• Title/Summary/Keyword: 콘텐츠만족

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Alternate Reality Game Based Education in College (대학에서 대체현실게임기반 교육방법)

  • Chang, Hee-dong
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.415-422
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    • 2019
  • The college students who are in the game generation have different cognitive characteristics from the previous generations, and the phenomena of attention loss in the existing education methods such as lectures are generally seen. This results in a problem that the satisfaction of the university education is lowered. To solve this problem, it is possible to improve students' interest and concentration by using game-based educational methods. In this paper, we propose a method of university education using alternative reality game. The prototype was implemented and tested to verify that the proposed method is suitable for the university environment and can be operated. Through the test results, we confirmed that the proposed method meets the requirements of the university education field and that the required functions are functioning normally. In addition, according to the results of the questionnaire surveyed for the students, it shows that the proposed alternative game method based on the alternative reality game will be more effective in attracting students and improving concentration than the current education method.

The Analysis of Reflect Level according to Reflect Journal in HW Design Learning based on Online Simulation (온라인 시뮬레이션 기반 HW설계 학습에서 성찰일지 내용에 따른 성찰수준 분석)

  • Kim, Jiseon;Ryu, Jiyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.5
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    • pp.27-37
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    • 2019
  • In this study, for the purpose of reflection level analysis of high school students in HW design learning which is based on online simulation, we carried out 5 lessons of HW learning and analyzed there reflection levels for 5 individual time of reflection content. The reflection level analysis results for each time of learning shows that the reflection level of the $3^{rd}$ time learning of D-Flip Flop is the highest score with 1.23. The correlation analysis result between the reflection contents presents that high positive correlation between learning content and task resolving method(r=.781, p<.01), and negative design correlation between task resolving method and alternative resolving method. The HW learning satisfaction survey result shows 4.2, and most of the participant students provided opinions that the HW design learning is required and current learning contents is a bit difficult to follow. We could recognize HW design learning is required to have composition of curriculum with basic and advanced contents, and on-off lines combined.

Study on Active Learning & Facilitation Convergence Education Program for Enhancing Core Competency (4C) (핵심역량(4C) 증진을 위한 액티브러닝과 퍼실리테이션 융합 교육프로그램 연구)

  • Chung, Yoo Kyung
    • Smart Media Journal
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    • v.8 no.1
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    • pp.67-73
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    • 2019
  • This study investigates Active Learning and Facilitation Convergence Education Program which can improve core competency to cope with vocational education in the fourth industrial revolution era. I applied the integrated advantages of Active Learning which enhances 'problem solving skill' and those of Facilitation for creative thinking idea to application design process coursework and verified the effectiveness of such education method through student satisfaction survey. I also designed application contents for the students who are familiar with the mobile environments and UI contents for data visualization which can help those students to improve their skills in software. Every coursework was conducted as a team project. As a result, Active Learning and Facilitation Convergence Education Program is found to be helpful in improving the basic skills and competencies required in college education. I hope this work helps to reduce the educational gap between industry and professional colleges.

A Study on the Application of the Spatial Information Services for Water Hazard Information Services Platform (수재해 정보 플랫폼을 위한 공간정보서비스 활용 방안 연구)

  • LEE, Jeong-Ju;CHAE, Hyo-Sok;HWANG, Eui-Ho;KIM, Dong-Young
    • Proceedings of the Korea Water Resources Association Conference
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    • 2015.05a
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    • pp.639-639
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    • 2015
  • 최근 지식정보 사회는 IT가 핵심 구성요소인 스마트 사회로 변모하고 있으며, 인간과 사물 간 의사소통에서 사물과 사물 간 의사소통까지 확장하고, IT간 융합에서 나아가 타 산업과 융합하는 지능형 사회로 나아가고 있다. '공간'에 대한 정보는 '시간'과 함께 인간이 생활하는데 있어 반드시 알아야 하는 가장 근본적인 정보로써, 공간에서 발생하는 정보를 기반으로 다른 사람들과 소통을 하고 목적을 충족함으로써 삶의 질을 향상시킨다. 현대 사회에서 공간정보는 중요한 인프라 가치를 증대시키므로 새로운 사회 패러다임 전환을 위한 필수적인 요소라 할 수 있다. 따라서 본 연구에서는 수재해 정보 플랫폼 구현에 앞서 사용자의 니즈를 만족시키고 효용가치 증대가 가능하도록 공간정보서비스 활용 방안 연구를 하고자 한다. 공간정보는 시대의 흐름에 따라 형태 및 생산?활용방법이 달라졌으나 항상 중요한 정보로 인식되어 왔으며, 미래 공간정보는 단순 콘텐츠 영역을 뛰어넘어 상황(Context)정보까지 범위를 확장하였다. (1)미국의 공간정보는 시설, 기록관리 및 지도와 같은 공공분야에서 현재는 업무통합관리, 의사결정지원 등에서 데이터 웨어하우스(Data Warehouse)로서의 역할 담당한다. (2)일본은 아시아 최고의 원천기술력을 보유하고 있으며, 높은 수준의 GIS, RS(위성항측), ITS(지능형 교통 시스템) 기술을 기반으로 하고 있다. (3)영국은 지리정보시스템과 공공서비스를 접목하여 시민의 요구에 부응하는 고객맞춤형서비스 제공을 국가정보화의 우선과제로 선정하고 있다. (4)우리나라는 초고속통신망과 모바일 기술 등 세계 최고 수준의 인프라를 확보하고 있어, 이러한 인프라 기반융 복합 공간정보서비스를 이용하는데 안정적인 기반을 확보하고 있다. 본 연구는 국내외 공간정보서비스의 패러다임 변화 및 추진 동향 등을 제시하였으며, 수재해정보 플랫폼 활용에 능동적 적극적으로 접근할 수 있는 기반을 마련하였다. 공간정보서비스를 활용하여 커뮤니케이션 강화, 수재해 정보 서비스의 효율성 증진, 재해부문 선진화 측면에서 발전적 영향을 미칠 수 있으며, 특히 각종 현안에 대한 미래 예측 및 대응에 기여할 것으로 판단된다.

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Augmented Reality-based Surgical Nursing Practice Application Development and Evaluation (증강현실 기반의 수술간호 실습교육 애플리케이션 개발 및 평가)

  • Ko, Jung-Yon;Jung, Ae-Ri
    • Journal of Convergence for Information Technology
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    • v.11 no.2
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    • pp.47-56
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    • 2021
  • The purpose of this research was to develop an augmented reality-based surgical nursing practice education application. The research proceeded in ADDIE order of analysis, design, development, implementation, and evaluation stages. In the analysis phase, we analyzed the surgical nursing learning needs of the expert group and nursing student group. As a result of the analysis, the demand for surgical instruments was generally high. We selected 51 surgical instruments of the 7 categories most frequently used in the operating room based on the needs, and produced them as AR Book. The augmented reality application was created based on the Unity 3D engine, and the application was built with Android OS so that the target person could use it. Expert assessment of application for augmented reality-based surgical nursing practice education application showed 73.4±4.3 out of 80. This study is significant in the part that first developed a new method of learning tools for surgical instruments. We determined that an augmented reality-based application has reality, portability, accessibility and simplicity.

Digital Video Watermarking Using Frame Division And 3D Wavelet Transform (프레임 분할과 3D 웨이블릿 변환을 이용한 비디오 워터마킹)

  • Kim, Kwang-Il;Cui, Jizhe;Kim, Jong-Weon;Choi, Jong-Uk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.3
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    • pp.155-162
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    • 2008
  • In this paper we proposed a video watermarking algorithm based on a three dimension discrete wavelet transform (3D DWT) and direct spread spectrum (DSS). In the proposed method, the information watermark is embedded into followed frames, after sync watermark is embedded into the first frame. Input frames are divided into sub frames which are located odd row and even row. The sub frames are arranged as 3D frames, and transformed into 3D wavelet domain. In this domain the watermark is embedded using DSS. Existing video watermarking using 3D DWT is non-blind method but, proposed algorithm uses blind method. The experimental results show that the proposed algorithm is robust against frame cropping, noise addition, compression, etc. acquiring BER of 10% or below and sustains level of 40dB or above on the average.

A Study on the User Experience of Online Concert -Focusing on the case of KPOP Online Concert- (온라인 콘서트의 사용자 경험 연구 -KPOP 온라인 콘서트 사례를 중심으로-)

  • Hong, Hyun-Ju;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.349-354
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    • 2021
  • The purpose of the project is to study the factors affecting the new user experience and satisfaction as the concert market of K-POP is moved to the online stage by the Corona 19. The study conducted a survey and in-depth interviews with men and women in their 20s and 30s who participated in the K-POP online concert, consisting of proposed by Stephen P. Anderson. The study found that participants' propensity, concert composition, platform-supported technology, and quality factors affect user experience satisfaction. It was also noticed that while the grafting of new technology did not have a significant effect on the part of Pleasurable, the satisfaction level was significantly reduced if the quality was poor. Hopefully, this study becomes a reference to the future direction of online concert development.

A Study on the Effectiveness of Military Counseling Practice Education using Virtual Reality (가상현실을 활용한 병영상담 실습교육 효과 연구)

  • Min, Seunghee;Kim, Doheon;Kim, Yeekhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.527-535
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    • 2021
  • This study examined the reality of military counseling education applied by the Army and studied the effects of military counseling training using virtual reality. First, we explored the cases of virtual reality application related to counseling, reviewed the virtual reality technology that can be benchmarked in the Army military counseling education, and examined the applicable technology. We classified the education method and the curriculum for the students and tested the difference using the analysis of variance, which is a statistical analysis method, through the satisfaction measurement of the current education. In addition, after having students experience virtual reality contents, the effects of practical training applied with virtual reality technology were derived and the difference in actual training was compared and analyzed through T-test. Then, the reliability of the study was improved by analyzing the effects of practical training using virtual reality by using the Analytic Hierarchy Process for the expert group who can consider the overall situation. Based on the results of the analysis, the development plan of military counseling training combined with virtual reality technology and the supplements of current military counseling education were presented as policy implications.

Satisfaction and Effectiveness of Online Software Liberal Arts Education (온라인 소프트웨어 교양 교육의 만족도와 효과성에 관한 연구)

  • Choi, Jin-Ho;Shim, Jaeruen
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.930-935
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    • 2022
  • The ability to use software is an essential competency in modern society. As a result, programming education is conducted from elementary school to university. In case of programming education for non-majors conducted in the liberal arts at universities, if it is conducted online using high-quality contents, problems such as the shortage of professional professor and the limitation of practice time can be solved. Also, it has the advantage of providing students with enough time to think and solve problems. In this paper, the possibility of online lectures was investigated through a survey before and after lectures in software liberal arts courses conducted online. From the results of the survey, it is judged that the goal of software education can be achieved even if software lectures are conducted online, which is to improve computational thinking and problem-solving skills.

Development and Application of an Online-based Arduino Programming Experience Program

  • Eun-Sang, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.179-187
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    • 2023
  • The purpose of this study was to develop and apply an online-based Arduino programming experience program. In this study, the program was developed and applied based on the contents presented in the ADDIE model and Lee's model. The results of this study were as follows. First, two types of educational program were developed for online use by students of the free semester system. Second, the program content included practical materials such as teaching websites and video lectures. Third, the developed program was applied a total of three times in the school environment and when the student did not attend school. Fourth, analysis of student satisfaction confirmed that the students were satisfied with the development program. The content of this study will serve as a reference for instructors who plan online-based hands-on activities in places where instructors are not readily available, such as islands or mountainous areas.