• Title/Summary/Keyword: Off-line Activities

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A Study on Evaluating the Family Life Education Program for Newly Married Couples - Focusing on Healthy Family Support Centers - (신혼기 부부교육 프로그램 운영실태에 관한 연구 - 건강가정지원센터 프로그램을 중심으로 -)

  • Kim, Sunjoo;Park, Jeongyun
    • Journal of Family Resource Management and Policy Review
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    • v.17 no.3
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    • pp.19-37
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    • 2013
  • The purpose of this study was to provide the basic data required for the development and operation of high-quality education programs for newly married couples. The subjects were 60 education programs for newly married couples that were performed by 30 Healthy Family Support Centers in Seoul and the Gyeonggi area. The collected data were analyzed by applying appropriateness, efficiency, and effectiveness on the basis of program plan, execution, and evaluation. The results were as follows. First, the appropriateness of the program plans was no center that performed need survey. As for program advertisement, on-line, off-line, and person -to-person advertisements were used. Second, the education goals and contents were classified according to healthy family life, the essence of the marriage, gender equality, conflict management, problem prevention, relationship improvement, understanding of mutual similarities or differences, financial plan and management, and parenting. Each session lasted 2 hours, and the total number of program hours was 5 to 6 hours. The education methods were activities, lectures, and discussions.

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An Analysis of Cyber Communities based on Apartment Residential Space: The Realities of Internet Home Pages of Apartment Complexes (아파트 사이버공동체의 가능성과 한계 -아파트 홈페이지의 운영 실태를 중심으로-)

  • Yim, Seok-Hoi
    • Journal of the Korean association of regional geographers
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    • v.11 no.6
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    • pp.585-606
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    • 2005
  • The rapid development of Information technology and the Internet has brought about a new phase like building cyber communities in Apartment residential space. This study empirically considers the possibility and limit of cyber communities based on apartment residential space through analysing apartment Internet home pages. The analysing results show us the fact that apartment cyber communities are less satisfied than theoretical expectation. However, they have some possibilities as on-line communities. First of all, the most important factor is off-line community activities in realizing the possibility of cyber community at least in apartment residential space.

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A Study on the VAT of the Electronic Commerce (전자상거래 활성화와 과세체계 개편방안 연구: 부가가치세를 중심으로)

  • Park Keun-Soo
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.99-113
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    • 2002
  • Electronic commerce using the Internet has rapidly changed our daily lives in recently years. Electronic commerce along with the development of the information technology industry is expected to have a significant effect on a broad range of wide economic activities. E-Commerce has created a fundamentally new way of conducting and will change drastically accepted ways of doing business and government policy especially taxation system are need new challenge. This paper study improvement policy of the VAT. Especially This paper were concentrated the taxation administration, the place of the supply/fixed established rule and off-line or on-line goods and service.

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Design and Development of m-Learning Service Based on 3G Cellular Phones

  • Chung, Kwang-Sik;Lee, Jeong-Eun
    • Journal of Information Processing Systems
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    • v.8 no.3
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    • pp.521-538
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    • 2012
  • As the knowledge society matures, not only distant, but also off-line universities are trying to provide learners with on-line educational contents. Particularly, high effectiveness of mobile devices for e-Learning has been demonstrated by the university sector, which uses distant learning that is based on blended learning. In this paper, we analyzed previous m-Learning scenarios and future technology prospects. Based on the proposed m-Learning scenario, we designed cellular phone-based educational contents and service structure, implemented m-Learning system, and analyzed m-Learning service satisfaction. The design principles of the m-Learning service are 1) to provide learners with m-Learning environment with both cellular phones and desktop computers; 2) to serve announcements, discussion boards, Q&A boards, course materials, and exercises on cellular phones and desktop computers; and 3) to serve learning activities like the reviewing of full lectures, discussions, and writing term papers using desktop computers and cellular phones. The m-Learning service was developed on a cellular phone that supports H.264 codex in 3G communication technology. Some of the functions of the m-Learning design principles are implemented in a 3G cellular phone. The contents of lectures are provided in the forms of video, text, audio, and video with text. One-way educational contents are complemented by exercises (quizzes).

Analysis of Types of Students' Visual Thinking and Instructional Effects in Elementary Science Classes (초등 과학수업에서 학생들이 구성한 비주얼 씽킹의 유형 및 수업 효과)

  • Hong, Minhae;Lim, Heejun
    • Journal of Korean Elementary Science Education
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    • v.40 no.1
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    • pp.100-112
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    • 2021
  • Based on the importance of visual representation for scientific understanding, this study applied visual thinking in elementary science classes. This study analyzed elementary students' visual thinking and investigated the instructional influences. Students' perceptions on the class applying visual thinking were also investigated. The subject were 38 fourth grade students, 18 in experimental group and 20 in control group. For the unit of 'Shadow and mirror', on-line and off-line blended classes were applied in both group because of COVID-19. The experimental group student were asked to construct their own visual thinking, while the control group students used traditional workbook. The results were as follows. First, students' visual thinking can be classified into three different types, which are 'activity recall type', 'result summary type', and 'core concept representation type' based on what they represent rather than how they represent. Second, applying visual thinking in science class showed significant effects on science academic achievement, science related attitude, and creative academic efficacy. Third, students' perceptions on applying visual thinking in science classes were very positive. Students perceived visual thinking activities were interesting and helpful for understanding science. Educational implications of applying visual thinking in elementary science classes were discussed.

A Study on Off Line Signature Verification using by Fuzzy Algorithm (퍼지 알고리듬을 이용한 오프라인 서명 검증에 관한 연구)

  • 이상범;박남수;최한석;이계영
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.31B no.7
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    • pp.1-8
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    • 1994
  • There are many research activities in various recognition areas using high calibered computing power. Among many areas, the signature recognition and verification have more difficulties than any other recognition area because signature itself contains many problems caused by a variation of psychological status of signer and other environment. In the case of signature, therefore, it is important to extract the better parameters required for the higher verification ratio. In this paper, signature pressure is extracted and used as feature parameters to determine whether the input signature is ture or forgery, and then input signature is verified by fuzzy similarity method. As a result of appling the fuzzy similarity method to the recognition system it is proven that the system has by far better verification ratio about 10% than existing methods.

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Manufacturing Preparations in the New Car Development for an Automotive Body Shop by Digital Manufacturing Technologies (차체공장 디지털생산 기술 적용을 통한 신차 개발 생산준비 업무 수행)

  • 노상도;박영진
    • Transactions of the Korean Society of Automotive Engineers
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    • v.11 no.6
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    • pp.118-126
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    • 2003
  • Digital Manufacturing is a technology facilitating effective developments and agile productions of the product via digital computer models representing physical and logical schema and the behavior of the real manufacturing systems including manufacturing resources, environments and products. For the successful application of this technology, a digital factory as a well-designed and an integrated environment is essential. In this paper, we constructed the sophisticated digital factory of a Korean automotive company's body shop, and conducted precise simulations of unit cell, lines and the whole factory for the collision check, the production flow analysis and the off-line programming. We expect that this digital factory of the body shop helps us achieve great savings in time and cost for many manufacturing preparation activities of the new car development.

Virtual Manufacturing for an Automotive Company(III) - Construction and Operation of a Virtual Paint Shop (자동차 가상생산 기술 적용(III) - 가상 도장공장구축 및 운영)

  • Noh, Sang-Do;Kim, Duck-Young;Park, Young-Jin
    • IE interfaces
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    • v.15 no.4
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    • pp.356-363
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    • 2002
  • Virtual Manufacturing is a technology to facilitate effective product development and agile production by computer models representing the physical and logical schema and the behavior of real manufacturing systems including manufacturing resources, environments and products. For the successful application of this technology, a virtual factory as a well-designed and integrated environment is essential. In this research, we constructed a sophisticated virtual factory model of an automotive company's paint shop, and performed precise simulations of unit cells, lines and whole plant operations for collision check and off-line programming. It is expected that this virtual paint shop is useful for achieving time and cost savings in many manufacturing preparation and planning activities of new car development processes.

The Study of Logistics Process Standardization (물류 프로세스 표준화 연구)

  • Park, Sun Ho;Park, Soo Min
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.1
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    • pp.173-183
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    • 2011
  • Global logistics including Korea had developed at various fields through the developed IT technology. In addition, in changing into Internet based digital economy times, economic and logistics activities became extending into worldwide over the cross-border. Logistics activity performed by off-line rapidly changed in real environment. But, unfortunately business process modeling about the whole logistics was not happened, even though process modeling had done by transport stages or logistics entities. Therefore, it is difficult to grasp the whole logistics. Additional cost and time was requested due to no association between logistics entities and invisibility. So, this paper has to be process modeling for logistics industry domain. For objective modeling, work area shall be divided and it extracts general work process per each area. And then it defines subprocess of general work process. Cargo tracking in logistics industry domain means to grasp the status and present states at transportation or storage stage. This paper defines business process and data model for electronic processed work area using the UN/CEFACT standard modeling methodology.

Design and Implementation of Healthcare Game Content in IOT Environment

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.29-34
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    • 2019
  • In Recently, as the interest in health has increased and the spread of smart phones has become common, the development of smart health care related contents has been active. In this paper, we introduce the design, implementation and effects of game-based content that can make walking exercise fun in the Internet of Things environment. This content calculates the consumed calories by walking the stairs with the Beacon installed, and incorporates games to encourage continuous fun activities. It also provides event functions that enable on-off-line coordination. The goal of this content is to enable busy modern people to exercise lightly, funly, and constantly in the surrounding activity space. The effect of this content has been confirmed through the review of many users participating in offline events. This content is expected to be able to converge with various types of healthcare systems with the expansion of the application space.