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Analysis and Application of Front-End Code Playground Tools for Web Programming Education

  • Aaron Daniel Snowberger;Semin Kim;SungHee Woo
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.11-19
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    • 2024
  • Web programming courses are often included in university Computer Science programs as introductory and foundational computer programming courses. However, amateur programmers often have difficulty learning how to integrate HTML, CSS, JavaScript, and various preprocessors or libraries to create websites. Additionally, many web programming mistakes do not produce visible output in the browser. Therefore, in recent years, Front-End Code Playground (FECP) tools that incorporate HTML, CSS, and JavaScript into a single, online web-based application have become popular. These tools allow web coding to happen directly in the browser and provide immediate visual feedback to users. Such immediate visual feedback can be particularly beneficial for amateur coders to learn and practice with. Therefore, this study gathers data on various FECP tools, compares their differences, and provides an analysis of how such tools benefit students. This study concludes with an outline of the application of FECP to web programming courses to enhance the learning experience.

A Study on the Service Integration of Traditional Chatbot and ChatGPT (전통적인 챗봇과 ChatGPT 연계 서비스 방안 연구)

  • Cheonsu Jeong
    • Journal of Information Technology Applications and Management
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    • v.30 no.4
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    • pp.11-28
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    • 2023
  • This paper proposes a method of integrating ChatGPT with traditional chatbot systems to enhance conversational artificial intelligence(AI) and create more efficient conversational systems. Traditional chatbot systems are primarily based on classification models and are limited to intent classification and simple response generation. In contrast, ChatGPT is a state-of-the-art AI technology for natural language generation, which can generate more natural and fluent conversations. In this paper, we analyze the business service areas that can be integrated with ChatGPT and traditional chatbots, and present methods for conducting conversational scenarios through case studies of service types. Additionally, we suggest ways to integrate ChatGPT with traditional chatbot systems for intent recognition, conversation flow control, and response generation. We provide a practical implementation example of how to integrate ChatGPT with traditional chatbots, making it easier to understand and build integration methods and actively utilize ChatGPT with existing chatbots.

The Impact of Brand Authenticity and Self-Brand Connection on Customer Engagement and Loyalty in Social Media (브랜드 진정성과 자아-브랜드 연결성이 소셜 미디어에서의 고객 인게이지먼트와 충성도에 미치는 영향)

  • Yoonjae Lee
    • Journal of Information Technology Applications and Management
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    • v.30 no.4
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    • pp.65-76
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    • 2023
  • On social media, companies create brand experiences while customers actively seek, consume, and generate brand-related content. Customer engagement plays a vital role in the marketing performance of social media-driven brands. This study explores the positive relationship between brand authenticity, aligning brand identity with image, and self-brand connection, aligning brand identity with consumers' self-concepts, on customer engagement and its subsequent impact on brand loyalty. The study surveyed 243 consumers engaged with brand-related social media content, validating hypotheses using structural equation modeling. Results confirmed that brand authenticity and self-brand connection positively affect customer engagement, which, in turn, boosts brand loyalty. These findings highlight the importance of companies enhancing brand authenticity and self-brand connection to drive customer engagement, with theoretical and practical implications provided.

A Study on the Narrative Education of ORPG in Respect to a Play of Thinking (`사유(思惟)의 놀이'로서 ORPG의 서사 교육적 활용 연구)

  • Kim, Dae-Jin
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.25-38
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    • 2010
  • This study examines the possibility of applying ORPG to narrative education in schools. At first, in terms of applying games to education, the choice of the appropriate games for various subjects and lessons seems to be limited. Also there is not much active research being done in the classroom promoting students to create their own games. As a substitute, this article suggests ORPG, known as 'a play of thinking', could possibly be applied to narrative education. In ORPG, gamer's thoughts are defined as 'a thinking of being conscious of hallucinations(幻)' and 'a thinking of a 彈指神功'. The students are encouraged to create 'scenarios of ORPG' and directly experience them by participating as gamer. Focusing on these two class circumstances, the practical effects of applying ORPG to narrative educational field was reviewed and, additionally the students' feedback was surveyed. As a result, two meaningful educational effects were drawn out which may show the positive potential of ORPG being used in narrative education.

An Educational Robot Game Framework for Programming Leaning in K-12 (프로그래밍 학습을 위한 교육용 로봇 게임 프레임워크)

  • Kwon, Dai-Young;Shim, Jae-Kwoun;Hur, Kyoung;Lee, Won-Gyu
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.89-94
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    • 2010
  • This paper proposes an educational robot game framework for novice students in k-12 to learn concepts of programming through interesting experiences. It is designed to be able to enjoy robot games without technical knowledge of robotics and programming. For this, in the proposed robot game framework, educational robots based on line-tracer are used and the programming APls that can be used for various educational programming languages are offered. And the proposed robot game framework also offers a game board to create several games with easy operations. Additionally, through experiments, it shows that novice students are able to create different games that have several game solutions for various programming using this robot game framework.

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Computation of Stereo Dense Disparity Maps Using Region Segmentation (영상에서의 분할정보를 사용한 스테레오 조밀 시차맵 생성)

  • Lee, Bum-Jong;Park, Jong-Seung;Kim, Chung-Kyue
    • The KIPS Transactions:PartB
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    • v.15B no.6
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    • pp.517-526
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    • 2008
  • Stereo vision is a fundamental method for measuring 3D structures by observing them from two cameras placed on different positions. In order to reconstruct 3D structures, it is necessary to create a disparity map from a pair of stereo images. To create a disparity map we compute the matching cost for each point correspondence and compute the disparity that minimizes the sum of the whole matching costs. In this paper, we propose a method to estimate a dense disparity map using region segmentation. We segment each scanline using region homogeneity properties. Using the segmented regions, we prohibit false matches in the stereo matching process. Disparities for pixels that failed in matching are filled by interpolating neighborhood disparities. We applied the proposed method to various stereo images of real environments. Experimental results showed that the proposed method is stable and potentially viable in practical applications.

3D Volumetric Capture-based Dynamic Face Production for Hyper-Realistic Metahuman (극사실적 메타휴먼을 위한 3D 볼류메트릭 캡쳐 기반의 동적 페이스 제작)

  • Oh, Moon-Seok;Han, Gyu-Hoon;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.751-761
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    • 2022
  • With the development of digital graphics technology, the metaverse has become a significant trend in the content market. The demand for technology that generates high-quality 3D (dimension) models is rapidly increasing. Accordingly, various technical attempts are being made to create high-quality 3D virtual humans represented by digital humans. 3D volumetric capture is spotlighted as a technology that can create a 3D manikin faster and more precisely than the existing 3D model creation method. In this study, we try to analyze 3D high-precision facial production technology based on practical cases of the difficulties in content production and technologies applied in volumetric 3D and 4D model creation. Based on the actual model implementation case through 3D volumetric capture, we considered techniques for 3D virtual human face production and producted a new metahuman using a graphics pipeline for an efficient human facial generation.

Vitalization study on floricultural industry by analyzing Domestic flower consumption realities (국내 꽃 소비실태 분석을 통한 화훼산업 활성화 방안에 대한 연구)

  • Yang, J.H.;Park, N.B.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.17 no.1
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    • pp.21-43
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    • 2015
  • Korean floricultural industry has grown under the full backing of government, as it placed itself as the main export item since 2000s. Despite its high-speed growth after the domestic production scale of trillion won, the floricultural industry lost its pace after 2005, due to the market-opening of agricultural product and global economic depression. Although the national income is growing and the level of civilized living is following, spending on flowers is faltering. As of such circumstances, necessity for analyzing flower consumption trend and behavior has came out, along with the calls for expansion plan of flower consumption, under the basis of result analysis on consumer reports. The result of the research contains the trend/consumption behavior analysis on domestic and foreign flower industry to boost floricultural industry, along with reviews on various studies of the developmental process of domestic and foreign cut-flowers/pot-plants consumption trend. Also this study has reached to the various recognition of people toward flower, through a public survey. Through such results, this study would like to propose the measures for diffusion of flower-consumption culture, achieving the improvement of life-quality of public along. First, efforts on reviewing the customer accessibility is essential to create flower- culture and the consumption. Second, to eliminate the obstacles that prevents flowers from public's daily life is essential. Third is the effective public-relations on flowers. To create consuming culture and to adhere the positive images, it is essential to research and systematically organize categories of color, scent, and elements of flower and utilize them. Last proposal is the organization of flower-concerned personnels and the leading groups. The change is affected by the economical, social environment, along with the emotions of consumers. Therefore the necessity for the leading group to be the control-tower of such changes are very clear.

A Study on Technology Commercialization for National R&D Products : A Case Study on Korean Land Spatialization Program (국가R&D사업에서의 연구 성과 사업화 방안에 대한 연구 : 지능형국토정보기술혁신사업의 사례 분석)

  • Bae, Sang-Keun;Hong, Jin-Won;Jung, Yeun-Jae;Park, Seung-Wook;Kim, Byung-Guk
    • Spatial Information Research
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    • v.20 no.2
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    • pp.81-92
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    • 2012
  • Recently, it is very important to create economic value as well as develop core algorithms and technologies in the field of R&D. Various R&D projects make an effort to do the technology commercialization of their results and, as part of efforts, many studies on business model(BM) are conducted to create economic benefits in using the developed technology. However, it is difficult to use the general business model methodologies, which are usually utilized for companies, to the government's research due to different processes and characteristics between them. And for the practical application of business models, it needs to systematize conceptual business models in technical perspective through technical architecture analysis. In this study, a business model development process and a technical architecture analysis for national R&D project is developed for the technology commercialization. In addition, the process is applied to Korean Land Spatialization Program (KLSP) organized by Ministry of Land, Transport and Maritime Affairs to verify the feasibility of its practical application.

A Study on the Development of Mathematical-Informatics Linkage·Convergence Class Materials according to the Theme-Based Design Model (주제기반 설계 모형에 따른 수학-정보 연계·융합 수업 자료 개발 연구)

  • Lee, Dong Gun;Kim, Han Su
    • Communications of Mathematical Education
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    • v.37 no.3
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    • pp.517-544
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    • 2023
  • This study presents the process and outcomes of developing mathematical-informatics linkage·convergence class materials, based on previous research findings that indicate a lack of such materials in high schools despite the increasing need for development of interdisciplinary linkage·convergence class materials In particular, this research provides insights into the discussions of six teachers who participated in the same professional learning community program, aiming to create materials that are suitable for linkage·convergence class materials and highly practical for classroom implementation. Following the material development process, a theme-based design model was applied to create the materials. In alignment with prior research and consensus among teacher learning community members, mathematics and informatics teachers developed instructional materials that can be utilized together during a 100-minute block lesson. The developed materials utilize societal issue contexts to establish links between the two subjects, enabling students to engage in problem-solving through mathematical modeling and coding. To increase the validity and practicality of the developed resources during their field application, CVR verification was conducted involving field teachers. Incorporating the results of the CVR verification, the finalized instructional materials were presented in the form of a teaching guide. Furthermore, we aimed to provide insights into the trial-and-error experiences and deliberations of the developers throughout the material development process, with the intention of offering valuable information that can serve as a foundation for conducting related research by field researchers. These research findings hold value as empirical evidence that can explore the applicability of teaching material development models in fields. The accumulation of such materials is expected to facilitate a cyclical relationship between theoretical teaching models and practical classroom applications.