• Title/Summary/Keyword: On-Line Contents

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The educational experience in the on-line university of the North Korean defector students and their needs (북한이탈주민 학생들의 on-line 대학교에서의 교육경험과 그들의 필요)

  • Yi, Moun-Souk
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.81-82
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    • 2014
  • 1998년 이래 2014년 3월 현재에 이르기까지 북한이탈주민의 누적 수는 26,500여명에 이른다. 이들 중 북한사회에서 고등학교 교육을 이수한 이들은 남한사회에서 대학교육을 경험하고자 하는 이들이 다수이며, 이들 중에는 사회 경제적 여건 상 on-line교육으로 눈을 돌리는 이들의 수가 늘어나고 있는 것 또한 사실이다. 본 연구는 이러한 상황에서 on-line대학을 접한 북한이탈주민 학생들의 교육경험을 질적연구를 통해 분석해보고 그들이 교육을 받고 있는 과정에서의 어려움과 필요가 무엇인가를 도출해보고자 한다.

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The Analysis of On-line Contents Application for Effective Operating Extra-Curriculum in ACHS (방송고 특별활동의 효과적인 운영을 위한 콘텐츠 적용 분석)

  • Chung, Jong-In;Jeong, Young-Sik;Kim, Mee-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.2078-2087
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    • 2009
  • The Air and Correspondence High School (ACHS) has played a key role as an organization of lifelong learning since 1974. However, extra-curriculum in ACHS has not been operated successfully due to lacks of educational supports and on-line contents. So we surveyed demands of the ACHS teachers and students for successful operation of extra-curriculum, found four subjects that students preferred in the developing activity area which is one of extra-curricular activities, and experimentally developed four on-line contents for extra-curriculum. And we also applied the developed on-line contents to the students of Chongju H.S. After the application, another survey and interview were carried out to measure learner's satisfaction, find out problems of learning with on-line contents and suggest the ways of improving extra-curriculum learning system.

A Study on the Satisfaction Survey of the Online Content Sharing Platform 'XELF' and Methods of Application Method (온라인 콘텐츠 공유플랫폼 'XELF'의 만족도 조사 및 향후 적용방안에 대한 접근방법 연구)

  • Kim, yi yeon
    • Korea Science and Art Forum
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    • v.30
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    • pp.33-40
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    • 2017
  • The study has been initiated on the background of rapidly changing environment, and from the perspectives that new ecological systems are continuously generated accordingly in various fields. Recently, ICT platform, which is the platform related to information communication, has drawn much attention, and many tools are being made that can design and implement documents in a specific on-line space by utilizing UI/UX authoring tools for on-line contents sharing platforms which are public platforms for industrial and educational uses. Following these trends, actual building environment for 'XElF', a newly developed on-line contents sharing platform, and actual design proposal for UI/UX authoring tools will be described according to the sequences of building the platform. Before this design proposal is actually utilized in the future, opinions have been collected from related persons through an actual survey. Efforts are being made to reduce problems, which can be generated in the future in the actual on-line contents education environment, through the results of the study so that the platform can be produced without errors. The final results for this matter are planned to be posted by papers in the future.

Sharing On-line Storage with Various Flat Forms of Information Devices

  • Song, Seok-Il;Kwak, Yoon-Sik
    • International Journal of Contents
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    • v.3 no.3
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    • pp.38-42
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    • 2007
  • In this paper, we propose a new storage system architecture called as U-Storage (ubiquitous storage system). U-Storage allows a user to access an on-line storage with any type of information devices that are able to connect to internet. The on-line storage is virtualized to the user's information devices as a local hard disk or a memory card by our U-Storage. With devices supporting U-Storage, users can read and write their data anytime and anywhere without downloading and uploading operation.

A study on the System for Online education by Mobile (모바일 기반의 온라인교육 시스템에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
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    • v.6 no.3
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    • pp.149-155
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    • 2005
  • The various kinds of contents have been developed with the explosive increase of the internet users. The advantage of the contents could be extended to the extension of education. For the reason of no limit on space, on-line education such as cyber lecture and cyber university is getting popular. On-line education, however, could be faced to the problem of the management for attendance, homework and the exam. Therefore the proper supervision is requested so that students may get all the information for the calendar of test and other program which are necessary for the lesson. This study is to propose the system of education by mobile which is able to promote the efficiency of the study for the on-line education. The information of the lesson for cyber lecture could be accessed regardless the place and time by using the mobile phone which is usually carried.

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Analysis of Contents of Nutrition Information on the Internet (인터넷 영양정보의 내용 분석)

  • Lee, Seon-Yeong;Gang, Hye-Gyeong;Yang, Il-Seon;Gang, Myeong-Hui
    • Journal of the Korean Dietetic Association
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    • v.10 no.2
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    • pp.224-234
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    • 2004
  • 232 internet sites in Yahoo and Empas were monitored to analyze what good contents of nutrition information on line have for the internet searchers. As the sites on line were disappeared frequently, all the monitored sites were selected on April 25, 2003. 3 disciplined personnels analyzed the contents of the selected sites by using self-developed monitoring format. The results are as follows. Most of sites were administered by the marketing companies and only 8% by public institutions, associations and school. Especially, most of the contents of the sites by marketing companies were advertisement about their goods instead of nutrition information. Only 42.6% of sites indicated the sources of nutrition information. Only 10.3% of site administrators responded about on-line questions quickly within 1 day. Moreover, 46% of sites were not conformed their answering periods. On the other hand, 94.8% of sites offered more than 1 feedback methods. Monitors checked purposes offering on-line informations plurally. Leading purpose was for advertising and marketing their goods(59.5%) and 47% of them were opened for offering food and nutrition information. They offered various informations at the same time. More than half of the sites had the menus for food and nutrition information and connected sites, but the other half of them only advertised their own goods. Positive sides from monitored informations were as follows : 'communicating informations easily' (8.7%) / 'definite informations for daily living' (7.2%) / 'beneficial informations for nutritional management' (4.6%) / 'new informations' (2.1%). Negative sides of offered information were ‘not enough to give scientific basis and/or to simplify special evidences too much’(60.8%) / ‘to exaggerate the contents’ (41.4%) / ‘not to indicate the notice of side effect and/or to advertise that there are not side effect from using their goods’ (34.1%).

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A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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The Influences of On Line WOM(word Of Mouth) Information and Receiver's Characteristic on WOM Received (온라인 구전정보와 수신자 특성이 구전수용에 미치는 영향)

  • Kim, Chang-Ho
    • The Journal of Information Technology
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    • v.8 no.3
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    • pp.73-82
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    • 2005
  • The present paper aims to examine the relationship between the online word of mouth(WOM) contents and the WOM effect and to see how receivers' features such as product knowledge and involvement level influence the WOM received. For that purpose, we categorize WOM contents into two subcategories; product news and personal experience. The WOM effect, in turn, is into the WOM received. Survey questionnaires were given to 268 collegians as to their online WOM activities to purchase MP3 players. SPSS 10.0 package was employed as the method of statistical analysis. We report the following results. First, product news is shown to exert a greater effect on the WOM received than personal experience. Second, their product knowledge plays a moderating role in the relationship between the WOM contents and the WOM received. Finally, it is shown that the factor of involvement level moderates the relationship between the WOM contents and the WOM received. The current paper attempts to develop a hypothetical relationship between WOM information and WOM received and to provide a theoretical foundation for the practical online marketing. We must admit the methodological limitations with respect to subjects and samples. It should be worthwhile, however, to compare online and off-line marketing and to expand the range of research in the current line of thought.

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A Structure of Personalized e-Learning System Using On/Off-line Mixed Estimations Based on Multiple-Choice Items

  • Oh, Yong-Sun
    • International Journal of Contents
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    • v.5 no.1
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    • pp.51-55
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    • 2009
  • In this paper, we present a structure of personalized e-Learning system to study for a test formalized by uniform multiple-choice using on/off line mixed estimations as is the case of Driver :s License Test in Korea. Using the system a candidate can study toward the license through the Internet (and/or mobile instruments) within the personalized concept based on IRT(item response theory). The system accurately estimates user's ability parameter and dynamically offers optimal evaluation problems and learning contents according to the estimated ability so that the user can take possession of the license in shorter time. In order to establish the personalized e-Learning concepts, we build up 3 databases and 2 agents in this system. Content DB maintains learning contents for studying toward the license as the shape of objects separated by concept-unit. Item-bank DB manages items with their parameters such as difficulties, discriminations, and guessing factors, which are firmly related to the learning contents in Content DB through the concept of object parameters. User profile DB maintains users' status information, item responses, and ability parameters. With these DB formations, Interface agent processes user ID, password, status information, and various queries generated by learners. In addition, it hooks up user's item response with Selection & Feedback agent. On the other hand, Selection & Feedback agent offers problems and content objects according to the corresponding user's ability parameter, and re-estimates the ability parameter to activate dynamic personalized learning situation and so forth.

Game Contents of Ubiquitous UCC with Participation (참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N))

  • Kim, Jin-Sik;Park, In-Seok;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.47-52
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    • 2008
  • J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.

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