• Title/Summary/Keyword: Online Meeting

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Online Non-preemptive Deadline Scheduling for Weighted Jobs (가중치 작업들의 온라인 비선점 마감시한 스케줄링)

  • Kim Jae-Hoon;Chang Jung-Hwan
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.2
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    • pp.68-74
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    • 2005
  • In deadline scheduling, jobs have deadlines by which they are completed. The scheduling algorithm determines which jobs are executed at each time. Then only the completed jobs contribute to the throughput or gain of the algorithm. The jobs have arbitrary weights and the gain of the algorithm is given as the sum of weights of the completed jobs. The goal of the scheduling algorithm is to maximize its gain. In this paper, we consider online non-preemptive scheduling, where jobs arrive online and the scheduling algorithm has no information about jobs arriving ahead. Also the jobs cannot be preempted or rejected while they are executed. For this problem, we obtain lower bounds for any online algorithms and also we propose an optimal online algorithm meeting the lower bounds.

The Analysis and Evaluation of the First Online Congress of 61st Korean Academy of Pediatric Dentistry in 2020 during COVID-19 (COVID-19으로 인한 2020년 대한소아치과학회 첫 온라인 제61회 종합학술대회 및 제54회 전공의 학술대회에 대한 설문조사를 통한 분석 및 평가)

  • Herr, Lan;Lee, Koeun;Kim, Mi Sun;Nam, Okhyung;Lee, Hyoseol;Choi, Sungchul
    • Journal of the korean academy of Pediatric Dentistry
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    • v.48 no.4
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    • pp.384-396
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    • 2021
  • The 61st Korean Academy of Pediatric Dentistry congress was hosted online for the first time in 2020 due to coronavirus disease-19. The congress was operated using the ZOOM platform. The aim of this paper is to analyze and evaluate the overall satisfaction and feedbacks from congress participants via anonymous Google Forms online survey. A test meeting was previously organized before the actual congress to facilitate the smooth process and the participants overall showed high satisfaction. Members who participated in test meeting compared to those who did not, found it significantly helpful, which contributed overall higher satisfaction with the online congress. Abstracts were accepted from the current pediatric dentistry residents and the oral presentations were also held online for the first time. The presenters and the judges were overall very satisfied. In an unguaranteed situation of termination of coronavirus disease-19, the decision to conduct an online congress was a favorable option.

Online pedagogical strategies of a fashion design CAD course - Focused on Adobe Photoshop, Illustrator, and Texpro programs - (패션디자인 CAD의 온라인 교육 방법 연구 - 포토샵, 일러스트레이터, 텍스프로 프로그램을 중심으로 -)

  • Kwon, Sang-Hee
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.717-731
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    • 2022
  • The purpose of this study is to suggest effective online pedagogical strategies for a fashion design CAD course to enhance student learning and satisfaction. The study investigated student experience of online learning and compared online learning with a face-to-face learning experience. Student concentration, participation, perceptions of effectiveness of teaching, utilization of learning materials, and satisfaction were analyzed using a 5-point Likert scale. Advantages and disadvantages of online learning as well as advantages of face-to-face learning were also analyzed both quantitatively and qualitatively. Student concentration, participation, and perception of effectiveness of teaching were greater for face-to-face learning with significantly higher concentration on individual practice. Students utilized video recording of synchronous online lectures more actively than PDF lecture notes. The advantages of face-to-face learning were plentiful communication and feedback and easy questioning process as well as high levels of understanding and concentration. Meanwhile, major disadvantages of online learning were the speed of the lecture, lower levels of understanding and concentration, limited peer interaction, and technical problems. Major advantages of online learning were flexibility and convenience, repetitive learning through videos, and instant communication and feedback. Students preferred a blended learning approach for the fashion design CAD course. For effective online learning, it is suggested that instructors frequently question and check student practice through screen share in a private online meeting room and engage activities that are demanding of student interaction. The video recording of synchronous online lectures is also suggested as a supplemental learning material for repetitive learning.

Impacts of Badges and Leaderboards on Academic Performance: A Meta-Analysis

  • KIM, Areum;LEE, Soo-Young
    • Educational Technology International
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    • v.23 no.2
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    • pp.207-237
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    • 2022
  • As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively "in-person" education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.

A Study on the Development Direction of the Next-generation Smart Training Education Platform(STEP) for the Development of National Lifelong Vocational Skills (국민 평생직업능력개발을 위한 차세대 스마트직업훈련플랫폼 개발 방향에 관한 연구)

  • Kyung-Hwa Rim;Il-chan Jung;Doo-wan Lee
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.143-154
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    • 2023
  • The purpose of this study is to present the role and function of Smart Training Education Platform(STEP) as a public online platform that should be aimed at for the development of customized lifelong vocational skills as the existing Occupational Skills Development Act was revised to the National Lifelong Vocational Skills Development Act. To this end, the role and function of STEP's public service was derived based on domestic public online platform service case studies and expert FGI, and an expert verification meeting was held. Based on this, implications for the role and function of STEP as a public online platform were presented.

The Current State and Legal Issues of Online Crimes Related to Children and Adolescents

  • Hyoung-ryul Kim
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.34 no.4
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    • pp.222-228
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    • 2023
  • There are two categories of online crimes related to children and adolescents: those committed by adolescents and those committed against children and adolescents. While recent trends in criminal law show consensus on strengthening punishment in cases of crimes against children and adolescents, there are mixed stances in cases of juvenile delinquency. One perspective emphasizes strict punishment, whereas the other emphasizes dispositions aligned with human rights. While various forms of online crime share the commonality in that the main part of the criminal act occurs online, they can be categorized into three types: those seeking financial gain, those driven by sexual motives, and those engaged in bullying. Among these, crimes driven by sexual motives are the most serious. Second-hand trading fraud and conditional (sexual) meeting fraud fall under the category of seeking financial gain and occur frequently. Crimes driven by sexual motives include obscenity via telecommunication, filming with discrete cameras, child and adolescent sexual exploitation material, fake video distribution, and blackmail/coercion using intimate images/videos ("sextortion"). These crimes lead to various legal issues such as whether to view vulgar acronyms or body cams that teenagers frequently use as simple subcultures or crimes, what criteria should be applied to judge whether a recorded material induces sexual desire or shame, and at what stage sexual grooming becomes punishable. For example, sniping posts, KakaoTalk prisons, and chat room explosions are tricky issues, as they may or may not be punished depending on the case. Particular caution should be exercised against the indiscriminate application of a strict punishment-oriented approach to the juvenile justice system, which is being discussed in relation to online sexual offenses. In the punishment case of online crime, juvenile offenders with a high potential for future improvement and reform must be treated with special consideration.

Research on usability of an OPAC(Online Public Access Catalog) (온라인 목록 시스템의 사용성에 관한 연구 : 화면 설계를 중심으로)

  • 김미현
    • Journal of the Korean Society for information Management
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    • v.15 no.1
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    • pp.43-62
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    • 1998
  • this study is to determine whether color, icon, sorting methods of brief description about materials, and postioning methods of final records affect the usability of the OPAC(Online Public Access Catalog) screen designs in terms of success rate, search time, and users' preferences. The findings suggest that OPAC systems can be optimized to enhance user's performances conflict with each other, designers should give more weight to performance because of the library's mission of meeting users' information needs.

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Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • v.20 no.3
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

Searching information on online questions by Korean dental hygienists: Case report (온라인 질문에 나타난 치과위생사의 정보요구도: 증례보고)

  • Hwang, Soo-Jeong;Lee, Sun-Mi;Moon, Hee-Jung;Kang, Hyun-Sook;Ha, Jung-Eun;Kim, Soo-Hwa;Jung, Jae-Yeon;Hwang, Yoon-Sook
    • Journal of Korean Academy of Dental Administration
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    • v.6 no.1
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    • pp.43-47
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    • 2018
  • Online data can be explored for topics browsed by an unspecified population to detect professional information demands more quickly. The purpose of this study was to collect and analyze online questionnaires in order to find information required by dental hygienists. We analyzed the frequency of posting words after isolating nouns from questions of the Korean Dental Hygienists Association homepage's Q & A section, the Naver Knowledge-iN service, and a dental hygienists' online meeting site in Naver. We found that queries of the Korean Dental Hygienists Association's homepage were concentrated on education renewal and license notification. The queries about dental hygienists in the Naver Knowledge-iN service used words related to job or career choice, and the queries of the dental hygienist-affiliated site had many words related to dental practice, dental work, and turnover. This study showed that the information needs of unspecified dental hygienists varied depending on the online environment such as homepage, blog, and information service.

A Study of the Design Improvement Measure for the Globalization of Domestic Online Shopping Malls (국내 온라인 쇼핑몰의 글로벌화를 위한 디자인 개선방안 연구)

  • Choi, Yun-Hee;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.73-80
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    • 2015
  • Starting the popularity of Korean dramas exported to China in 1996, the Korean wave started around the world market. Afterwards, as the Korean culture itself as well as dramas rapidly emerged as contents of the Korean market, the foreign direct sale consumers who want to buy Korean goods directly online are increasing at an alarming rate. This study each selected 4 domestic shopping malls and 4 foreign famous shopping malls which were conducting a global marketing currently and compared/researched them in the design aspect in order to apprehend if domestic online shopping malls were properly meeting the consumer environment of the foreign market. As a result, it was revealed that domestic online shopping malls conducting the global marketing could not fully understand the internet environment by countries and were going through a limit of the information delivery by SMS, and could not use the visual signs actively which were useful to the meaning delivery. Accordingly, this thesis suggested a plan to actively utilize the variable element considering various screens to the design, plan to efficiently design the text for solving the language problem by countries, and plan to design using the developing IT technology as a solution to those problems.