• Title/Summary/Keyword: Online learning process

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Social media impact in the Match: A survey of current trends in the United States

  • Steele, Thomas N.;Galarza-Paez, Laura;Aguilo-Seara, Gabriela;David, Lisa R.
    • Archives of Plastic Surgery
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    • v.48 no.1
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    • pp.107-113
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    • 2021
  • Background Applicants to integrated plastic and reconstructive surgery (PRS) residency in the United States spend exorbitant amounts of time and money throughout the interview process. Outside of first-hand experience through a visiting rotation, applicants utilize various resources in learning about a program. Today's applicants are "Millennials," the demographic cohort raised during the information age and proficient with digital technology. The authors evaluated whether programs have a presence on social media, and whether applicants are following these accounts. Methods An online survey was sent to applicants to a single integrated plastic surgery program evaluating basic demographics, social media utilization, and sources of information accessed throughout the residency application process. A manual search of popular social media platforms (Instagram, Facebook, and Twitter) was performed in October 2019. Accounts affiliated with integrated PRS programs were identified and analyzed. Results Eighty-four of 222 applicants (37.8%) completed the survey. Ninety-six percent of applicants were within the Millennial demographic. Ninety-six percent of applicants had some form of social media presence, with Facebook (90%) and Instagram (87%) being the most popular platforms. Seventy-three percent of applicants reported following a PRS residency social media account. As of October 2019, 59 integrated residency programs (73%) have active Instagram accounts. Conclusions Applicants still rely on the program website when researching potential residencies, but social media is being rapidly adopted by programs. Program social media accounts should be used as a dynamic form of communication to better inform applicants of program strengths and weaknesses.

Desing of VR Contents for Visual Function Enhancement (VR 기반 시기능 강화 콘텐츠 설계 및 제작)

  • Yong-Ju Kim;Sang-Joong Jung
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.2
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    • pp.70-75
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    • 2022
  • With the spread of various digital devices, devices have become commonplace in modern society. Moreover, due to the increase in device usage and online learning while staying indoors during the COVID-19 pandemic, symptoms such as an increase in myopia in children due to eye fatigue, an increase in young presbyopia, and dry eye syndrome are increasing, and now people are paying attention to eye health. This is different from before. There are various prescriptions for eye health, but in this paper, we would like to propose a training method for enhancing visual function using VR contents. The analog methods of the existing teaching aids for visual function reinforcement training were planned and produced as digital contents, and VR-based training contents were selected from among the various methods carried out with teaching aids at the visual function training center, which can be made into contents. was developed with In the training process for each content, it was proposed to apply eye tracking to the VR device in order to give the user feedback on their participation in the training so that the management and concentration of the training process could be analyzed.

A Study on Automatic Classification of Newspaper Articles Based on Unsupervised Learning by Departments (비지도학습 기반의 행정부서별 신문기사 자동분류 연구)

  • Kim, Hyun-Jong;Ryu, Seung-Eui;Lee, Chul-Ho;Nam, Kwang Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.345-351
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    • 2020
  • Administrative agencies today are paying keen attention to big data analysis to improve their policy responsiveness. Of all the big data, news articles can be used to understand public opinion regarding policy and policy issues. The amount of news output has increased rapidly because of the emergence of new online media outlets, which calls for the use of automated bots or automatic document classification tools. There are, however, limits to the automatic collection of news articles related to specific agencies or departments based on the existing news article categories and keyword search queries. Thus, this paper proposes a method to process articles using classification glossaries that take into account each agency's different work features. To this end, classification glossaries were developed by extracting the work features of different departments using Word2Vec and topic modeling techniques from news articles related to different agencies. As a result, the automatic classification of newspaper articles for each department yielded approximately 71% accuracy. This study is meaningful in making academic and practical contributions because it presents a method of extracting the work features for each department, and it is an unsupervised learning-based automatic classification method for automatically classifying news articles relevant to each agency.

Topic-Specific Mobile Web Contents Adaptation (주제기반 모바일 웹 콘텐츠 적응화)

  • Lee, Eun-Shil;Kang, Jin-Beom;Choi, Joong-Min
    • Journal of KIISE:Software and Applications
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    • v.34 no.6
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    • pp.539-548
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    • 2007
  • Mobile content adaptation is a technology of effectively representing the contents originally built for the desktop PC on wireless mobile devices. Previous approaches for Web content adaptation are mostly device-dependent. Also, the content transformation to suit to a smaller device is done manually. Furthermore, the same contents are provided to different users regardless of their individual preferences. As a result, the user has difficulty in selecting relevant information from a heavy volume of contents since the context information related to the content is not provided. To resolve these problems, this paper proposes an enhanced method of Web content adaptation for mobile devices. In our system, the process of Web content adaptation consists of 4 stages including block filtering, block title extraction, block content summarization, and personalization through learning. Learning is initiated when the user selects the full content menu from the content summary page. As a result of learning, personalization is realized by showing the information for the relevant block at the top of the content list. A series of experiments are performed to evaluate the content adaptation for a number of Web sites including online newspapers. The results of evaluation are satisfactory, both in block filtering accuracy and in user satisfaction by personalization.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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A Study on Sensitive Information Filtering Requirements for Supporting Original Information Disclosure (원문정보공개 지원을 위한 민감정보 필터링 요건에 관한 연구)

  • Oh, Jin-Kwan;Oh, Seh-La;Choi, Kwang-Hoon;Yim, Jin-Hee
    • Journal of Korean Society of Archives and Records Management
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    • v.17 no.1
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    • pp.51-71
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    • 2017
  • Approximately 10 million electronic approval documents have been released online since the commencement of the original information disclosure service. However, it is practically impossible to carry out an original information disclosure service by confirming a large amount of electronic approval documents to all persons in charge of information disclosure. Recently, some public organizations have been using private information filtering tools to filter personal information at the stage of document production, but the management of different sensitive information has not been managed using solutions. In this study, we set up the advanced direction of the filtering tool by analyzing the filtering tool in use to support the original information disclosure, and redesigned the text of the approval document and the original information disclosure process with the use of the filtering tool.

Development of On-line Judge System based on Block Programming Environment (블록 프로그래밍 환경 기반 온라인 평가 시스템 개발)

  • Shim, Jaekwoun;Chae, Jeong Min
    • The Journal of Korean Association of Computer Education
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    • v.21 no.4
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    • pp.1-10
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    • 2018
  • Block programming environment, which is represented by Scratch in elementary and middle school programming education, is suitable for learner's characteristics and cognitive level, and is recommended not only for beginners. Transference to the text programming environment after the block programming is essential for understanding the data processing process, understanding the accuracy and efficiency aspects of algorithms, and creating SW activity. In addition, it is presented step by step in the programming curriculum. In this study, developed WithBlock the online evaluation system for the purpose of transference from a block programming to a text programming environment. The developed system can solve the same algorithm problem in both block and text programming environment, and it can be used for elementary and secondary programming education by automatically scoring the written code and providing immediate feedback. In order to applicable to programming education in elementary and secondary surveyed the usability, learning possibility, interest and satisfaction of WithBlock. The results of the survey showed that it can be used for programming education.

Writing education using Characteristics at hypertext

  • Lee, Hee-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.6
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    • pp.9-14
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    • 2018
  • This paper focuses on how the latest progress in digital media and technology affects the writing education environment. In the contemporary era, collecting numerous pices of information online, and arranging them to create new knowledge is important. There is also a need to seek new methods for writing education to stay in tune with the times. To that end, this paper suggests an open writing model using hypertexts. This writing model consists of a total of five stages, which are use of information, compilation of information, open mutual discussion, search of additional information and writing to recreate knowledge. The final outcome of such writing is writing using footnotes. By describing the gist of the keyword and adding numerous footnotes, such writing opens up an infinite possibility of re-creating information into new knowledge. This method can help university students who are accustomed to the digital society to proactively use information and improve multi-disciplinary communication skills required today. This author applied such a model to university writing education and found that more than 82% of the students were satisfied. Through the process of collaboration and recreation of knowledge in writing, learners found distinct benefits and noted their horizons had broadened. Given this effect, the open writing model using hypertexts is meaningful in that it forms a learning community that goes beyond a one-way feedback from instructor to student and instead nudges students to realize collective intellect. Moreover, it is meaningful in that it moves away from a top-down approach of the instructors passing down knowledge about writing and its rules, and towards a more proactive involvement by students in creating knowledge.

The Association between Social Support and Health Behaviors for Metabolic Syndrome Prevention among University Students: The Mediating Effect of Perceived Stress (대학생 집단에서 사회적 지지와 대사증후군 예방 건강 행동 간의 상관관계: 지각된 스트레스의 매개효과)

  • Park, Sooyeon;Cho, Suah;Lee, Eugene;Choi, Sungchul;Choo, Jina
    • Research in Community and Public Health Nursing
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    • v.32 no.3
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    • pp.404-414
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    • 2021
  • Purpose: Health behaviors for metabolic syndrome (MetS) prevention should be emphasized from early adulthood. There is little information on psychosocial factors associated with health behaviors for MetS prevention. The aim of this study was to determine whether there would be a mediating effect of perceived stress on the association between social support and health behaviors for MetS prevention among university students. Methods: This cross-sectional and correlation study was conducted with 502 university students in South Korea. Social support, perceived stress, and lifestyle evaluation for metabolic syndrome scales were used. Online questionnaire survey was conducted between November and December 2019. The mediating effect of social support on health behaviors for MetS prevention was analyzed using PROCESS macro program with bootstrapping method to test our hypotheses. Results: Social support directly influenced perceived stress (β=-.35, p<.001) and health behaviors for MetS prevention (β=.14, p=.002). Health behaviors for MetS prevention was indirectly influenced by perceived stress (β=-.25, p<.001). The size of indirect effect of social support on health behaviors for MetS prevention was 0.06. Conclusions: The association of social support and health behaviors for MetS prevention was partially mediated by perceived stress among university students. Therefore, a university-based nursing intervention should comprise social support strategies with stress management to promote health behaviors for MetS prevention.

A Development of Program Outcome(PO) Evaluation System of Non-face-to-face Capstone Design (비대면 설계교과목의 학습성과(PO) 평가체계 개발)

  • Lee, Kyu-Nyo;Park, Ki-Moon;Choi, Ji-Eun;Kwon, Youngmi
    • Journal of Engineering Education Research
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    • v.24 no.4
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    • pp.21-29
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    • 2021
  • The objective of this research is to devise a BARS evaluation system as a performance evaluation plan for non-face-to-face capstone design and to verify the validity through the expert FGI as the remote education is highlighted as a new normal standard in the post corona epoch. The conclusion of this research is as follows. First, the non-face-to-face capstone design is a competency centered subject that allows you to develop the engineering and majoring knowledge and its function and attitude, and the achievement of program outcome is the objective competency, and the researcher proposes the BARS method evaluation, one of competency evaluation method, as a new performance evaluation plan. Second, for the evaluation of PO achievement of non-face-to-face capstone design, the researcher deduced 20 behavior identification standard(anchor) of BARS evaluation system, and developed the achievement standard per 4 levels. Third, as the evaluation tool of non-face-to-face capstone design, the presentation data(PPT), presentation video, product such as trial product(model), non-face-to-face class participation video, discussion participating video, team activity report, and result report for the evidential data of BARS evaluation were appeared as proper. Finally, the BARS evaluation plan of non-face-to-face capstone design would be efficiently made through the establishment of evaluation plan, the establishment of grading standard of BARS evaluation scale, the determination of evaluation subject and online BARS evaluation site.