• 제목/요약/키워드: Internet main activities

검색결과 76건 처리시간 0.027초

남녀대학생의 한복대여행태 및 한복대여의도 영향요인 (College Students' Hanbok Rental Behaviors and Factors Affecting Their Hanbok Rental Intention)

  • 박상희;이미영
    • 패션비즈니스
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    • 제23권1호
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    • pp.74-88
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    • 2019
  • The purpose of this study is to explore university students' Hanbok rental behavior and to examine factors that influence their intention to rent Hanbok. Questionnaires were distributed in Universities in the Seoul metropolitan area, and the final 202 responses were used for data analysis. For data analysis, descriptive statistics, factor analysis, cluster analysis, t-tests, and multiple regressions analysis were used. Sixty-one percent of those who have experienced Hanbok rental said they rented Hanboks to experience tourism and 22 percent said they rented Hanboks to take pictures, and the main rental places are tourist attractions such as Jeonju Hanok Village. Respondents indicated that the design and color of Hanbok were important product attributes when they consider renting a Hanbok. They also indicated that the opinions of other users posted on the Internet/Social Network were their main source of information for Hanbok rental. The result of cluster analysis showed that there were two groups of Hanbok rental consumers based on clothing consumption values: novelty-seeking group and practicality-seeking group. The two groups were different in terms of few factors of the benefit sought of Hanbok rental, product attributes, and information sources. Regression analysis revealed that traditional culture perception, purpose-built Hanbok pursuit benefit, pragmatic pursuit benefit, attitude toward Hanbok, and the previous Hanbok rental experience significantly affected respondents' intention to rent Hanbok. Based on the results, this study summarizes the key features of each group and provides suggestion for developing strategic marketing activities.

A Meta-Model for Development Process of IoT Application by Using UML

  • Cho, Eun-Sook;Song, Chee-Yang
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.121-128
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    • 2019
  • An Internet of Things(IoT) technology which provides intelligent services by combining context-awareness based intelligences, inter-communication is made of between things and things or between things and person through the network connected with intelligent things is spreading rapidly. Especially as this technology is converged into smart device, mobile, cloud, big data technologies, it is applied into various domains. Therefore, this is different from existing Web or Mobile Application. New types of IoT applications are emerging by adapting IoT into Web or mobile. Because IoT application is not only focused on software but also considering hardware or things aspect, there are limitations existing development process. Existing development processes don't consider analysis and design techniques considering both hardware and things. We propose not only a meta-model for development process which can support IoT application's development but also meta-models for main activities in this paper. Especially we define modeling elements by using UML's extension mechanisms, provide development process, and suggest design techniques how to apply those elements into IoT application's modeling phase. Because there are many types of IoT application's type, we propose an Android and Arduino-based on IoT application as a case study. We expect that proposed technique can be applied into many of various IoT application development and design with a form of flexible and extensible as well as main functionalities or elements are more concretely described. As a result, it brings IoT application's flexibility and the effect of quality improvement.

DEVELOPMENT TRENDS OF THE DIGITAL ECONOMY: E-BUSINESS, E-COMMERCE

  • Volkova, Nelia;Kuzmuk, Ihor;Oliinyk, Nataliia;Klymenko, Iryna;Dankanych, Andrii
    • International Journal of Computer Science & Network Security
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    • 제21권4호
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    • pp.186-198
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    • 2021
  • The introduction of digital technologies affects most socio-economic processes and activities in the economy, from agriculture to public services. Even though the world is currently only in the early stages of digital transformation, the digital economy is growing rapidly, especially in developing countries. Shortly, digital platforms will be able to replace the "invisible hand" of the market and turn it into digital. Some digital platforms have already reached global reach in some sectors of the economy. The growing value of data and artificial intelligence is reflected in the high capitalization of these enterprises. Their growing role has far-reaching consequences for the organization of economic activity and integration into the field of e-business. However, their importance and level of development in different countries differ significantly. The main purpose of this article is an assessment of the level and trends of the digital economy in the world and the identification of homogeneous groups of states following the main trends in the development of its components from among the EU countries. The methodology of the conducted research is based on the use of general scientific research methods in the analysis of secondary sources and the application of statistical methods of correlation-regression and cluster analysis. Macroeconomic indicators and components of DESI (Digital Economy and Society Index) were used for the analysis. Results. Based on the analysis established that most developed countries have a medium level of digitalization of the business environment and a high level of digitalization of socially oriented public services, while countries with lower GDP focus their policies on building digital infrastructure and training qualified personnel. The study summarizes and analyzes current trends in digital technology, analyzes the level and dynamics of integration of digital technologies of the studied EU countries, the level of development of e-business and e-commerce. The conceptualization of mechanisms of creation of added value in the digital economy is offered and the possible consequences of digitalization of the economy of developing countries are generalized.

유치원 SW·AI 교육 실태조사를 기초로 한 유아 SW·AI 교육 활성화 방안에 관한 연구 (A Study on the Activation Plan for Early Childhood SW·AI Education Based on Actual Condition Survey of Kindergarten SW·AI Education)

  • 변영신
    • 사물인터넷융복합논문지
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    • 제8권6호
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    • pp.93-97
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    • 2022
  • 4차 본 연구에서는 유치원의 SW·AI 교육 실태조사를 통하여 이를 기초로 유아교육의 특성을 고려한 진정한 의미의 유아 SW·AI 교육 활성화 방안을 제안하고자 한다. 이를 위해 편의표본 추출(convenience sampling)을 통하여 총 194개의 유치원을 대상으로 자료를 수집하였다. 수집된 자료는 빈도분표를 이용해 분석하였으며, 현재 전체 조사대상의 44%의 유치원에서 SW·AI 교육을 시행하고 있으며 66%가 실시하지 않은 것으로 나타났다. 조사 결과 SW·AI 교육을 시행하고 있는 유치원 중 22%가 정규교육과정 형태로 SW·AI 교육을 시행하고 있으며, 70%가 방과 후 특별활동 형태로 SW·AI 교육을 시행하고 있다. SW·AI 교육은 해당 연령의 학급 교실(80%)에서 주로 외부 강사(97%)에 의해 이루어지고 있는 것으로 나타났다. 유치원의 SW·AI 교육내용으로는 네이버, 클로바 등의 관련 업체에서 개발된 블록 코딩 기반 프로그램을 사용하고 있었으며, 이러한 프로그램은 모두 관련 업체가 개발한 교구·재를 포함하여 프로그램과 교구재 사용을 패키지 형식으로 사용하고 있다. 조사 대상의 56%가 현재 SW·AI 교육을 시행하지 않고 있다고 답변하였으며 SW·AI 교육에 대한 인식 부족, 인적·환경적 인프라 부족 등이 주된 요인으로 나타났다. 이와 같은 조사를 토대로 유치원 과정에서 유아교육의 본질과 특성을 지닌 SW·AI 교육이 실현되기 위해서는 첫째, 놀이 중심의 컴퓨팅적 사고력을 기를 수 있도록 유아 발달을 고려한 SW·AI 교육 프로그램이 개발되어야 할 것이다. 둘째, 유치원 교사들을 대상으로 SW·AI에 관한 기초지식을 습득하여 SW·AI 역량을 제고할 수 있도록 국가 차원의 체계적인 교사 교육이 이루어져야 할 것이다. 셋째, 유아교육 전문가와 SW·AI 교육전문가로 구성된 유아 SW·AI 전담부서의 설립 및 국가 차원의 재정적 지원이 이루어져야 할 것이다.

The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • 제22권8호
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

초등학교 정보통신 기술 교과서의 분석 (Analysis of The Information Communication Technology Textbooks For Elementary Schools)

  • 한규정
    • 정보교육학회논문지
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    • 제12권3호
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    • pp.347-354
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    • 2008
  • 최근의 인터넷 및 컴퓨터 기술의 발전은 초등학교의 정보통신 기술 교육을 변화시키고 있다. 기존의 컴퓨터 활용 중심의 정보통신기술 교육에서 컴퓨터 과학적 지식교육으로의 변화는 아동들의 논리적 사고 및 문제 해결력 증진 등의 고등 사고 능력의 함양에 도움을 주고 있다. 본 연구에서는 이러한 새로운 정보통신기술 교육을 효율적으로 전달하는 교과서들에 대해 몇 가지 분석을 시행하였다. 그 주요 내용은 2007년 이후 새로운 정보통신기술교육 운영 지침에 따라 일선학교에서 사용하고 있는 6종의 정보통신기술 교과서의 체제분석, 분량 분석 그리고 Romey 분석이다. 특히 Romey 분석의 결과로서는 대부분의 교과서가 ICT 5개영역중 '정보사회의 이해', '정보처리의 의해', '종합활동' 등의 3개영역이 학생들의 탐구적인 활동 중심으로 구성되어 있음이 분석되었다.

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임상간호현장에서의 실행연구 여정 (A Journey to Action Research in a Clinical Nursing Context)

  • 장금성;김희영;김은아;김윤민;문정은;박현영;송미옥;백명
    • 간호행정학회지
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    • 제19권1호
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    • pp.95-107
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    • 2013
  • Purpose: The purpose of this study was to examine the effectiveness of Action Research (AR) approach in nursing. Methods: Participants were 64 perioperative nurses recruited from C hospital in Gwangju, Korea. The nurses were engaged in the project through 2 cycles of planning, acting, observing, and reflecting. A mixed-methods design was used to examine changes in participants and their knowledge management practice. Quantitative data were analyzed using SPSS 20.0 program and qualitative reflection data underwent content analysis. Results: During the project, participants developed standardized pre-operative checklists and opened an Internet Cafe to better manage their perioperative nursing information. At the end of the project, there was a significant increase in nurses' knowledge management (p=.015) and the rate of surgical material prescription errors decreased from 8.0% to 2.9%. Core AR project team members' teamwork skills and organizational commitment increased significantly (p=.040, p=.301, respectively). The main themes that emerged from the qualitative data were learning how to solve problems in practice, facilitating team activities through motivation, barriers of large participation, and rewarded efforts and inflated expectations. Conclusion: The AR project contributed to empowering participants to solve local problems. AR is a useful methodology to promote changes in practices and research participants.

건축 CAD 과목에 대한 학생 설문평가에 관한 연구 (A Study on the Student Surveys for CAAD(Computer Aided Architectural Design))

  • 남윤철
    • 한국디지털건축인테리어학회논문집
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    • 제12권4호
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    • pp.117-124
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    • 2012
  • The importance of the digital architecture is increasing more ever. Currently, CAD and 3D programs are used as design fields, but the BIM (building information modeling) is gradually interested. BIM is mandatory on the project more than 50 billion won ordered by the government since 2012, it will be expanded to a total of government orders by 2016. University needs to evaluate teaching methods and computer-aided design environments such as CAD and BIM. In this paper, we surveyed computer-aided design environments and teaching methods for 73 students at the J University of Department of architectural engineering. Main results are as follows: 1. Hardlock is uncomfortable but necessary program for the computer management. 2. The desk placement considering the behavior of the design students results in higher satisfaction. 3. Because a CAD subject was a difficult course content and progress is fast, students thought it is difficult to follow. Especially, first-year students answered it is difficult to learn program and understand the structure of the building at the same time. 4. First-year students want to learn CAD more. Second-, third-, fourth-year students want to learn Photoshop more. Supplement for these classes is required. 5. Students answered that a teaching method of a CAD subject would be good to their own practice after the professor demonstrates for students. The senior's assistance is also a high effective way in the class. 6. During class, students' activities such surfing the web and Kakao Talk on a smartphone disrupt the class, there is a need to regulate by a rule such as disconnect computers from a network and against using smartphone. Although the Internet with the popularization of smartphones confers a benefit on modern life, it causes damage to us. This is a hard part for a salaried workers as well as students studying equally. The self management is required and a professor needs to control and restraint in a university classroom. The professor's continuing interest to students can increase the effectiveness of learning.

스마트 기기 사용자 적응형 가변 키보드 (User Adaptive Variable Keyboard for Smart Devices)

  • 정유선;최동민
    • 한국전자통신학회논문지
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    • 제12권6호
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    • pp.1167-1172
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    • 2017
  • 인터넷 이용과 정보활동의 주요 수단이었던 데스크탑 컴퓨터는 모빌리티와 단순화를 강조하는 스마트 기기에 의해 그 자리에서 밀려났다. 최근의 정보생산 및 소비 활동은 스마트 기기를 통하여 이루어지고 있으나 전통적 인 입력 수단인 키보드를 대체할만한 스마트 기기용 입력 수단이 없다. 스마트 기기의 터치스크린을 이용한 가상 키보드는 작은 크기로 인해 입력 오타가 높은 비율로 발생한다. 이에 본 연구에서 우리는 기존의 가상 키보드의 입력 오류를 최소화 할 수 있는 가변 가상 키보드를 제안한다. 제안하는 기법은 기존의 가상 키보드와 키의 배열에 차이는 없으나 사용자의 입력 오류의 발생 위치와 압력 정도의 누적 데이터에 따라 판단하여 가상 키보드의 각 키의 크기를 조정함으로써 사용자의 입력 오류를 최소화시킨다.

지능형 과학실의 개념과 특징 (Concept and Characteristics of Intelligent Science Lab)

  • 홍옥수;김경미;이재영;김율
    • 한국과학교육학회지
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    • 제42권2호
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    • pp.177-184
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    • 2022
  • This article aims to explain the concept and characteristics of the 'Intelligent Science Lab', which is being promoted nationwide in Korea since 2021. The Korean Ministry of Education creates a master plan containing a vision for science education every five years. The most recently announced '4th Master plan for science education (2020-2024)' emphasizes the policy of setting up an 'intelligent science lab' in all elementary and secondary schools as an online and offline space for scientific inquiry using advanced technologies, such as Internet of Things and Augmented and Virtual Reality. The 'Intelligent Science Lab' project is being pursued in two main directions: (1) developing an online platform named 'Intelligent Science Lab-ON' that supports science inquiry classes, and (2) building a science lab space in schools that encourages active student participation while utilizing the online platform. This article presents the key features of the 'Intelligent Science Lab-ON' and the characteristics of intelligent science lab spaces newly built in schools. Furthermore, it introduces inquiry-based science learning programs developed for intelligent science labs. These programs include scientific inquiry activities in which students generate and collect data ('data generation' type), utilize datasets provided by the online platform ('data utilization' type), or utilize open and public data sources ('open data source' type). The Intelligent Science Lab project is expected to not only encourage students to engage in scientific inquiry that solves individual and social problems based on real data, but also contribute to presenting a model of online and offline linked scientific inquiry lessons required in the post-COVID-19 era.