that should be done. This study suggests the following points on the proper education for which Christianity will participate in the era of the fourth industrial revolution. First, it is necessary to emphasize a sense of belonging through a sense of community. Second, serious considerations and preparations for education that develops creativity are needed. Third, it is necessary to establish an educational direction that encompasses the entire generation. Fourth, practical education through digital utilization should be implemented in the local community. Finally, Christianity in the era of the fourth Industrial Revolution needs to be more integrated. As the Christian community recognizes that the agenda of the community is its task, it will be able to create a co-existing and symbiotic society.

Development and mathematical performance analysis of custom GPTs-Based chatbots (GPTs 기반 문제해결 맞춤형 챗봇 제작 및 수학적 성능 분석)

  • Kwon, Misun
    • Education of Primary School Mathematics
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    • v.27 no.3
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    • pp.303-320
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    • 2024
  • This study presents the development and performance evaluation of a custom GPT-based chatbot tailored to provide solutions following Polya's problem-solving stages. A beta version of the chatbot was initially deployed to assess its mathematical capabilities, followed by iterative error identification and correction, leading to the final version. The completed chatbot demonstrated an accuracy rate of approximately 89.0%, correctly solving an average of 57.8 out of 65 image-based problems from a 6th-grade elementary mathematics textbook, reflecting a 4 percentage point improvement over the beta version. For a subset of 50 problems, where images were not critical for problem resolution, the chatbot achieved an accuracy rate of approximately 91.0%, solving an average of 45.5 problems correctly. Predominant errors included problem recognition issues, particularly with complex or poorly recognizable images, along with concept confusion and comprehension errors. The custom chatbot exhibited superior mathematical performance compared to the general-purpose ChatGPT. Additionally, its solution process can be adapted to various grade levels, facilitating personalized student instruction. The ease of chatbot creation and customization underscores its potential for diverse applications in mathematics education, such as individualized teacher support and personalized student guidance.

Remote Sensing and GIS for Earth & Environmental Disasters: The Current and Future in Monitoring, Assessment, and Management 2 (원격탐사와 GIS를 이용한 지구환경재해 관측과 관리 기술 현황 2)

  • Yang, Minjune;Kim, Jae-Jin;Ryu, Jong-Sik;Han, Kyung-soo;Kim, Jinsoo
    • Korean Journal of Remote Sensing
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    • v.38 no.5_3
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    • pp.811-818
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    • 2022
  • Recently, the number of natural and environmental disasters is rapidly increasing due to extreme weather caused by climate change, and the scale of economic losses and damage to human life is increasing accordingly. In addition, with urbanization and industrialization, the characteristics and scale of extreme weather appearance are becoming more complex and large in different ways from the past, and need for remote sensing and artificial intelligence technology for responding and managing global environmental disasters. This special issue investigates environmental disaster observation and management research using remote sensing and artificial intelligence technology, and introduces the results of disaster-related studies such as drought, flood, air pollution, and marine pollution, etc. in South Korea performed by the i-SEED (School of Integrated Science for Sustainable Earth and Environmental Disaster at Pukyong National University). In this special issue, we expect that the results can contribute to the development of monitoring and management technologies that may prevent environmental disasters and reduce damage in advance.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.