• Title/Summary/Keyword: AI.디지털 교육

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Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal (빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언)

  • Ahn, Sunghun;Jung, JaeWoo;Oh, Sejong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.55-64
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    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.

The Impact of Usefulness, Ease of Use, and Satisfaction with ChatGPT on the Intention to Use (ChatGPT의 유용성, 용이성, 만족도가 수용 의도에 미치는 영향)

  • Park Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.3
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    • pp.61-70
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    • 2024
  • This study aimed to analyze the impact of perceived usefulness, ease of use, and satisfaction with ChatGPT on the intention to use it. Data were collected through an online survey, and the results showed differences in perceived usefulness, ease of use, and intention to use according to the demographic characteristics of the research subjects. Furthermore, a multiple regression analysis was conducted to examine the impact of ChatGPT's usability, ease of use, and satisfaction on the intention to use. The results indicated statistically significant differences in perceived usefulness, ease of use, and intention to use ChatGPT between students in different academic years. In addition, perceived usefulness, ease of use, and satisfaction with ChatGPT showed a significant positive influence on the intention to use it. This study is significant as it analyzes the intention to use ChatGPT, considering the role of generative AI in digital education and innovative teaching methods in the educational context.

A Study on Education system for nurturing Intelligent Information Technology practitioners in College (지능정보기술 실무인재 양성을 위한 전문대학 교육체계 구축 방안)

  • Kim, SungRim;Yeo, MinWoo;Cho, EunSook;Hong, YuNa;Heo, YoungJun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.4
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    • pp.63-75
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    • 2021
  • It is necessary to respond to rapid technological changes such as the 4th industrial revolution and digital transformation across industries. And, a change in the university education system is necessary in a crisis situation of universities due to the rapid decrease of the school-age population. This study is aimed at practical competency with the ability to apply intelligent information technology to their job fields based on a basic understanding of intelligent information technology rather than advanced competency centered on theory and research. Instead of presenting the curriculum system diagram so that it can be flexibly applied to the design and development of the curriculum for intelligent information technology, training modules according to job and level were presented. In relation to intelligent information technology, a questionnaire was conducted for college professors, and industry experts were conducted on the derived educational modules to reflect the opinions of the industry. Industry experts said that collaboration with PBL, Capstone, and industry is necessary to improve problem-solving and communication skills.

Developing a Learning Model based on Computational Thinking (컴퓨팅 사고기반 융합 수업모델 개발)

  • Yu, Jeong-Su;Jang, Yong-Woo
    • Journal of Industrial Convergence
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    • v.20 no.2
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    • pp.29-36
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    • 2022
  • Computational thinking in the AI and Big Data era for digital society means a series of problem-solving methods that involve expressing problems and their solutions in ways that computers can execute. Computational thinking is an approach to solving problems, designing systems, and understanding human behavior by deriving basic concepts in computer science, and solving difficult problems and elusive puzzles for students. We recently studied 93 pre-service teachers who are currently a freshman at ◯◯ university. The results of the first semester class, the participants created a satisfactory algorithm of the video level. Also, the proposed model was found to contribute greatly to the understanding of the computational thinking of the students participating in the class.

A Lifelog Posture Estimation Web Program Using Arduino and FSR402 Sensors

  • Ae-Ri Jung;Min-Seok Song;Hyun-Seo Shin;Young-Bok Cho
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.11
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    • pp.251-258
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    • 2024
  • In this paper, we propose a posture correction system using the Arduino FSR402 sensor and Skeleton Keypoint artificial intelligence model. In anticipation of the introduction of AI Digital Textbook (AIDT), which will be fully implemented from 2025 under the 2022 curriculum reform, the need for research to raise awareness of the risk of digital diseases among children and adolescents and to prevent them is emphasized. The proposed system learns the correct posture for each user based on their life log information and helps them maintain good posture by determining whether they are using a smart device correctly and guiding them. In particular, for children and adolescents who experience physical changes, it has the advantage of learning the changed body information from the Skeleton Keypoint artificial intelligence model to guide the appropriate posture, and it can be confirmed that the sensor's measurement value operates normally within the error range (average error 2.53%) in measuring the correct posture for each user.

University education in the era of the 4th industrial revolution (4차산업혁명 시대의 대학교육 방향)

  • Hwang, eui-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.137-138
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    • 2017
  • 새로운 기술혁명의 시대가 열리며 제4차산업혁명의 시대 속 소프트웨어 기술을 기반으로 생성되는 디지털 연결성이 사회를 근본적으로 변화시키고 있다. 미국, 독일, 영국, 일본, 중국 등 주요국가들은 국가의 미래를 걸고 있을 정도이다. 국내 4차산업혁명 주요기술수준이 미국 대비 빅데이터플렛폼 76.3%, 사물인터넷 80.9%, 소프트웨어 76.7%, 3D 프린터 73.1% 라 한다. 국내 빅데이터와 인공지능(AI) 전문가 확보에 나선 기업들은 국내 연구진이 턱없이 부족하다 한다. 인재 품귀 현상에 4차산업혁명 인프라구축을 위하여 국내 외 대학에서의 융합인재 양성현황과 대학교육의 방향에 대하여 알아보고자 한다.

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Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.

Performance Analysis of Korean Digital Key Practical Talent Training Program (한국형 디지털 핵심 실무인재양성훈련 프로그램의 성과 분석)

  • Young-bok Cho
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.573-577
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    • 2022
  • In this paper, the operation of the Korean digital key talent training project (K-Digital Training) supported by the Ministry of Labor in 2022 began in 2021, and through public offering in the second half of 2022, 403 training courses are held to secure 33,000 annual training personnel. Accordingly, because of performance analysis on learning satisfaction in each field of the state-led talent development program to respond quickly to future industrial changes by fostering digital talent, the overall satisfaction with the program was very high at 4.27 on average. However, the initial expectation for employment linkage is decreasing from 4.2 to 3.91 at the end of learning. Therefore, it is expected that the satisfaction level of the program can be continuously improved only when the organizations participating in the program are prepared in advance for employment linkage

Analysis of the Effects of Learners' Visual Literacy and Thinking Patterns on Program Understanding and Writing in Basic Coding Education for Computer Non-majors (컴퓨터 비전공자를 위한 기초 코딩 교육에서 학습자의 시각적 문해력과 사고 유형이 프로그램 이해와 작성에 미치는 영향 분석)

  • Park, Chan Jung;Hyun, Jung Suk
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.1-11
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    • 2020
  • As software and artificial intelligence education became more and more important, in December 2019, the Ministry of Science and ICT announced plans to expand software and AI education to mandatory education in elementary and secondary schools by 2022. In addition to elementary and secondary schools, most universities are actively engaged in software education for computer non-majors, but research on coding education for computer non-majors is insufficient. The purpose of this paper is to find an efficient teaching and learning method for coding education for computer non-majors. Nowadays, college students, called Millennial and Generation Z, prefer visual information and are familiar with computers as digital natives. Based on these characteristics, this study examined the visual literacy and thinking styles of college students and then examined whether the students' visual literacy and thinking styles influenced coding-based problem solving in coding subjects. Based on this, this paper proposes an alternative to do programming education more efficiently for students who are new to coding.

Design and Application of App-Inventor-Software Class using Artificial Intelligence (인공지능을 활용한 앱인벤터 소프트웨어 교육 수업 설계 및 적용)

  • Park, Mi Hee;Hu, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.13-23
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    • 2021
  • This study requires SW education that can adapt to the advent of the fourth industrial revolution and the new normal environment of COVID-19 pandemic. Small and powerful smartphones, which have become a necessity in digital society, are designed and applied to create apps with useful apps or artificial intelligence modules that have been trained with data using the App Inventor program as a good teaching tool. After conducting the class in a blended method that combines face-to-face and non-face methods, the survey questioned the technical and cognitive maturity of artificial intelligence and the pros and cons of blended software classes. We also found changes in career orientation, which is intended to explore SW-related talent occupations that require a lot of demand in terms of national development before and after artificial intelligence classes. Significant results were reached in three of the sub-elements. Even in non-face-to-face situations, it is expected that an app vendor software education program using artificial intelligence will be provided to the actual site.

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