• Title/Summary/Keyword: E-learning environment

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Using Web as CAI in the Classroom of Information Age (정보화시대를 대비한 CAI로서의 Web 활용)

  • Lee, Kwang-Hi
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.38-48
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    • 1997
  • This study is an attempt to present a usage of the Web as CAI in the classroom and to give a direction to the future education in the face of information age. Characteristcs of information society, current curriculum, educational and teacher education are first analyzed in this article. The features of internet and 'Web are then summarized to present benefits of usage in the classroom as a CAI tool. The literature shows several characteristics of information society as follows : a technological computer, a provision and sharing of information, multi functional society, a participative democracy', an autonomy, a time value..A problem solving and 4 Cs(e.g., cooperation, copying, communication, creativity) are newly needed in this learning environment. The Internet is a large collection of networks that are tied together so that users can share their vast resources, a wealth of information, and give a key to a successful, efficient. individual study over a time and space. The 'Web increases an academic achievement, a creativity, a problem solving, a cognitive thinking, and a learner's motivation through an easy access to : documents available on the Internet, files containing programs, pictures, movies, and sounds from an FTP site, Usenet newsgroups, WAIS seraches, computers accessible through telnet, hypertext document, Java applets and other multimedia browser enhancements, and much more, In the Web browser will be our primary tool in searching for information on the Internet in this information age.

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Concepts of Disaster Prevention Design for Safety in the Future Society

  • Noh, Hwang-Woo;Kitagawa, Keiko;Oh, Yong-Sun
    • International Journal of Contents
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    • v.10 no.1
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    • pp.54-61
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    • 2014
  • In this paper, we propose a pioneering concept of DPD(Disaster Prevention Design) to realize a securable society in the future. Features of danger in the future society are expected to be diverse, abrupt occurring, large scale, and complicated ways. Due to increment of dangers with their features of uncertainty, interactivity, complexity, and accumulation, human-oriented design concept naturally participates in activities to prevent our society against disasters effectively. We presented DPD is an essential design activity in order to cope with dangers expected in the future societies as well as realize securable environments. DPD is also an integrated design aids including preemptive protections, rapid preparing, recovery, and interactive cooperation. We also expect these activities of DPD is effective for generation of new values in the market, satisfaction of social needs, expansion of design industry, and a novel chance for development in the future society. Throughout this paper, we submit various aspects of DPD concepts including definition, classification, scope, necessity, strategy, influencing elements, process, and its principle. We expect these concepts will be the seed and/or basement of DPD research for the future works. For the direction of study for DPD in the future, we emphasize alarm system for preemptive protection rather than recovery strategy for the damage occurred. We also need to research about progressive prevention techniques and convergence with other areas of design. In order to transfer the concept of product design from facility-oriented mechanism to human-oriented one, we should develop new kinds of city basis facilities, public-sense design concepts referred to social weak-party, e-Learning content design preparing disasters, and virtual simulation design etc. On the other hand, we have to establish laws and regulations to force central and/or provincial governments to have these DPD strategies applying their regional properties. Modern design activities are expanding to UI(user interface) content design area overcoming the conventional design concept of product and/or service. In addition, designers are recognized as art directors or life stylists who will change the human life and create the social value. DPD can be divided into prevention design, preparedness design, response design, and recovery design. Five strategies for successful DPD are Precaution-oriented, Human-oriented, Sense-oriented, Legislation, and Environment Friendly Strategies.

Necessity and Direction of Korean Culture Contents Development (한국 문화 콘텐츠 개발의 필요성과 방향)

  • Seo, Eun-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.417-427
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    • 2009
  • This article studies on the identity of Korean Culture and the direction of Korean culture contents. Our Korean society goes on to value-pluralism and cultural diversity. In this point, we need to confirm the identity of our Korean culture. And we meet with the crisis of Humanities. Humanities is the core of our culture. It is the key point to make identity of our Korean culture as cultural universality and to apply it to develop Korean culture contents for the revival of Humanities. The core contents of Korean culture lies in the ancient myth, the thought of Hwarang, Confucianism, Neo-Confucianism, Buddhism, Taoism, the practical thought, thought of Yangmyeong study and the thought of East study and so on. On the basis of these thoughts, the core of Korean culture are humanity, harmony, the spirit of Punglyu, thought of life- esteem, ethics of environment etc. I suggest that we can apply our cultural core ideas those I analyzed above to develop Korean culture contents in the fields of cinema, music, cartoon, animation, game, character, digitalization, cultivation of experience programs of Korean culture etc. In addition, I suggest their commercial application like e-learning and culture contents education.

The narrative features of as seen through digital culture (<이제부터 제리타임 It's Jerry Time!>을 통해 본 디지털 문화 속 웹 애니메이션의 서사적 특징)

  • Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.34
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    • pp.23-43
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    • 2014
  • The development of the Internet in the 21st century had made a variety of cross-cultural environment so that animations also have evolved with new features to Web-Animation. In Korea, the web-based flash animation leap forward to the animation Utopia in the early 2000's, but did not last long. The web-based animations should attract audience's attention not only with it's minimum streaming capacity but also with showing it's best qualities as well, Therefore, the stimulating narrative strategies were mandatories for web-animation in 2000's. The absence of in-depth research on media, poor revenue structure, and the emergence of mobile games and e-learning industries made the web-animation become just a one-time/one-consumable content. There were no subsequent generation of korean web-animation ever since. In this study, I want to introduce and analyze the american web animation series, (2005) as a new type of web-animation in current digital culture, In particular, I want to discuss how this web animation appeal to the audience with its narrative strategies through using some aspect of the internet culture which's differentiated from traditional media based cultures. This research could suggest diverse narrative strategies for the future web-animation with new vision. Moreover, This also allows to look at latest web-animation trends and its new experiments.

A Study on Spam Document Classification Method using Characteristics of Keyword Repetition (단어 반복 특징을 이용한 스팸 문서 분류 방법에 관한 연구)

  • Lee, Seong-Jin;Baik, Jong-Bum;Han, Chung-Seok;Lee, Soo-Won
    • The KIPS Transactions:PartB
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    • v.18B no.5
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    • pp.315-324
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    • 2011
  • In Web environment, a flood of spam causes serious social problems such as personal information leak, monetary loss from fishing and distribution of harmful contents. Moreover, types and techniques of spam distribution which must be controlled are varying as days go by. The learning based spam classification method using Bag-of-Words model is the most widely used method until now. However, this method is vulnerable to anti-spam avoidance techniques, which recent spams commonly have, because it classifies spam documents utilizing only keyword occurrence information from classification model training process. In this paper, we propose a spam document detection method using a characteristic of repeating words occurring in spam documents as a solution of anti-spam avoidance techniques. Recently, most spam documents have a trend of repeating key phrases that are designed to spread, and this trend can be used as a measure in classifying spam documents. In this paper, we define six variables, which represent a characteristic of word repetition, and use those variables as a feature set for constructing a classification model. The effectiveness of proposed method is evaluated by an experiment with blog posts and E-mail data. The result of experiment shows that the proposed method outperforms other approaches.

An Implementation of Neural Networks Intelligent Characters for Fighting Action Games (대전 액션 게임을 위한 신경망 지능 캐릭터의 구현)

  • Cho, Byeong-Heon;Jung, Sung-Hoon;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.383-389
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    • 2004
  • This paper proposes a method to provide intelligence for characters in fighting action games by using a neural network. Each action takes several time units in general fighting action games. Thus the results of a character's action are not exposed immediately but some time units later. To design a suitable neural network for such characters, it is very important to decide when the neural network is taught and which values are used to teach the neural network. The fitness of a character's action is determined according to the scores. For learning, the decision causing the score is identified, and then the neural network is taught by using the score change, the previous input and output values which were applied when the decision was fixed. To evaluate the performance of the proposed algorithm, many experiments are executed on a simple action game (but very similar to the actual fighting action games) environment. The results show that the intelligent character trained by the proposed algorithm outperforms random characters by 3.6 times at most. Thus we can conclude that the intelligent character properly reacts against the action of the opponent. The proposed method can be applied to various games in which characters confront each other, e.g. massively multiple online games.

『Bonchojeonghwa(本草精華)』, Medical Historical Approach to Bibliographic Notes (『본초정화(本草精華)』의 해제(解題)에 관한 역사학적(醫史學的) 접근)

  • Kim, Hong-Kyoon
    • The Journal of Korean Medical History
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    • v.24 no.2
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    • pp.25-55
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    • 2011
  • The currently existing "Bonchojeonghwa (本草精華)" is a manuscript without the preface and the epilogue, composed of 2 books in 2 volumes. This book is a quintessence of knowledge on science of medicinal ingredients (medicinal phytology I herbal science) as well as an trial of new development in Chosun medical science. I.e. this book includes surprising change representing medical science in Chosun dynasty as a single publication on science of medicinal ingredients. It holds a value essential to clinician as a specialized book in medicinal ingredients, and Includes richer content on medicinal ingredients than any other books published before. In addition, it is away from boring list-up of superfluous knowledge as seen in "Bonchokangmok(本草綱目)" published in China, and well summarizes essential knowledge which can be used within a range of medicines available in Korea. This book has an outstanding structure that can be even used in today's textbook on science of medicinal ingredients, as it has clear theory, system and classification. Because it handles essential learning points prior to prescription to disease, it is possible to configure new prescription and adjustment of medicinal materials. Moreover, this book can play a good role for linguistic study at the time of publication, because it describes many drugs in Hangul in many parts of the book. "Bonchojeonghwa" includes a variety of animals, plants and mineral resources in Korea, like "Bonchokangmok" which was recently listed in UNESCO. As such, it has a significance in natural history as well as pharmacy in Korean Medicine. It has various academic relationships all in biologic & abiologic aspects. It has importance in sharing future biological resources, building up international potential, setting up the standard for biologic species under IMF system, and becoming a base for resource diplomacy. We should not only see it as a book on medicinal ingredients in terms of Oriental Medicine, but also make an prudent approach to it in terms of study strengthening Korea's national competitiveness. After bibliographical reviewing on the features & characteristics of the only existing copy of "Bonchojeonghwa" housed in Kyujanggak(奎章閣) of Seoul National University, the followings are noted. First, "Bonchojeonghwa" is a specialized book on medicinal ingredients voluntarily made by private hands to distribute knowledge on drugs in the desolate situation after Imjinoeran (Japanese Invasion in 1592), without waiting for governmental help. Second, it raised accessibility and practicality by new editing. Third, it classified 990 different kinds of drugs into plant, animal, and mineral at large, and dassified more in detail into 15 'Bu' and 48 'Ryu' at 258 pages. Fourth, the publication of this book is estimated to be around 1625~1633, at the time of Injo's reign in 17th century. Fifth, it contains the existing & up-to-date knowledge at the time of publication, and it is possible to see the supply-demand situation by Hangul descriptions in 149 places in the book. By the fact that there are many linguistic evidences of 17th century, explains well when the book was published.

The Effects of Tasks Setting for Mathematical Modelling in the Complex Real Situation (실세계 상황에서 수학적 모델링 과제설정 효과)

  • Shin, Hyun-Sung;Lee, Myeong-Hwa
    • Journal of the Korean School Mathematics Society
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    • v.14 no.4
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    • pp.423-442
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    • 2011
  • The purpose of this study was to examine the effects of tasks setting for mathematical modelling in the complex real situations. The tasks setting(MMa, MeA) in mathematical modelling was so important that we can't ignore its effects to develop meaning and integrate mathematical ideas. The experimental setting were two groups ($N_1=103$, $N_2=103$) at public high school and non-experimental setting was one group($N_3=103$). In mathematical achievement, we found meaningful improvement for MeA group on modelling tasks, but no meaningful effect on information processing tasks. The statistical method used was ACONOVA analysis. Beside their achievement, we were much concerned about their modelling approach that TSG21 had suggested in Category "Educational & cognitive Midelling". Subjects who involved in experimental works showed very interesting approach as Exploration, analysis in some situation ${\Rightarrow}$ Math. questions ${\Rightarrow}$ Setting models ${\Rightarrow}$ Problem solution ${\Rightarrow}$ Extension, generalization, but MeA group spent a lot of time on step: Exploration, analysis and MMa group on step, Setting models. Both groups integrated actively many heuristics that schoenfeld defined. Specially, Drawing and Modified Simple Strategy were the most powerful on approach step 1,2,3. It was very encouraging that those experimental setting was improved positively more than the non-experimental setting on mathematical belief and interest. In our school system, teaching math. modelling could be a answer about what kind of educational action or environment we should provide for them. That is, mathematical learning.

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Design and Implementation of Lesson Plan System for teacher-student based on XML (XML 기반 교수-학생 학습지도 시스템의 설계 및 구현)

  • Choi, Mun-Kyoung;Kim, Haeng-Kon
    • The KIPS Transactions:PartD
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    • v.9D no.6
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    • pp.1055-1062
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    • 2002
  • Recently, the lesson plan document that is imported in the educational area is not provided to the educational information systematically, and the teachers are not easy to compose the lessen plan documentation. So, it needs additional time and effort to develope the lesson plan documents. Because of increasing the distributing network. web-based lesson plan system is required to all of the education area. Therefore, we need to compose the lesson plan that is possible to obtain the various teacher's requirement by providing creation, retrival, and reusability of document using the standard XML on web. In this paper, we developed the system for creating the common DTD (Document Type Definition), providing the standard XML document through the common DTD over the lesson plan analysis. In this system, it provides the editor to compose the lesson plan and supports the searching function to improvement of reusability on the existing lesson plan. We design the searching functions such as the structure base, facet and keyword. The composed lesson plans are interoperated with Database. Consequently, we can share the information on web by composing the lesson plan using the XML and save the time and cost by directly writing the lesson plan on web. We can also provide the improved learning environment.

A Study on Evaluation of the Reading Culture Promotion Project and Develpment Direction of Smart Era at the National Library for Children and Young Adults (국립어린이청소년도서관의 독서문화진흥사업 평가와 스마트 시대 발전방향에 대한 연구)

  • Kang, Ji Hei;Cha, Sung-Jong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.203-221
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    • 2020
  • This study closely analyzed changes in the educational environment and changes in the needs of children's and young people's reading culture programs, which are directly beneficiaries of the promotion of reading culture as they enter the fourth industrial revolution. It also comprehensively evaluated the reading culture promotion project for children and adolescents promoted by the National Children and Youth Library and proposed a reading culture promotion project that meets the needs of the smart era. This study investigated the cases of various domestic and foreign reading culture promotion projects to divulge trends. The authors invited experts from public libraries and school libraries with experience of the reading culture promotion projects and performed Focus Group Interviews (FGI). The authors evaluated individual reading culture program based on the PDCA method (Plan, Do, Check, Act). Based on the data obtained through case studies and expert evaluations, the development plan of reading culture promotion project and the strategy of promoting new projects to be pursued in the National Children and Youth Library were presented. By gathering the results of the research, 'Interactive e-book making platform production / distribution business', 'Game-type reading program production / distribution business', 'Habruta reading culture dissemination project using backward learning method', 'Youth coding branding "Teen-Start -Up"' were proposed as new services.