• Title/Summary/Keyword: 인지패러다임

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User Requirements Analysis for the Strategic Planning of Virtual University Systems : A Case Study on the Perspective of Instructors (가상대학시스템 전략계획수립을 위한 교수자 측면의 요구분석에 관한 연구: K대학의 사례를 중심으로)

  • Jeong, Dae-Yul;Jun, Yong-Kee
    • Information Systems Review
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    • v.4 no.1
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    • pp.89-110
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    • 2002
  • Today, many universities are confronted with the changing education paradigm such as e-Learning, CBT(Computer-based Training), Virtual University. Particularly, the Virtual University is now in the countrys educational mainstream as a legitimate, potentially standards-setting educational environment. These streams are certainly a new opportunity or threat to our universities. To overcome this problem, we should think this as strategic, and should implement IT-based Virtual University System to which computer and network technology is main edge. So, we think that the Virtual University System is SIS(Strategic Information System) which support universitys future education strategies. We proposed a planning framework for the Virtual University System. The framework which is based on the IS planning methodology is composed of such as environment analysis, requirement analysis of the system, strategic roles and objectives setting, scenario analysis of budget and revenue. To define the strategic roles and objectives of the system, we surveyed it on the side of instructors. We proposed five factors, which are to (1) improve competitiveness (2) reduce cost and secure profit (3) enhance education services (4) change the future education model (5) decrease dysfunctions of virtual education model.

Reconstruction of e-Learning Contents based on Web 2.0, and the Level Diagnosis (Web 2.0 기반 e-러닝 콘텐츠 재구성 및 수준 진단)

  • Lim, Yang-Won;Lim, Han-Kyu
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.429-437
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    • 2010
  • As Web technology and functions have recently changed to a user-focused paradigm, new studies are being conducted to construct dynamic learning content that enables the learner's participation and continuous learning in the field of e-learning research and design. This paper covers a study on the degree of difficulty in learner-focused dynamic learning contents to provide efficient learning environments for its adaptation to e-learning 2.0. This study suggests DLA (Dynamic Level Adjustment) to provide learner-focused contents. The suggested system will be a guideline to control and adopt learning content that can be easily applied to the environmental change, and more in-depth future research can be performed by using the system. A dynamic learning content model was made to recognize various learning patterns of learners as a result of the performance evaluation.

High Achieving Students' Understanding of Continuity of Function (상위 집단 학생들의 함수의 연속 개념 이해)

  • Lee Kyung Hwa;Shin Bo Mi
    • Journal of Educational Research in Mathematics
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    • v.15 no.1
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    • pp.39-56
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    • 2005
  • This paper provides an analysis of a survey on high achieving students' under-standing of continuity of function. The purposes of the survey in this paper were to identify high achieving students' concept images of continuity of function in the way of Tall & Vinner(1981). The students' individual written answers were collected and task-based, semi-structured individual interviews with 5 students were videotaped. Students were asked to explain their under-standing or reasoning about continuity of function. Five types of the concept images were identified in the analysis. Obvious discrepancy of results between this study and Tall & Vinner(1981)'s were pointed out. It is very likely that the differences in results drawn in both studies are results of the different orientations of the textbooks in terms of their degree of emphasis on the concept definition of continuity of function.

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Consumer's Product Evaluation on the Experiential Attributes & Functional Attributes (체험적 속성과 기능적 속성에 대한 소비자 제품평가)

  • Min, Byung-Kwon;Jung, Yong-Gil
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.230-240
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    • 2009
  • This study proposes a theory of consumer experiences based on a cognitive science framework that serves as an alternative to the mainstream marketing paradigm of information processing and choice. The theory consists of three key theoretical constructs: experiential modules, primary vs. secondary experiences, and the hierarchy of experiential modules. Based on this theory, this study investigates the effect of experiential attributes and functional attributes on consumer's product evaluations, and the moderating role of consumer's knowledge. The main research findings are (1) the subjects react faster to sensory and affective stimuli(ex: experiential attributes) than they do to intellectual stimuli (ex: functional attributes), (2) the interaction modularity of attributes(functional vs. experiential) $\times$ tempo(normal vs. fast) $\times$ product knowledge(novice vs. expert) appear significantly with product evaluation as the dependent measure.

A Study on Design Development Direction for Designing Aging Friendly City through The Case Analysis (사례분석을 통한 고령친화도시 디자인 개발방향연구)

  • Nah, Ken;Sung, Sora;Jeon, Youngje;Lee, Eunkyung
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.61-69
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    • 2017
  • The purpose of this study is to suggest a foundational design direction for seniors, according to paradigm shift in aging society. This paper researched on current state of the aging society through literature study and defined the theoretical concept that set the foundation of the study. Secondly, for building an age-friendly city, relevant studies on seven cities were selected and their regional design guidelines were analyzed. As a result, essential design elements for building the aging-friendly city were defined as safety, recognition, and accessibility. A detailed design guideline that applies the three elements with understanding on seniors is required to construct the environment for a senior-friendly city. Ultimately, the result of this study is expected to be in practical use as a fundamental resource for age-friendly city design.

Conceptual Study on User Experience in HCI: Definition of UX and Introduction of a New Concept of CX (Co-Experience) (사용자 경험에 대한 HCI적 관점에서의 개념적 고찰 사용자 경험의 개념 정의와 공동 경험감 개념의 제안)

  • Moon, Jee-Hyun;Lim, Seong-Taek;Park, Cha-La;Lee, In-Seong;Kim, Jin-Woo
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.9-17
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    • 2008
  • The concept of UX(User Experience) has been an important issue both in academic and practical areas in recent years. However, the concept had either been lacking an implicit definition or confused with otherrelated concepts in most cases. In this paper, a conceptual definition of UX and the optimal UX in HCI as well as conditions of it is presented based on John Dewey's pragmatism. Also, due to the current shifts in the technological environment in HCI, it is impossible to fully explain the phenomena by using the current concept of UX as users experience technology not only individually but also socially. Therefore, this paper introduces the concept of users' shared experience, co-experience(CX), and its requisites.

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Fuzzy-based Dynamic Packet Scheduling Algorithm for Multimedia Cognitive Radios (멀티미디어 무선인지 시스템을 위한 퍼지 기반의 동적 패킷 스케줄링 알고리즘)

  • Tung, Nguyen Thanh;Koo, In-Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.1-7
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    • 2012
  • Cognitive radio, a new paradigm for wireless communication, is being recently expected to support various types of multimedia traffics. To guarantee Quality of Service (QoS) from SUs, a static packet priority policy can be considered. However, this approach can easily satisfy Quality of Service of high priority application while that of lower priority applications is being degraded. In the paper, we propose a fuzzy-based dynamic packet scheduling algorithm to support multimedia traffics in which the dynamic packet scheduler modifies priorities of packets according to Fuzzy-rules with the information of priority and delay deadline of each packet, and determines which packet would be transmitted through the channel of the primary user in the next time slot in order to reduce packet loss rate. Our simulation result shows that packet loss rate can be improved through the proposed scheme when overall traffic load is not heavy.

Influence of The Multimedia Function on Continue Using Intention of Smartphone (스마트폰의 멀티미디어 기능이 지속적 사용의도에 미치는 영향)

  • Nam, Soo-Tai;Kim, Do-Goan;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.201-203
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    • 2015
  • Recently, rapid innovation of Smartphone is changing the paradigm of our daily life. Smartphone users, opinion experts more than 99 percent of the economically active population is using, it has reached the saturation past the early stages of formation. Smartphone is equipped with a general purpose OS possible the implementation of high performance environment similar level as a personal computer. Also, it is a mobile communication terminal scalable which can be removed or installed various applications. Such extensibility, it is possible to use different applications through the Apps store. In addition, it is also possible various services which are location based service. In this research, we aim to analyze factors influencing of the multimedia function on continue using intention of Smartphone In addition, we aim to analyze the causal relationship from perceived value to continue using intention. This study suggests practical and theoretical implications based on the results.

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Development of multi arcade game platform applying smart devices (스마트 디바이스 기반의 멀티 플랫폼 아케이드 게임 개발)

  • Yun, Chang Ok;Kim, Jun Hong;Ju, Woo Suk;Yun, Tae Soo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.119-130
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    • 2015
  • In the recent gaming industry, the paradigm has been changed with upcoming core-platform as time goes by. Arcade, console, PC online and smart device platforms are representative ones. In recently, the platform is changed to multi-platform which connecting to smart device and other platforms. Besides, the multi-platform without PC is up-coming. This paper suggests that a kind of multi-platform which connecting from smart devices to arcade devices be aware of lack of continuous. It provides a new arcade gaming condition connecting to smart devices, then supplies online network conditions to the arcade gaming machine. The original arcade game was lack of continuous and the game platform was so simple, but now, it could be focused from players by connecting to smart devices to increase the gaming machines' continuity. Furthermore, Bluetooth communication module and wireless Wi-Fi communication module are used to adapt various communication environments. The Unity3D engine would make contents' expandability.

Inquiry on Educating One-person Creative Enterprise by College Students: Based on the Field of Applied Music Education (학생 1인창조기업 육성을 위한 거시적 교육방향 탐색: 실용음악분야를 중심으로)

  • Lee, Seung-Hee;Kim, Kun
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.125-133
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    • 2012
  • The focus of the study is to propose a long-term teaching and learning direction of one-person creative enterprise by college students in the field of the industry of Applied Music Contents. Critical review on literature and theories related to the recent trends of Applied Music industry and entrepreneurship education was conducted. The study introduced a macro level of four educational principles of Applied Music studies at a college such as: integrating Applied Music education with a viewpoint of humanities, fostering creative entrepreneur spirits of students in the field of Applied Music, applying new social media and technologies into teaching knowledge and skills of Applied Music, and finally developing students' authentic music expertise under cognitive apprenticeship(by a relationship of mentor-mentee) of Applied Music.