• Title/Summary/Keyword: Collaborative tools

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The Effect of Scaffolding on Creative Collaborative Performance - Focusing on the Mediating Effects of Boundary Objects - (스캐폴딩이 창의적 협업 성과에 미치는 영향 - 바운더리 오브젝트의 매개효과를 중심으로 -)

  • Shin, Hyun-Sun;Kym, Hyo-gun;Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.1-15
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    • 2020
  • This study examined the factors that influence creative performance in corporate collaboration projects. Specifically to facilitate team collaboration, we identified that scaffolding, which is one of the important factors in organizational learning communication, and the Boundary Objects, which are collaboration tools & vehicle, influence performance. The survey was collected for 203 employees who experienced collaborative projects, and three-step mediated regression analysis was conducted after conducting exploratory factor analysis. In other words, we examined the median effect of boundary objects on the impact of scaffolding on creative collaborative performance. Analysis showed that while the effects of the boundary objects in relation to the impact of cognitive scaffolding on creative performance were not significant, emotional scaffolding had a full-scale effect on the creative performance and also had a full-scale effect on the efficacy performance. Given these results, it is necessary to share a vision and form personal relationships among team members in order to activate them, since scaffolding is useful in organizational learning and boundary objects also have some effect as a medium for promoting collaboration in projects.

Applied Case and Development of m-Learning Class: Based on a Clinical Practice Class in the College of Nursing Science (m-Learning 수업 개발과 적용사례: 간호대학 임상실습 과목)

  • Kang, In-Ae;Lee, Seon-Ah;Kim, Won-Ock;Sok, So-Hyune R.;Hwang, Jee-In
    • The Journal of Korean Academic Society of Nursing Education
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    • v.14 no.1
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    • pp.63-72
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    • 2008
  • Purpose: This study focused on two aspects: 1) how to design and implement a mobile learning course which is facilitated by a PDA with a web-based class homepage as a tool for mobile learning; 2) how to increase and enhance interactive activities among and between the students and the faculty members by utilizing a PDA as a tool for communication as well as collaboration. Method: To analyze the results of the m-Learning course, data was collected from interviews with the involved two faculty members and a survey from 27 students. Result: The results showed a positive outcome of the m-Learning approach in terms of a more collaborative learning environment in a clinical course where the students practice their clinical activities out of the classroom, far from their faculty members. On the other hand, the problems of the m-Learning approach were that more thorough preparation was needed for the new tools from both the students and the faculty members in preparation in social, cultural, and mental aspects, not withstanding the assumed technical limits of a PDA. Conclusion: m-Learning must be more actively implemented in classes, even though several problems were noticed in terms of both technical aspects of the tools, and social and cultural aspects from the users.

Pre-Evaluation for Prediction Accuracy by Using the Customer's Ratings in Collaborative Filtering (협업필터링에서 고객의 평가치를 이용한 선호도 예측의 사전평가에 관한 연구)

  • Lee, Seok-Jun;Kim, Sun-Ok
    • Asia pacific journal of information systems
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    • v.17 no.4
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    • pp.187-206
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    • 2007
  • The development of computer and information technology has been combined with the information superhighway internet infrastructure, so information widely spreads not only in special fields but also in the daily lives of people. Information ubiquity influences the traditional way of transaction, and leads a new E-commerce which distinguishes from the existing E-commerce. Not only goods as physical but also service as non-physical come into E-commerce. As the scale of E-Commerce is being enlarged as well. It keeps people from finding information they want. Recommender systems are now becoming the main tools for E-Commerce to mitigate the information overload. Recommender systems can be defined as systems for suggesting some Items(goods or service) considering customers' interests or tastes. They are being used by E-commerce web sites to suggest products to their customers who want to find something for them and to provide them with information to help them decide which to purchase. There are several approaches of recommending goods to customer in recommender system but in this study, the main subject is focused on collaborative filtering technique. This study presents a possibility of pre-evaluation for the prediction performance of customer's preference in collaborative filtering before the process of customer's preference prediction. Pre-evaluation for the prediction performance of each customer having low performance is classified by using the statistical features of ratings rated by each customer is conducted before the prediction process. In this study, MovieLens 100K dataset is used to analyze the accuracy of classification. The classification criteria are set by using the training sets divided 80% from the 100K dataset. In the process of classification, the customers are divided into two groups, classified group and non classified group. To compare the prediction performance of classified group and non classified group, the prediction process runs the 20% test set through the Neighborhood Based Collaborative Filtering Algorithm and Correspondence Mean Algorithm. The prediction errors from those prediction algorithm are allocated to each customer and compared with each user's error. Research hypothesis : Two research hypotheses are formulated in this study to test the accuracy of the classification criterion as follows. Hypothesis 1: The estimation accuracy of groups classified according to the standard deviation of each user's ratings has significant difference. To test the Hypothesis 1, the standard deviation is calculated for each user in training set which is divided 80% from MovieLens 100K dataset. Four groups are classified according to the quartile of the each user's standard deviations. It is compared to test the estimation errors of each group which results from test set are significantly different. Hypothesis 2: The estimation accuracy of groups that are classified according to the distribution of each user's ratings have significant differences. To test the Hypothesis 2, the distributions of each user's ratings are compared with the distribution of ratings of all customers in training set which is divided 80% from MovieLens 100K dataset. It assumes that the customers whose ratings' distribution are different from that of all customers would have low performance, so six types of different distributions are set to be compared. The test groups are classified into fit group or non-fit group according to the each type of different distribution assumed. The degrees in accordance with each type of distribution and each customer's distributions are tested by the test of ${\chi}^2$ goodness-of-fit and classified two groups for testing the difference of the mean of errors. Also, the degree of goodness-of-fit with the distribution of each user's ratings and the average distribution of the ratings in the training set are closely related to the prediction errors from those prediction algorithms. Through this study, the customers who have lower performance of prediction than the rest in the system are classified by those two criteria, which are set by statistical features of customers ratings in the training set, before the prediction process.

Analysis of Collaborative Learning Model and Collaboration Tools in e-Learning (e-러닝 환경에서의 협력학습 모델 및 지원도구 분석)

  • Jang, H.W.;Suh, H.J.;Moon, K.A.
    • Electronics and Telecommunications Trends
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    • v.20 no.1 s.91
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    • pp.139-146
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    • 2005
  • 폭발적인 정보의 흐름 속에 놓여 있는 지식정보화 시대에서는 필요한 정보를 선택하고 가공하여 새로운지식의 창조, 전달 및 확대 재생산 할 수 있는 능력이 요구되고 있다. 지식정보화 시대가 필요로 하는 창의적 인재 육성을 위한 새로운 교육 형태와 패러다임으로 e-러닝이 유력한 솔루션으로 부각되고 있다.e-러닝은 교수자 중심의 일방향 교육이 아닌 학습자가 시간과 장소에 구애받지 않고 필요한 학습을 하는 양방향 교육 방식이나, 현재까지는 학습 콘텐츠의 단순 반복 학습에 그치고 있어 기존 교실 수업 방식에 비해 학습효율이 떨어지는 점이 이 분야 발전의 장애요소가 되고 있다. 이에 대한 해결책으로 온라인상에서 학습 과제를 여러 명의 학생들이 상호 의존하여 공동으로 해결함으로써 학습 목표를 달성하는 형태의 협력 학습에 대한 연구가 활발히 진행되고 있다. e-러닝 협력학습에는 단순히 학생들을 그룹화하여 함께 학습하도록 하는 것은 교육 효과면 에서 비효율적일 수 있으며, 학생들의 자발적인 참여와 협력을 유도할 수 있는 교수모형을 적용하여야 하며, 개인의 책임감을 근간으로 한 상호 의존적 과제 해결 활동이 이루어져야 한다. 본 고에서는 협력 e-러닝 학습을 위한 연구사례와 기술 동향들에 대해 살펴본다.

The Global Publication Output in Augmented Reality Research: A Scientometric Assessment for 1992-2019

  • Gupta, B.M.;Dhawan, S.M.
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.2
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    • pp.51-69
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    • 2020
  • This paper describes global research in the field of augmented reality (22078) as indexed in Scopus database during 1992-2019, using a series of bibliometric indicators. The augmented reality (AR) research registered high 54.23% growth, averaged citation impact of 8.90 citations per paper. Nearly 1% of global output in the subject (226 papers) registered high-end citations (100+) per paper. The top 15 countries accounted for 87.05% of global publications output in the subject. The USA is in leadership position for its highest publications productivity (19.25% global share). The U.K. leads the world on relative citation index (2.05). International collaboration has been a major driver of AR research pursuits; between 11.89% and 44.04% of national share of top 15 countries in AR research appeared as international collaborative publications. AR research productivity by application types was the largest across sectors, such as education, industry and medical. Computer science has emerged as the most popular areas in AR research pursuits. Technical University of Munich, Germany and Osaka University, Japan have been the most productive organizations and Nara Institute of S&T, Japan (66.55 and 7.48) and Imperial College, London, U.K. (57.14 and 6.42) have been the most impactful organizations. M. Billinghurst and N. Navab have been the most productive authors and S. Feiner and B. MacIntyre have been the most impactful authors. IEEE Transactions on Visualization & Computer Graphics, Multimedia Tools & Applications and Virtual Reality topped the list of most productive journals.

Design and Implementation of Mobile Class Management Support System Using CSCL Theory (CSCL이론을 이용한 모바일 학급경영지원시스템 설계 및 구현)

  • Kang, Jong-Bum;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.12 no.2
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    • pp.131-139
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    • 2008
  • Recently the wireless internet technologies have been widely used in education environments. The purpose of this paper is to design and implement mobile class management support system. The proposed system is based on the existing CSCL theory and modified in accordance with mobile environments. The proposed system has the following characteristics. First, various types of cooperation are possible in this system. In this system, students can participate actively through tools such as BBS. Second, wired and wireless web sites are linked systematically so that users can access via either site. Two sites are complementary each other. Third, parents are encouraged to participate in class activities. Some basic information such as curriculum and daily announcement is open for parents. The proposed system has been applied to elementary school students. Extensive survey shows that the proposed system has good effect on participation, interaction, and satisfaction in class management, respectively.

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Identifying Prospective Visitors and Recommending Personalized Booths in the Exhibition Industry

  • Moon, Hyun Sil;Kim, Jae Kyeong;Choi, Il Young
    • Journal of Information Technology Applications and Management
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    • v.21 no.1
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    • pp.85-105
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    • 2014
  • Exhibition industry is important business domains to many countries. Not only lots of countries designated the exhibition industry as tools to stimulate national economics, but also many companies offer millions of service or products to customers. Recommender systems can help visitors navigate through large information spaces of various booths. However, no study before has proposed a methodology for identifying and acquiring prospective visitors although it is important to acquire them. Accordingly, we propose a methodology for identifying, acquiring prospective visitors, and recommending the adequate booth information to their preferences in the exhibition industry. We assume that a visitor will be interested in an exhibition within same class of exhibition taxonomy as exhibition which the visitor already saw. Moreover, we use user-based collaborative filtering in order to recommend personalized booths before exhibition. A prototype recommender system is implemented to evaluate the proposed methodology. Our experiments show that the proposed methodology is better than the item-based CF and have an effect on the choice of exhibition or exhibit booth through automation of word-of-mouth communication.

Data Server Oriented Computing Infrastructure for Process Integration and Multidisciplinary Design Optimization (다분야통합최적설계를 위한 데이터 서버 중심의 컴퓨팅 기반구조)

  • 홍은지;이세정;이재호;김승민
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.4
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    • pp.231-242
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    • 2003
  • Multidisciplinary Design Optimization (MDO) is an optimization technique considering simultaneously multiple disciplines such as dynamics, mechanics, structural analysis, thermal and fluid analysis and electromagnetic analysis. A software system enabling multidisciplinary design optimization is called MDO framework. An MDO framework provides an integrated and automated design environment that increases product quality and reliability, and decreases design cycle time and cost. The MDO framework also works as a common collaborative workspace for design experts on multiple disciplines. In this paper, we present the architecture for an MDO framework along with the requirement analysis for the framework. The requirement analysis has been performed through interviews of design experts in industry and thus we claim that it reflects the real needs in industry. The requirements include integrated design environment, friendly user interface, highly extensible open architecture, distributed design environment, application program interface, and efficient data management to handle massive design data. The resultant MDO framework is datasever-oriented and designed around a centralized data server for extensible and effective data exchange in a distributed design environment among multiple design tools and software.

A Study of Project Management Capability in Global Information System Projects (글로벌 IS 프로젝트 관리 역량에 관한 연구)

  • Kim, Gyeung-Min
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.3
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    • pp.225-232
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    • 2010
  • 글로벌 IS 소싱이 확산됨에 따라 다국적 팀원들로 구성된 글로벌 프로젝트 팀이 급격히 늘어나고 있다. 상이한 시간대에 위치한 팀원 간의 상호작용이 필수적인 글로벌 프로젝트는 이러한 시간적, 공간적 복잡성 때문에 프로젝트의 성공적 수행에 많은 어려움을 겪고 있다. 본 연구는 성공적인 글로벌 프로젝트 수행에 필요한 프로젝트 관리 역량에 대한 탐색적인 연구 조사를 하고자 한다. 본 연구는 글로벌 프로젝트 관리 역량을 정보 기술적 역량(IT capability)과 인적 자원 역량(human resource capability)의 관점에서 고찰하였다. 연구 결과에 따르면 기술적 역량으로는 팀원 간의 조정 및 지식 공유 등을 지원하는 협업 도구(collaborative tools)가 프로젝트 성공에 중요한 역할을 하고, 인적 자원 역량과 관련해서는, 기존에 중요시 여겨지던 기술적 지식들 보다는 경영학적 관리 지식 및 의사 소통 능력 등이 중요시 여겨지는 것으로 나타났다. 인적 역량의 관점에서, 본 연구 결과는 해외소싱이 활발해 짐에 따라 프로젝트 관리자(Project Manager, PM)들이 가져야 하는 주요지식으로 기존의 기술적 지식의 비중은 급격히 줄어든 반면, 의사소통 능력, 해외개발 인력관리, 소싱전략 등과 같은 관리에 대한 지식과 비즈니스 업무지식이 점차 중요해 지고 있음을 보여주고 있다. 한국의 해외 소성은 매우 초기 단계에 있지만 본 연구는 차제에 한국의 IT 인력 특히 PM 인력들이 갖추어야 하는 지식요건과 해외소성을 관리하기 위한 기술적 역량 등에 대한 방향을 제시하고 있다는 점에서 의의가 있다.

Research trend of Web 2.0 use in education (웹 2.0의 교육적 활용에 대한 연구 동향 분석: 블로그와 위키를 중심으로)

  • Heo, Hee-Ok;Kang, Eui-Sung
    • The Journal of Korean Association of Computer Education
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    • v.13 no.2
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    • pp.59-70
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    • 2010
  • This study aims to analyze research trend of Web 2.0 use in education and to suggest directions for further studies. Sixty representative studies were selected and analyzed in terms of a developed framework of Web 2.0 based learning environments and an analysis scheme. This scheme is divided into five dimensions: research targets, research themes, types of Web 2.0 tools, learning theories and research methodology. The findings indicate that a majority of the previous studies aimed to share information and reflect thoughts in collaborative contexts through blogs and wikis at universities. Some implications were discussed for further studies.

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