• Title/Summary/Keyword: 콘텐츠 효과 평가

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Improving Performance of Search Engine Using Category based Evaluation (범주 기반 평가를 이용한 검색시스템의 성능 향상)

  • Kim, Hyung-Il;Yoon, Hyun-Nim
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.19-29
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    • 2013
  • In the current Internet environment where there is high space complexity of information, search engines aim to provide accurate information that users want. But content-based method adopted by most of search engines cannot be used as an effective tool in the current Internet environment. As content-based method gives different weights to each web page using morphological characteristics of vocabulary, the method has its drawbacks of not being effective in distinguishing each web page. To resolve this problem and provide useful information to the users, this paper proposes an evaluation method based on categories. Category-based evaluation method is to extend query to semantic relations and measure the similarity to web pages. In applying weighting to web pages, category-based evaluation method utilizes user response to web page retrieval and categories of query and thus better distinguish web pages. The method proposed in this paper has the advantage of being able to effectively provide the information users want through search engines and the utility of category-based evaluation technique has been confirmed through various experiments.

e-Portfolio Design and Application Education Combining the Learning and Evaluation (학습과 평가를 통합한 e-포트폴리오 설계 및 활용 교육)

  • Kim, Sang-Su;Kim, Young-Hak
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.260-267
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    • 2008
  • The portfolio provides a method which can properly evaluate the student's long term period of learning and growth, and this allows students to have practical learning through self-reflection. However, following the realities of portfolio's operation, the portfolio is being operated formally just once only for the evaluation due to the difficulty of long custody and its time-consuming process. In this paper, after grasping the overall process of learning and the result of growth, we design the 'e-portfolio' which combines both learning and evaluation in order to minimize the physical constraint factors along with operating portfolio. After operating our newly designed 'e-portfolio' based on blog in order to verify it's effect, we found the meaningful changes in student's academic achievement and the positive possibility of its application to teachers. Therefore, with the operation of our suggested 'e-portfolio', we are expecting progressed and integrated portfolio education which combines the function of the learning and the evaluation.

Developing & Applying a Template-based Game-type Learning Contents Authoring Tool (템플릿 기반 게임형 학습콘텐츠 저작 도구의 구현 및 적용)

  • Kim, Hye Sun;Kim, Cheol Min;Kim, Seong Baeg
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.41-53
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    • 2007
  • Recently, there has been much research to improve immersiveness and learning achievement using the edutainment that combines learning with game. However, from the viewpoint of instructors, there has been little research to solve technical difficulties and to reduce the authoring time in tailoring a game-type learning content. Therefore, in this paper, we propose an authoring tool, which enable instructors to tailor game-type learning contents reflecting their own preferences in spite of no backgrounds of technical skills. The authoring tool proposed has key features to hide authoring handicaps and reduce authoring time by providing the overall template for customized game-type learning contents based on template concept. To evaluate the effectiveness of the authoring tool, we applied it to teachers and elementary school students. From the evaluation, the result represented that instructors can make their own learning contents without being aware of technical problems within a short time. Also, the result showed that the learning achievement degree and immersive depth of students have been significantly improved.

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Performance Evaluation of Caching in PON-based 5G Fronthaul (PON기반 5G 프론트홀의 캐싱 성능 평가)

  • Jung, Bokrae
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.22-27
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    • 2020
  • With the deployment of 5G infrastructure, content delivery network (CDN) will be a key role to provide explosive growing services for the independent media and YouTube which contain high-speed mobile contents. Without a local cache, the mobile backhaul and fronthaul should endure huge burden of bandwidth request for users as the increase number of direct accesses from contents providers. To deal with this issue, this paper fist presents both fronthaul solutions for CDN that use dark fibers and a passive optical network (PON). On top of that, we propose the aggregated content request specialized for PON caching and evaluate and compare its performance to legacy schemes through the simulation. The proposed PON caching scheme can reduce average access time of up to 0.5 seconds, 1/n received request packets, and save 60% of backhaul bandwidth compared to the no caching scheme. This work can be a useful reference for service providers and will be extended to further improve the hit ratio of cache in the future.

The Study for Context Aware Information Retrieval in Ubiquitous Computing Environment Using UCC Resources (UCC자원을 이용한 유비쿼터스 컴퓨팅 환경에서의 상황인식 정보검색기법에 대한 연구)

  • Lee, Haesung;Kwon, Joonhee
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.12-16
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    • 2009
  • Exponentially increasing UCC, experiences which some people get at the specific time and in the specific location are shared on the Web more easily. Also, UCC have been more reliable and more efficient resources, because of many people's natural valuation on each UCC. UCC have potential possibility to be primary factor in all ubiquitous computing environment. However, like ubiquitous computing techniques themselves the current availability and utilization of online UCC is far from realizing their full potential. In this paper, we propose a technique that integrates existing methods from information retrieval and tagging technologies to correspond with user's underlying need for some information in ubiquitous computing environment.

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Development of training-education system for early childhood and adolescence (청소년의 인지능력 훈련을 위한 운동-학습 시스템의 개발)

  • Choi, Jung-Hyeon;Park, Jun-Ho;Yoon, Ji-Sook;Seo, Jae-Yong;Pakr, Chan-Hong
    • Journal of the Institute of Convergence Signal Processing
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    • v.21 no.3
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    • pp.107-112
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    • 2020
  • With the importance of creative learning highly valued, the demand for education in early childhood and adolescence has been increasing in recent years, but simple memorization-oriented and classical teaching methods tend not to prove high effectiveness in terms of learner-centeredness. Students who study static at their desks for a long time do not prefer boring classical learning methods, and there is also a lack of educational methods and educational content that conforms to the convergence education trend in the actual educational field. Therefore, this study has created a system that allows students to exercise and learn at the same time through a fun and familiar approach, and implement educational content through activation of brain plasticity.

A Study on Improvement Plans for National Archives of Korea Website's Search Service through Its Usability Evaluation (국가기록원 웹사이트 검색서비스의 사용성 평가를 통한 개선방안 연구)

  • Lee, Hyojin;Kim, Jihyun
    • Journal of Korean Society of Archives and Records Management
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    • v.21 no.3
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    • pp.187-215
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    • 2021
  • Archives should provide a web-based archival information service with good usability based on the understanding of users' needs. Thus, this study analyzed the usability of the National Archives of Korea (NAK) website's search service through expert and usability evaluations for various users and suggested improvement plans. A literature review, heuristic evaluation, one of the usability expert evaluation methods, and usability evaluation for users were performed. As a result of expert evaluation, the severity rating for the usability problem was highest regarding a match between the system and real world and the lowest in error prevention. In the usability evaluation, it was assumed that the user's background and whether the website's help was provided is associated with usability. Usability evaluation was conducted for 22 participants, including those majoring in records management, web/application developers, and people without such backgrounds. Furthermore, a presurvey, a five-second test, and search tasks were conducted in a row. The analysis based on usability components in ISO 9241-11: 2018, i.e., effectiveness, efficiency, and satisfaction, showed that web/application developers had the highest search effectiveness, and those majoring in records management showed high effectiveness only in the search for archival content services. Background factors did not affect efficiency, and the more familiar with the finding aids, the better the efficiency. Moreover, providing the website's help was found to be positively associated with effectiveness and satisfaction. This study suggests that the NAK website will offer a user-friendly interface and search function, expand help support, and display a consistent web interface.

A Development of Design Education Program Based on Local Cultural Contents to Promote Creativity of Chinese Children (중국 아동의 창의성 증진을 위한 지역 문화 콘텐츠 기반의 디자인교육 프로그램 개발)

  • Yoon, Woolahm;Beck, Donghyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.56-67
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    • 2020
  • Various studies have been conducted to identify the concept of creativity and enhance it effectively. Many advanced countries in the field of design have already expanded the scope of design education from specialized education to universal education and utilized such design education as a curriculum for promoting the creativity. Although education industry in China has been growing rapidly with the increase in the national income, the current educational contents have been mostly focused on the subjects/contents for an entrance examination, with little consideration of creativity promotion for children. Therefore, as an effort to promote creativity of Chinese children, the current study developed a design education program utilizing Chinese cultural contents and verified its educational effectiveness in terms of creativity promotion. The program was developed in the following process: 1) exploring the program development direction through an in-depth interview with parents; 2) deriving three lesson plans through an ideation session with some experts in art education for children; and 3) selecting a final lesson plan through experts/parents evaluation and developing a final textbook. A total of 10 children were educated with the developed textbook, and their levels of creativity before and after the education were comparatively evaluated using Torrance Tests of Creative Thinking (TTCT). The study results showed that the education program developed in the current study significantly affected the children's creativity, which would contribute to promoting the children's creativity, and also, developing a new creativity education program in the future. Additionally, it is expected that the research methods employed in this study, that is, developing a creativity promotion program using some cultural/local contents, could be usefully/widely applied in various fields of education.

Untitled Effect: Effect of Type of Artwork Title on Audience Reaction (무제의 효과: 미술품 제목의 유형이 관람자 반응에 미치는 영향)

  • Park, Ju-Yeon;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.600-611
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    • 2016
  • This study examined the impacts of types of titles of artworks, especially 'untitled', on audience reponse. Generally, naming can be a tool to represent characteristics of objects, affecting their market value and price. Since contemporary artworks are often untitled, this study aimed to investigate how naming 'untitled' would affect audience response. As the size of arts market increasing, how the audience, potential buyer of artworks, responds to artworks is important. Based on prior research, we hypothesized that the audience would have different level of understanding, attention, attractiveness and curiosity to untitled artworks, controlling other factors. In the regression results from the data of 305 respondents, we found that people had significantly lower level of understanding and attention on untitled artworks than on artworks of explanatory or associative titles. In addition, respondents showed significantly higher level of curiosity when the artwork was an painting. This study confirmed the assertions of prior research that titles are indeed important, and further implied that artwork creators should be more concerned on naming their artworks since titles as well as artworks themselves could actually affect audience response.

Design of Web-Based Digital Contents for Cyber University (Cyber 대학을 위한 Web 기반 컨텐츠 설계)

  • Cho Sae-Hong;Park Hwa-Jin
    • Journal of Digital Contents Society
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    • v.2 no.2
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    • pp.191-197
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    • 2001
  • The cyber university, which authoring systems for digital contents using multimedia technologies ate used for its courses, is highlighted to be a promising alternative for the current off-line education system. As the demand for the authoring system is constantly increasing, many systems, which emphasize the developers' convenience only, are currently used. Since the generated digital contents using these systems are failed to draw the learners' active interaction with contents, the new authoring system is expected to be existed. This paper presents, develops, and implements the new contents authoring system by using programing languages and/or software tools based on the storyboard. The presented, developed, and implemented system mimics the face-to-face education in off-line system, induces the users' active interaction with contents, and the effective evaluation system to the users.

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