• Title/Summary/Keyword: IT 활용

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A Study on the Educational Applications of IPTV (IPTV(Internet Protocol Television)의 교육적 활용 방안 연구)

  • Baek, Seon-Ryeon;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.65-75
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    • 2008
  • With the advent of convergence environment of broadcasting and communication, IPTV has been widely used. It provides services such as information, movie contents and broadcasting with TV through super-highway information networks. The purpose of this study is to suggest its educational applications to overcome the limits existing in the education. For this goal, we sought its concept and characteristic and drew educational implications by analyzing its contents. We also suggested what-if scenarios for its educational applications, considered its possibilities in educational applications and suggested the kinds of teaching-learning utilizing it and its educational applications for the various subjects. Finally, we examined problems which were considered before its applications in the education with the classification of legal, technical and educational problems.

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A Study on the A·R type Monitoring Technique using QR-code and Environment Monitoring Sensor Based on Smart Device (QR코드와 환경감시센서를 활용한 스마트 디바이스기반 증강현실형 환경모니터링 기술 연구)

  • Kim, Chan;Shin, Jaekwon;Cha, Jaesang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.5
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    • pp.261-265
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    • 2012
  • The applications of augmented reality technology is increasing in the several field by IT convergence and we find augmented reality application easily in the smart device application area. And then, to attempt to use augmented reality technology in advantage, exhibitions and performances was activated. However, it less than other fields of augmented reality technology expertise yet. Among them services to Use in fusion with monitoring are lacking. In this paper, we proposed the augmented reality monitoring technology based on smart device. It is able to incorporate QR-code which is already building for the purpose of advertising promotional materials with augmented reality technology in many areas. Therefore, it is able to utilize unattended building or automation equipment facilities using QR-code and environmental monitoring sensor in the industry.

The analysis of Chinese Character's Calligraphy which is applied to the T-shirt design - By contrast between China and USA's example - (티셔츠디자인에 활용된 한자(汉字)의 캘리그라피 분석 - 중국과 미국의 사례비교를 중심으로 -)

  • Fang, Xing-Xing;Kim, Se-Hwa;Ahn, Byoung-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.703-707
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    • 2008
  • Chinese has the biggest user in the world, is not only used to contact but also has ample cultural value and beautiful modeling. So it's widely used in our life. The Chinese character which is used in the T-shirt has a strong ability of transmit the information on the language. And it has a strong personality on the model too. It's more and more popular over the years with young people. The main objective of this research is to collect the structure data of Chinese character and the illustration of apply Chinese character on T-shirt between China and American. The second is to compare and analyze the number, construction, script, size, place, color, expression of the character. The others is to investigate the illustration of apply character on fashion design. And take the various manifestation of character as the foundation to put forward some new design project of apply Chinese character on the T-shirt.

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Efficient-Use Strategy of ICT based on Integrated Thinking Model (통합사고모형에 기반한 효율적 ICT 활용 전략)

  • Lee, Chul-Hyun;Park, Jong-O;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.415-431
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    • 2001
  • Recently, the biggest interest in education, education using ICT(Information and Communication Technology) is being emphasized excessively and only the practical side is being embossed on the research about it, so it is causing worry that it is inclined to technical use. In this study, we tried to prepare the strategy for efficient use of ICT in search of theoretical level on use of ICT as an alternative plan for these problems. First, we defined the concept of efficient use of ICT and fixed high thinking of human as basic authority cited for deduction of strategy and analyzed Integrated Thinking Model of Iowa State Dept. of Education. We categorized synthetic thinking for efficient use of ICT through these works. In addition, we classified ICT for efficient use into software area, hardware area, and use skill area, and observed each concepts and interrelationship. And we argued 'Decision Authority of Relation between Thinking Area and ICT Area' to examine relation between synthetic thinking category and each area of ICT, and we established concretization of that, 'Analysis Matrix for Deduction of ICE-EUS'. We tried to guarantee the propriety of deduction process and the clearness of deduction result through this works. Through this process we finally deduct the ICT-EUS(Efficient-Use Strategy of ICT) about learning resources, learning tools, tutee, searching, communication, production and presentation of ICT area. ICT-EUS is expected to provide possibility of being able to enhance the efficiency and effectiveness of achievement of learning goals through cognitive analysis about learning resources, tools and use skills beyond simple use of ICT.

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A Study of Influence of B anker's Big5 Personality Traits on Entrepreneurial Intention: Mediated Effect of Digital Media Utilization Capability (은행원의 Big5 성격요인이 창업의도에 미치는 영향: 디지털미디어 활용역량의 매개효과)

  • Kim, Kyong seon;Park, Woojin;Bae, byung Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.2
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    • pp.209-220
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    • 2020
  • This study aimed to analyze characteristics of banker's personality who were engaged in five commercial banks (KB Kookmin Bank, Shinhan Bank, Woori Bank, KEB Hana Bank and NH Nonghyup Bank) with Big5 personality traits and also, investigate the influence of personality traits on entrepreneurial intention and digital media utilization capability, especially based on preceding research. Also, it analyzed mediated effect of digital media capability between Big5 personality traits and entrepreneurial intention. First, the analysis results of the influence of Big5 personality traits on the entrepreneurial intention showed that extroversion, openness had positive impact on the entrepreneurial intention but sincerity had negative impact on the entrepreneurial intention. Second, the friendliness, sincerity, openness had positive impact on contents utilization capability while openness had positive impact on the communication utilization capability. Third, the influence of communication utilization capability on the entrepreneurial intention was positive. Fourth, the mediated effect of digital media capability between Big5 personality traits and entrepreneurial intention discovered that the communication utilization capability mediated the openness and entrepreneurial intention. It's required to look for the bankers with extroversion, openness that positively influenced entrepreneurial intention and carry out systematic, practical entrepreneurship education to help set up actual business after retirement. This study successfully derive conclusion that it's in urgent need to improve entrepreneurship education program so that the bankers could strengthen their communication utilization capability and improve their capability to gather various information through entrepreneurship education and furthermore, create new value followed by starting their own business.

A Study on the Trend Change using Trademark Information before and after COVID-19 (상표권 정보를 활용한 코로나19 전후의 트렌드 변화 연구)

  • Na, Myung-Sun;Park, Inchae
    • Journal of Convergence for Information Technology
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    • v.12 no.2
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    • pp.116-126
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    • 2022
  • Many studies using trademark information have suggested that trademark information is good data to monitor business trends. This study intends to analyze the trend change before and after COVID-19 using trademark information. Changes before and after COVID-19 were analyzed by using goods & service classification, similar group code, and designated goods information as trademark information. Among the trademark information, it was statistically significant that the change in trends before and after COVID-19 using designated goods names. To verify the results, the changes in keywords using designated goods names before and after COVID-19 were compared with the frequency of keywords in Google Trends. Among the top 8 keywords extracted from designated goods names, the frequency of Google trend searches for 'online, antibacterial, prevention of epidemics, meal kit, virtual' is on the rise, and 'mask, droplet' is not on the rise, but it increased rapidly at the time of COVID-19, and even after COVID-19, it showed a higher level than before. The frequency of 'unmanned' does not differ much before and after COVID-19, but it has been maintained at a consistently high level, and related businesses have been active since before COVID-19, and it can be interpreted as a keyword with high public interest. This study has academic achievements in that it specifically identified information that could be used in business trends by using three types of trademark information.

A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

A Study on the Character of Concrete compressive strength according to Bottom-Ash and Internal gap for Crack aspect predictions (Bottom-Ash를 활용한 콘크리트 압축강도와 내부 공극 특성 분석 및 균열양상 예측)

  • Jung, Woo-Young;Sim, Young-Hwan;Lee, Sang-Moon;Choi, Hyun-Kyu
    • Proceedings of the Korea Concrete Institute Conference
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    • 2008.11a
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    • pp.713-716
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    • 2008
  • In about the concrete application which recycles Ash the research came to be advanced as research in compliance with researchers relation actively in about cement substitutional concrete mixing ratio and burglar quality of existing. The research which it sees as fundamental research the research which it follows in cement substitutional concrete mixing ratio of existing and it researched different Bottom-Ash recycling qualities in about cup aggregate partial substitution Bottom-Ash application.

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The Effects of the Robot Based Instruction for Promotion of Students' Interaction (로봇활용수업이 학생의 상호작용 촉진에 미치는 효과)

  • Kim, Kyung-Hyun
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.164-170
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    • 2010
  • This article explores the effects of the RBI(Robot Based Instruction) for promotion of students' interaction in elementary school. It was found that Cognitive Affective Metacognitive interaction is evenly spread in RBI. It was particularly high the ratio of metacognitive interaction. According to the analysis result of learner's activity by the detailing, it was observed that robot media promoted students' interaction. Also, metacognitive interaction about clarification and elaboration was promoted lively in the RBI situation. Therefore, RBI was helpful to promote of students' interaction in elementary school.

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Design of The Dynamic Binding Systems using API Information Repository (API 정보 저장소를 활용한 동적 재구성 지원 시스템의 설계)

  • Yoon, Seok-Jin;Kim, Sun-Ja;Kim, Hyeon-Soo
    • 한국IT서비스학회:학술대회논문집
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    • 2009.11a
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    • pp.198-201
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    • 2009
  • 오늘날 운영체계와 미들웨어는 수많은 API를 제공하고 있다. 최종 사용자들이 사용하는 응용 프로그램들은 이러한 API를 활용하여 개발되어지고 있다. 기존의 문서와 같은 형태의 API에 대한 기술은 기계가 자동적으로 처리하기 힘들며 개발자 입장에서도 API를 이해하기 위해서 책을 직접 읽고 이해해야 한다는 단점이 있다. 이를 극복하기 위하여 docgen과 같은 도구들이 있으나 결국은 개발자 관점에서는 API를 직접 숙지하여야 하며 응용 프로그램 상에서 직접 운영체계에서 제공하는 API 호출 부분을 작성하여 개발하여야 한다는 부분은 동일하다. 또한 서로 다른 다양한 운영체계에서는 형식은 다르지만 유사한 기능을 제공을 하는 API들이 있으나 개발자는 특정 운영체계의 API에 맞추어서 각각의 운용체계에 맞는 응용 프로그램을 개발하여야 하는 문제점이 있다. 본 연구에서는 API에 대한 정보에 대한 규격을 정의하고 각각의 API의 기능 및 특성에 대하여 메타 기술언어를 사용하여 기술하여 저장소에 저장해두고 실행시에 이러한 API정보를 사용하여 응용 프로그램과 동적으로 바인딩시켜서 실행시키는 체계에 대해서 논의한다. 응용 프로그램에서 사용하려고 하는 API와 운영체계에서 제공하는 API를 동적으로 결합시키는 엔진에서는 운영체계별 API의 차이에 의한 부분을 상쇄시키는 역할을 담당한다. 이러한 체계를 활용하면 동적으로 재구성 가능한 응용을 개발하는데 있어서 하부 시스템으로 활용될 수 있다. 향후 표준 API를 기술하는데 있어서도 본 연구에서 제시하는 메타 방식의 API 기술표현을 활용하면 보다 정확한 표준 규약 준수 여부를 확인할 수 있는 방법을 제공할 수 있다.

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