• Title/Summary/Keyword: Computer-using subject

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Design and Implementation of Scaling Training System Using Virtual Reality (가상현실을 이용한 스케일링 훈련 시스템 설계 및 구현)

  • Hyo-Seung Lee;Woo-Jin Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.619-624
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    • 2024
  • Scaling is one of the most basic dental gum treatments and involves removing tartar that has hardened on teeth. However, inexperienced and unprofessional removal of tartar may damage the gums, resulting in excessive bleeding or damage to the teeth. For this reason, scaling must be done delicately according to the gum structure of various people, and sufficient practice must be provided. Related departments at the university are conducting scaling exercises. However, from the perspective of students who have not had sufficient practice, selecting subjects and conducting practice is not easy, and practice subjects may also avoid participating in practice due to discomfort and anxiety. Accordingly, in this study, we designed and implemented a virtual reality practice system using VR to create a virtual patient rather than an actual subject and implement various gum shapes step by step to enable repetitive practice and various scaling experiences.

A Comparative Analysis of Disaster-Related Curriculum between Emergency Department and Nursing Department

  • Jung, Ji-Yeon
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.183-188
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    • 2019
  • This study is a descriptive research to compare and analyze the current status of disaster-related curriculum between emergency department and nursing department Research and analysis targets were 41 universities which include the emergency department in South Korean by using the universities' internet homepage, finally 30 universities were researched by removing the universities which doesn't upload the curriculum on their homepage, have emergency department or have nursing department. The research data were collected and analyzed by using the universities' internet homepage. The Keyword is 'Disaster', 'Catastrophe', and 'Emergency' to search the name of the subjects. The curriculum calculated as a percentage of frequency by using the status of disaster-related subjects opening, classification of major education, grade, credit, number of class, practical hours, and the total number of subjects. According to the study, 29 universities (96.7%) of emergency department and 19 universities (63.3%) of nursing department has the disaster-related subjects in their curriculum. The current status of the class opening is emergency department at second grade and nursing department as fourth grade. As a subject of major, two credits are the common class credits. Based on the results of the study, knowledge and skills and training courses are necessary to develop the ability to cope with disasters in the disaster field. The curriculum that matches the role of health care resources will be required.

Why A Multimedia Approach to English Education\ulcorner

  • Keem, Sung-uk
    • Proceedings of the KSPS conference
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    • 1997.07a
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    • pp.176-178
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    • 1997
  • To make a long story short I made up my mind to experiment with a multimedia approach to my classroom presentations two years ago because my ways of giving instructions bored the pants off me as well as my students. My favorite ways used to be sometimes referred to as classical or traditional ones, heavily dependent on the three elements: teacher's mouth, books, and chalk. Some call it the 'MBC method'. To top it off, I tried audio-visuals such as tape recorders, cassette players, VTR, pictures, and you name it, that could help improve my teaching method. And yet I have been unhappy about the results by a trial and error approach. I was determined to look for a better way that would ensure my satisfaction in the first place. What really turned me on was a multimedia CD ROM title, ELLIS (English Language Learning Instructional Systems) developed by Dr. Frank Otto. This is an integrated system of learning English based on advanced computer technology. Inspired by the utility and potential of such a multimedia system for regular classroom or lab instructions, I designed a simple but practical multimedia language learning laboratory in 1994 for the first time in Korea(perhaps for the first time in the world). It was high time that the conventional type of language laboratory(audio-passive) at Hahnnam be replaced because of wear and tear. Prior to this development, in 1991, I put a first CALL(Computer Assisted Language Learning) laboratory equipped with 35 personal computers(286), where students were encouraged to practise English typing, word processing and study English grammar, English vocabulary, and English composition. The first multimedia language learning laboratory was composed of 1) a multimedia personal computer(486DX2 then, now 586), 2) VGA multipliers that enable simultaneous viewing of the screen at control of the instructor, 3) an amplifIer, 4) loud speakers, 5)student monitors, 6) student tables to seat three students(a monitor for two students is more realistic, though), 7) student chairs, 8) an instructor table, and 9) cables. It was augmented later with an Internet hookup. The beauty of this type of multimedia language learning laboratory is the economy of furnishing and maintaining it. There is no need of darkening the facilities, which is a must when an LCD/beam projector is preferred in the laboratory. It is headset free, which proved to make students exasperated when worn more than- twenty minutes. In the previous semester I taught three different subjects: Freshman English Lab, English Phonetics, and Listening Comprehension Intermediate. I used CD ROM titles like ELLIS, Master Pronunciation, English Tripple Play Plus, English Arcade, Living Books, Q-Steps, English Discoveries, Compton's Encyclopedia. On the other hand, I managed to put all teaching materials into PowerPoint, where letters, photo, graphic, animation, audio, and video files are orderly stored in terms of slides. It takes time for me to prepare my teaching materials via PowerPoint, but it is a wonderful tool for the sake of presentations. And it is worth trying as long as I can entertain my students in such a way. Once everything is put into the computer, I feel relaxed and a bit excited watching my students enjoy my presentations. It appears to be great fun for students because they have never experienced this type of instruction. This is how I freed myself from having to manipulate a cassette tape player, VTR, and write on the board. The student monitors in front of them seem to help them concentrate on what they see, combined with what they hear. All I have to do is to simply click a mouse to give presentations and explanations, when necessary. I use a remote mouse, which prevents me from sitting at the instructor table. Instead, I can walk around in the room and enjoy freer interactions with students. Using this instrument, I can also have my students participate in the presentation. In particular, I invite my students to manipulate the computer using the remote mouse from the student's seat not from the instructor's seat. Every student appears to be fascinated with my multimedia approach to English teaching because of its unique nature as a new teaching tool as we face the 21st century. They all agree that the multimedia way is an interesting and fascinating way of learning to satisfy their needs. Above all, it helps lighten their drudgery in the classroom. They feel other subjects taught by other teachers should be treated in the same fashion. A multimedia approach to education is impossible without the advent of hi-tech computers, of which multi functions are integrated into a unified system, i.e., a personal computer. If you have computer-phobia, make quick friends with it; the sooner, the better. It can be a wonderful assistant to you. It is the Internet that I pay close attention to in conjunction with the multimedia approach to English education. Via e-mail system, I encourage my students to write to me in English. I encourage them to enjoy chatting with people all over the world. I also encourage them to visit the sites where they offer study courses in English conversation, vocabulary, idiomatic expressions, reading, and writing. I help them search any subject they want to via World Wide Web. Some day in the near future it will be the hub of learning for everybody. It will eventually free students from books, teachers, libraries, classrooms, and boredom. I will keep exploring better ways to give satisfying instructions to my students who deserve my entertainment.

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Effect of Learning a Divide-and-conquer Algorithm on Creative Problem Solving (분할 정복 알고리즘 학습이 창의적 문제 해결에 미치는 효과)

  • Kim, Yoon Young;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.9-18
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    • 2013
  • In secondary education, learning a computer science subject has the purpose to improve creative problem solving ability of students by learning computational thinking and principles. In particular, learning algorithm has been emphasized for this purpose. There are studies that learning algorithm has the effect of creative problem solving based on the leading studies that learning algorithm has the effect of problem solving. However, relatively the importance of the learning algorithm can weaken, because these studies depend on creative problem solving model or special contents for creativity. So this study proves that learning algorithm has the effect of creative problem solving in the view that common problem solving and creative problem solving have the same process. For this, analogical reasoning was selected among common thinking skills and divide-and-conquer algorithm was selected among abstractive principles for analogical reasoning in sorting algorithm. The frequency which solves the search problem by using the binary search algorithm was higher than the control group learning only sequence of sorting algorithm about the experimental group learning divide-and-conquer algorithm. This result means that learning algorithm including abstractive principle like divide-and-conquer has the effect of creative problem solving by analogical reasoning.

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Development of Multi-Disciplinary Learning Program for 21st Century Learning Skills (21세기 학습능력 신장을 위한 다학문적 교육 프로그램 개발)

  • Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.221-230
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    • 2014
  • In this study, we propose a learning method that can be extended to take advantage of the knowledge of the various disciplines in the project related to the subject to perform the process of restoring stork. The development program is grade 3.4 Group 4 class hours, grade 5.6 Group 4 class hours, total 8 class hours, and in each class hour, it was designed to be extended such creativity, problem solving skills, communication skills and ability to learn, based on knowledge and concepts of the elementary curriculum related to storks. Content validity was verified using a method consisting of 12 experts to verify the validity of the program. Feasibility evaluation of Lawshe (1975) content validity ratio for the analysis: we used (Content Validity Ratio CVR) calculation formula. As a result of a feasibility study in total 8 class hours, It was analyzed that match with the development effect except for program of grade 3.4 group 4 class hours. grade 3.4 group 4 class hours program was raised this issue for the academic linkage region, was fixed. Later, It is necessary to measure the degree of learning skills improves effectiveness by applying it to the elementary school students in the proposed research program.

Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.149-158
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    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.

ERS Feature Extraction using STFT and PSO for Customized BCI System (맞춤형 BCI시스템을 위한 STFT와 PSO를 이용한 ERS특징 추출)

  • Kim, Yong-Hoon;Kim, Jun-Yeup;Park, Seung-Min;Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.4
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    • pp.429-434
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    • 2012
  • This paper presents a technology for manipulating external devices by Brain Computer Interface (BCI) system. Recently, BCI based rehabilitation and assistance system for disabled people, such as patient of Spinal Cord Injury (SCI), general paralysis, and so on, is attracting tremendous interest. Especially, electroencephalogram (EEG) signal is used to organize the BCI system by analyzing the signals, such as evoked potential. The general findings of neurophysiology support an availability of the EEG-based BCI system. We concentrate on the event-related synchronization of motor imagery EEG signal, which have an affinity with an intention for moving control of external device. To analyze the brain activity, short-time Fourier transform and particle swarm optimization are used to optimal feature selection from the preprocessed EEG signals. In our experiment, we can verify that the power spectral density correspond to range mu-rhythm(${\mu}8$~12Hz) have maximum amplitude among the raw signals and most of particles are concentrated in the corresponding region. Result shows accuracy of subject left hand 40% and right hand 38%.

Wrap-around Motion Vector Prediction for 360 Video Streams in Versatile Video Coding (VVC에서 360 비디오를 위한 랩-어라운드 움직임 벡터 예측 방법)

  • Lee, Minhun;Lee, Jongseok;Park, Juntaek;Lim, Woong;Bang, Gun;Sim, Dong Gyu;Oh, Seoung-Jun
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.313-324
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    • 2020
  • In this paper, we propose a motion vector prediction method that increases the coding efficiency at the boundary of an image by utilizing the 360 video characteristic. In the current VVC method, the location of a neighbor block is excluded from the candidate list for inter prediction in case that it is out of boundary. This can reduce coding efficiency as well as subject quality. To solve this problem, we construct new candidates adding the location of the neighbor block at the boundary of the picture from already decoded information based on the projection method for 360 video coding. To evaluate the performance of the proposed method, we compare with VTM6.0 and 360Lib9.1 under Random Access condition of JVET-360 CTC. As a result, the coding performance shows a BD-rate reduction of 0.02% on average in luma component and 0.05%, 0.06% on average in chroma components respectively, without additional computational complexity. The coding performance at the picture boundary shows a BD-rate reduction of 0.29% on average in luma component and 0.45%, 0.43% on average in chroma components, respectively. Furthermore, we perform subjective quality test with the DSCQS method and obtain MOS values. The MOS value is improved by 0.03 value, and we calculate BD-MOS using MOS value and bit-rate. As a result, the proposed method improved performance by up to 8.78% and 5.18% on average.

Development and Application of Dynamic Visualization Model for Spatial Big Data (공간 빅데이터를 위한 동태적 시각화 모형의 개발과 적용)

  • KIM, Dong-han;KIM, David
    • Journal of the Korean Association of Geographic Information Studies
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    • v.21 no.1
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    • pp.57-70
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    • 2018
  • The advancement and the spread of information and communication technology (ICT) changes the way we live and act. Computer and ICT devices become smaller and invisible, and they are now virtually everywhere in the world. Many socio-economic activities are now subject to the use of computer and ICT devices although we don't really recognize it. Various socio economic activities supported by digital devices leave digital records, and a myriad of these records becomes what we call'big data'. Big data differ from conventional data we have collected and managed in that it holds more detailed information of socio-economic activities. Thus, they offer not only new insight for our society and but also new opportunity for policy analysis. However, the use of big data requires development of new methods and tools as well as consideration of institutional issues such as privacy. The goals of this research are twofold. Firstly, it aims to understand the opportunities and challenges of using big data for planning support. Big data indeed is a big sum of microscopic and dynamic data, and this challenges conventional analytical methods and planning support tools. Secondly, it seeks to suggest ways of visualizing such spatial big data for planning support. In this regards, this study attempts to develop a dynamic visualization model and conducts an experimental case study with mobile phone big data for the Jeju island. Since the off-the-shelf commercial software for the analysis of spatial big data is not yet commonly available, the roles of open source software and computer programming are important. This research presents a pilot model of dynamic visualization for spatial big data, as well as results from them. Then, the study concludes with future studies and implications to promote the use of spatial big data in urban planning field.

Innovative Teaching Technologies as a Way to Increase Students' Competitiveness

  • Olena M. Galynska;Nataliia V. Shkoliar;Zoriana I. Dziubata;Svitlana V. Kravets;Nataliia S. Levchyk
    • International Journal of Computer Science & Network Security
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    • v.24 no.7
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    • pp.157-169
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    • 2024
  • The article presents an analysis of innovative teaching technologies as a way to increase students' competitiveness. The author found that innovative technologies in education are information and communication technologies relying on computer-based learning. The structure, content of educational software, organization of Web-space are important when using innovative teaching technologies in English classes. We conducted the study in several stages: comparative analysis, synthesis, classification and systematization of the results of psychological and pedagogical, educational and methodological research; study of legislative acts, periodicals in order to identify the state of the research issue, and determining the directions of its solution, as well as subject, goal and objectives of the study. We used modelling to create situations of foreign language professional communication of future IT specialists. Empirical methods involved questionnaires used for identifying the motives of professional development and determining the features of the educational activities of future IT specialists in the process of training. The methods of mathematical statistics allowed to scientifically describe and systematize the obtained data, to identify the quantitative relationship between the studied phenomena, to analyse and summarize the results. We conducted a socio-psychological study during 2016 - 2019. It involved 255 first- and fourth-year students of National Technical University of Ukraine "Igor Sikorsky Kyiv Poly-technic Institute." Innovative information and communication technologies that improve the educational and cognitive activity of students, as well as increase the level of their knowledge have become important in teaching a foreign language in higher educational institutions. These technologies include MOODLE - Modular Object-Oriented Dynamic Learning Environment, business game, integrated pedagogical technology, case study technology. Thus, the information-rich learning process in combination with the use of innovative technologies, well-organized e-learning, interactive training courses, multimedia tools improves the program of teaching and learning foreign languages in general, and English in particular, improves the level of knowledge of future IT specialists and motivation to study and learn foreign languages, allows students to use a variety of authentic materials. We state that all these factors influence the process of individualization of learning and contribute to the successful mastery of a foreign language.