• Title/Summary/Keyword: Online Video

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A Study on the Extraction and Integration of Learning Object Meta-data using Web Service of Databases (DBMS의 웹서비스를 이용한 학습객체 메타데이터 추출 및 통합에 관한 연구)

  • Choe, Hyun-Jong
    • Journal of The Korean Association of Information Education
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    • v.7 no.2
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    • pp.199-206
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    • 2003
  • XML is becoming a new developing tool of web technology because of its ability of data management and flexibility in data presentation. So it's well researched that the reusability and integration with learning objects such as text, image, sound, video and plug-in programs of web contents in computer education. But the research for storing, extracting and integrating metadata about learning object was needed prior to implementing online learning system to integrate and manage it. Therefore this study propose a new method of using web service of DBMS for extracting learning object's metadata in database server which located in 3-tier system. To evaluate the efficiency of proposed method, The test server and two DBMSs(MS SQL Server 2000 and Oracle 9i) which have 30 metadata was implemented and the response time of it was measured. The response time of it was short, but in order to using this method the additional programming with SAX/DOM was necessary.

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A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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A Study on Security Consideration and Utilization of Domestic Encryption Algorithm for Developing Secure Smartphone Applications (안전한 스마트폰 애플리케이션 개발을 위한 보안 고려사항 및 국산암호알고리즘 적용 방안 연구)

  • Kim, Jee Yeon;Jeon, Woong Ryul;Lee, Young Sook;Kim, Mi Joo;Jung, Hyun Chul;Won, Dong Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.1
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    • pp.51-61
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    • 2011
  • A smartphone is a mobile phone that offers more advanced computing ability and connectivity than a contemporary basic feature phone. Unlike feature phone, a smartphone allows the user to install and run more advanced applications based on a specific platform. Smartphones run complete operating system software providing a platform for application developers. A smartphone will become the default computing method for many point activities in the not-too-distant future, such as e-mail, online shopping, gaming, and even video entertainment. For smartphone that contains sensitive information and access the Internet, security is a major issue. In the 1980s, security issues were hardly noticed; however, security is a major issue for users today, which includes smart phones. Because security is much more difficult to address once deployment and implementation are underway, it should be considered from the beginning. Recently our government recognized the importance of smartphone security and published several safety tips for using the smartphone. However, theses tips are user-oriented measures. Maintaining the security of a smartphone involves the active participation of the user. Although it is a important users understand and take full advantage of the facilities afforded by smarphone, it is more important developers distribute the secure smartphone application through the market. In this paper we describe some scenarios in which user is invaded his/her privacy by smartphone stolen, lost, misplaced or infected with virus. Then we suggest the security considerations for securing smartphone applications in respect with developers. We also suggest the methods applying domestic encryption algorithms such as SEED, HIGHT and ARIA in developing secure applications. This suggested security considerations may be used by developers as well as users (especially organizations) interested in enhancing security to related security incidents for current and future use of smartphones.

An online learning system for evaluating learner's activities and study level (수준별 학습과 학습 관심도를 고려한 학습평가시스템)

  • Kim, Hye-Em;Yu, Seok-Jong
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.69-76
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    • 2008
  • The biggest strength of the Internet is to enable to access information without any limitation of time and space. As the Internet and IT technologies have been developed, various kinds of teaching ways in education field such as remote lectures, video lectures, and CAI(Computer Adapted Instruction) have emerged. In terms of education, evaluation can be a basic foundation to help teach students in the next learning stage according to each student's level. In addition, it is able to give the information of students'abilities and provides proper learning programs to teach students on a case-by-case basis. The purpose of the paper is to establish evaluation system on the WWW(World Wide Web) that can reflect learning activities part of students in their evaluation scores based on the two important learning theories, Behaviorism and constructivism, which are mainly used in evaluation procedures to judge learning ability of students. This system will give information about learners, and analyze the learning interest of learners. The proposed system enables teachers to evaluate learning ability of students through various kinds of information of learners, and to execute level-based education.

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Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.363-370
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    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

The Effect of Chinese Adolescents' Motivation to Use Tiktok on Satisfaction and Continuous Use Intention (중국 청소년의 틱톡(Tiktok) 이용동기가 이용만족도와 지속사용의도에 미치는 영향)

  • Shao, JinHua;Lee, SangKhee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.107-115
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    • 2020
  • This study verified the motivation to use Tiktok for Chinese teenagers. This paper investigated the influence of adolescents'use motivation on use satisfaction and continuous use intention. In addition, this study was to grasp the relationship between use motivation and sustained use intention as a mediating effect of use satisfaction. The survey was conducted online and offline, 315 adolescents were selected for analysis. For the data, factor analysis, multiple regression analysis, and effect analysis of parameters were conducted using the SPSS 25 program. As a result of the study, information/entertainment pursuit, communication, and self-expression were derived as motivation for use. Among these motivations, information/enterprise pursuit and communication were found to have a significant effect on use satisfaction and continued use intention. In addition, it was confirmed that use satisfaction has a mediating effect on intention to use continuously. But it is found that the self-expression factor handled as reuse intention have no significant influence on the use satisfaction and continuous use intention of Tiktok.

A Study on the Effects of Social Media Marketing of Language Schools on Brand Equity and Consumer Purchase Intent (어학원의 소셜 미디어 마케팅이 브랜드 자산과 소비자 구매 의도에 미치는 영향 연구)

  • Kim, Do-Hoon;Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.427-436
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    • 2018
  • Companies are now using SNS as an online marketing channel and increasingly using it for customer relationship management(CRM). Although companies are actively using social media for marketing, language study brands in South Korea are using social media marketing in widely different ways. Among various components of social media marketing activities, this study analyzed the effects of informativeness, content suitability, and recency of social media marketing on consumers from the perspectives of brand equity and purchase intent. In the results, components of social media marketing activities had significant effects on brand equity, in the order of recency, content suitability, and informativeness. Second, brand equity and consumer purchase intent had significant correlation. And having a child also influenced purchase intent. The results of this study can be used as basic data for research on social media marketing of language schools and propose a theoretical direction for future research in the field as there is little academic data related to the subject.

A Study on the Application of SNS Big Data to the Industry in the Fourth Industrial Revolution (제4차 산업혁명에서 SNS 빅데이터의 외식산업 활용 방안에 대한 연구)

  • Han, Soon-lim;Kim, Tae-ho;Lee, Jong-ho;Kim, Hak-Seon
    • Culinary science and hospitality research
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    • v.23 no.7
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    • pp.1-10
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    • 2017
  • This study proposed SNS big data analysis method of food service industry in the 4th industrial revolution. This study analyzed the keyword of the fourth industrial revolution by using Google trend. Based on the data posted on the SNS from January 1, 2016 to September 5, 2017 (1 year and 8 months) utilizing the "Social Metrics". Through the social insights, the related words related to cooking were analyzed and visualized about attributes, products, hobbies and leisure. As a result of the analysis, keywords were found such as cooking, entrepreneurship, franchise, restaurant, job search, Twitter, family, friends, menu, reaction, video, etc. As a theoretical implication of this study, we proposed how to utilize big data produced from various online materials for research on restaurant business, interpret atypical data as meaningful data and suggest the basic direction of field application. In order to utilize positioning of customers of restaurant companies in the future, this study suggests more detailed and in-depth consumer sentiment as a basic resource for marketing data development through various menu development and customers' perception change. In addition, this study provides marketing implications for the foodservice industry and how to use big data for the cooking industry in preparation for the fourth industrial revolution.

Flipped Learning mathematics impact on the University Academic Achievement (Flipped Learning이 대학수학의 학업성취도에 미치는 영향)

  • Kim, Dong-Ryool
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.209-218
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    • 2017
  • Flipped Learning is being suggested which is well known as a teaching method which lets students learn the contents they will learn in advance through the advance online video and have a discussion through the team interaction in the main class for them to solve the assignment through the cooperation in a self-initiated way. Therefore, this study was intended to confirm if the flipped learning class could improve the students' learning ability and raising the interest in math by complementing the problem on the lecture-type class by applying the flipped learning class to the college basic math subject. As a result, in the unit test result, the average score of the experimental group was more than 20 higher than one of the control group indicating that Flipped Learning had a great effect on improving the learning ability, and as for the introspection journal analysis, many subjects from the experimental group showed the positive attitude toward math they felt difficult unlike ones from control group indicating that it was effective in improving the interest level.

Examining Factors Affecting the Binge-Watching Behaviors of OTT Services (OTT(Over-the-Top) 서비스의 몰아보기 시청행위 영향 요인 탐색)

  • Hwang, Kyung-Ho;Kim, Kyung-Ae
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.181-186
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    • 2020
  • The purpose of this study is to empirically examine the factors affecting the binge-watching behaviors of OTT service users by using a multi-layer perceptron (MLP) artificial neural network. All samples (n=1,000) were collected from 'A survey on user awareness in OTT service' published by a Media Research Center of the Korea Press Foundation in 2018. Our research model includes one dependent variable which is binge-watching behaviors on OTT service and five independent variables such as gender, age, frequency of service usage, users' satisfaction with content recommendation algorithm, and content types mainly consumed. Our findings demonstrate that age, frequency of service usage, users' satisfaction with content recommendation algorithms, and certain types of contents (e.g., Korean dramas, Korean films, and foreign dramas) were found to be highly related to binge-watching behavior on OTT services.