• Title/Summary/Keyword: Online Experiment

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Science-Gifted Students' Scientific Inquiry Change in Online Argumentative Discussion

  • Lee, Bong-Woo;Son, Jeong-Woo;Lee, Sung-Muk
    • Journal of The Korean Association For Science Education
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    • v.25 no.6
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    • pp.642-649
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    • 2005
  • Argumentative discussion is one of the important components of an educational program, which allows students not only to learn the process of social negotiation through discussions, but also to improve students' overall research abilities. The purpose of this study was to examine a) the changes between inquiry of before-argumentative discussion and inquiry of after-argumentative discussion, and b) the connections between the inquiry changes and online argumentative discussion. This study analysed 726 messages in an online argumentative discussion, as well as in first research reports and second research reports. The results of the study indicate that science-gifted students' research abilities were improved through on-line argumentative discussion that provided them with feedback based on interactive discussions, and encouraged them to re-examine hypotheses and experiment processes. The science-gifted students showed knowledge and abilities for identifying simple errors in research processes and arguing problems in the flow of the whole logic of research.

Online ESS optimal design and experiment with Grid-Connected capabilities (계통연계 기능을 갖는 Online ESS 설계 및 실험)

  • Jang, Young-Hoon;Lee, Chang-Hee;Kim, Young-Woo;Lee, Jae-Yoon;Won, Chung-Yuen
    • Proceedings of the KIPE Conference
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    • 2015.11a
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    • pp.199-200
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    • 2015
  • 본 논문에서는 Online UPS system에 계통 연계가 가능하며, 피크 전력을 저감 할 수 있는 기능을 추가한 UPS를 제안한다. 제안한 UPS는 계통 연계와 피크 전력 저감을 위하여 AC/DC PWM 컨버터와 배터리 단에 양방향 Buck-Boost 컨버터를 적용하였으며 역률 0.98 이상과 THD를 3%이하의 조건을 만족하고 IGBT의 신뢰성 확보를 위한 발열 및 방열을 검토한다.

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Korean E-commerce Platform's Dashboard Style Decision Support System

  • Yum, Kyeongmin;Park, Jae-Sang;Yoo, Byungjoon
    • 한국벤처창업학회:학술대회논문집
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    • 2021.11a
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    • pp.113-117
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    • 2021
  • Due to the recent COVID-19 pandemic, SMEs are forced to converge themselves into online business to cope with the rapidly changing business environment. However, due to various difficulties of becoming an online business, most SMEs choose to use services provided by the online sales platform. These platforms offer valuable support such as DSS in return for the high amount of commission fee. We analyze a novel data set from Naver Corporation's 'Smart Store' platform with the quasi-experimental method (propensity score matching technique combined with the difference in differences analysis) to analyze DSS usage and SME's performance empirically. Our results suggest that DSS usage leads to an increase in SME's sales performance in means of sales frequency and sales amount. Additionally, we have found weak support that DSS usage enables SMEs to attract customers better than those not using DSS.

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An Online Voting System based on Ethereum Block-Chain for Enhancing Reliability (신뢰성 향상을 위한 이더리움 블록체인 기반의 온라인 투표 시스템)

  • Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.563-570
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    • 2018
  • Existing online voting is not being used for public elections due to uncertainty about security threats, and offline voting costs a lot of money. As an alternative, blockchain is emerging. Applying blockchain technology to online voting will ensure transparency and confidentiality, because voter information and aggregate information are distributed and managed. Since a blockchain distributes the voting information, it will be more secure than existing central server - based online voting systems. If blockchain technology is applied to public elections, and the transparency and confidentiality of the voting information is guaranteed, the cost of voting will be greatly reduced. This paper tries to apply to an online voting system the Ethereum platform from among the blockchain technologies. Ethereum is a highly scalable blockchain technology that provides a smart contract based on the Solidity language to develop an online voting contract and to distribute the contract to each voter. Each voter votes on the contract that has been distributed, and the votes are distributed to other voters. The experiment verifies the consistency of the stored voting information.

Design of Communication Module for Virtual Serial Wireless LAN (가상 시리얼 무선랜 통신 모듈 설계)

  • Jang-Geun Ki
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.35-40
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    • 2023
  • In this paper, a serial wireless LAN virtual communication module that allows microprocessors to communicate wirelessly with other peripheral devices is developed as part of a study to build an online virtual experiment system that allows them to practice virtually anytime, anywhere in microprocessor application education in electrical and electronic control engineering. The developed module is connected to the microprocessor in the virtual experiment system through serial interface. The serial data is sent to and received from peripheral devices through the wireless LAN interface of the host computer where the virtual experiment software is being performed. In order to verify the function of the developed serial wireless LAN virtual communication module, experiments were conducted in which a microprocessor in the virtual experiment system exchanged data with an Android smartphone through a wireless LAN interface of a host computer. The developed serial wireless LAN communication module is expected to enable virtual microprocessors to communicate with surrounding real devices through wireless LAN, which can be efficiently used in microprocessor application education.

A Swearword Filter System for Online Game Chatting (온라인게임 채팅에서의 비속어 차단시스템)

  • Lee, Song-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.7
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    • pp.1531-1536
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    • 2011
  • We propose an automatic swearword filter system for online game chatting by using Support Vector Machines(SVM). We collected chatting sentences from online games and tagged them as normal sentences or swearword included sentences. We use n-gram syllables and lexical-part of speech (POS) tags of a word as features and select useful features by chi square statistics. Each selected feature is represented as binary weight and used in training SVM. SVM classifies each chatting sentence as swearword included one or not. In experiment, we acquired overall 90.4% of F1 accuracy.

Online Character Recognition Technique Using PCA (PCA를 이용한 온라인 문자인식 기법)

  • Yoo Jae-Man;Kim Woo-Saeng;Han Jeong-Hoon
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.414-420
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    • 2006
  • Online character recognition techniques have been applied in many new fields of PDA, Tablet PC etc. But the recognition techniques can not use such high technologies naturally yet. Hidden Markov Model (HMM) that is much used recently requires high memory space and complex computational tasks because of comparing the input data with entire standard patterns. In this paper we propose a method to recognize the online characters more efficiently. At first we create chain-codes of learning data and recognition data in preprocessing phase, and then we compress dimensions of data using Principal Component Analysis (PCA) and recognize a character compressed data in recognition phrase. Validity of proposed method .is verified. by experiment results.

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On Securing Web-based Educational Online Game Using SSL Protocol (SSL 프로토콜을 이용한 안전한 웹기반 교육용 온라인 게임)

  • Yani, Kadek Restu;Priyana, Yoga;Rusmin, Pranoto H.;RHEE, Kyung-Hyune
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.3
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    • pp.790-798
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    • 2016
  • Currently, web-based online games is becoming popular in supporting learning process due to their effective and efficient tool. However, online games have lack of security aspect, in particular due to increase in the number of personal information leakage. Since the data are transmitted over insecure channel, it will be vulnerable of being intercepted by attackers who want to exploit user's identity. This paper aims to propose an online web-based educational game, Vidyanusa which allows the students to register their personal information using a unique code, a user name and a password. It manages the users according to their schools, subject teachers and class levels. In addition, by adopting a unique code, the confidentiality of the user identity can be kept away from attackers. Moreover, in order to provide a secure data communication between client and server, Secure Socket Layer (SSL) protocol is adopted. The performance of the system after implementing SSL protocol is examined by loading a number of requests for various users. From the experiment result, it can be concluded that the SSL protocol can be applied to web-based educational system in order to offer security services and reliable connection.

The Effect of On-line Product Presentation : A Comparative Study between 3D and General Product Presentation

  • liu, Shuo
    • The Journal of Industrial Distribution & Business
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    • v.8 no.5
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    • pp.15-21
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    • 2017
  • Purpose - This research aims to examine the effects of 3D online products presentation by comparing it with general presentation. Research design, data, and methodology - To rigorously investigate the differences of effects between 3D presentation and general presentation, this study examines the differences of the two presentations in vividness, informedness, entertainment, product trust, and purchase intention. This research designed two different forms of online product presentations, 3D and general presentation for an experiment. Results - The research findings indicate that 1) the vividness of online product presentation has a positive impact on the informedness and entertainment. While both vividness and informedness product presentation have a positive impact on product trust, the entertainment of online product presentation has no significant impact. 2) Vividness, informedness, entertainment, product trust, and purchasing intention showed significant differences between 3D and general product presentations. 3) Overall, 3D product presentation showed a stronger impact on purchasing intention than the general product presentation. Conclusions - This research expands the area of business presentation by comparing the differences of 3D and general presentation methods. This study made a great contribution to theory development, and also to guidelines for practice. These insights could be used by organizations in developing realistic environments for business presentations.

The Study on the Effect of External Information on Purchase Decision-Making Process in Online Shopping Mall Based Electronic Commerce (온라인 쇼핑몰 기반의 전자상거래에서 외적 정보가 구매 의사결정 과정에 미치는 영향에 대한 실증적 연구)

  • Kang, Sung-Min;Kim, Tae-Jun
    • Journal of Information Technology Applications and Management
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    • v.14 no.4
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    • pp.97-120
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    • 2007
  • Development of information technology and Internet brought big changes in information society. Quantity of information increased rapidly and various types of information were presented through diverse channels. This change brought an impact in electronic commerce environment. A large number of products are transacted in online market. And various search functions and product information are presented for supporting customer's decision making. This study examined the effect of external information on purchase decision-making in electronic commerce environment. An experiment was conducted to see the customer product review, unit sales, etc. on purchase decision-making process in online shopping mall based electronic commerce. As a result of study, external information referring to number of purchasing, positive product review, and reliability of information has a positive effect on purchase-decision. The significance of the study can be found in that it defined 1) external information has an effect on decision-making, 2) positiveness and reliability of product information showed that they have an influence on customer, and 3) when self opinion and other person's opinion are different, one is not satisfied with decision making process. The results of the study can be of practical use in the design and implementation of online shopping mall in electronic commerce.

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