• Title/Summary/Keyword: Online-based education

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The effect of Physical Activities on the mental health in Korean Middle School Adolescents: Based on the Web-based Survey on Adolescents Health Behavior from 2013 (우리나라 중학교 청소년의 신체활동이 정신건강에 미치는 영향: 2013년 청소년건강행태온라인 조사를 중심으로)

  • Yoo, Jin-Yeong;Kim, Ki-Man
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.395-405
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    • 2014
  • This study tends to grasp the physical activity on its influences and effect s to the mental health of middle school students and we tried to look for a specific plan that will help to improve middle school students' mental health. We analyzed 36,530 students in middle school using a basic data "9th (2013) health behavior of juvenile on the online". The study is analyzed by complex sample data analysis method. The degree of euphoria recognition showed the low feeling of happiness when students exercise directly below two times rather than three times a week in the Physical Education class at school. On the other hand, the possibility of stress perception degree and suicide attempt is lowered. If the number of sports team participating is below one team, euphoria would be lowered and the limit of stress perception is high. However, the participation of one or two teams make the possibility of suicide lessens rather than students taking part in more 4 teams. In order to help middle school students reduce their stress and improve their happiness, they need to participate in sports as a regular team and join intramural games more than three times a week. In this case of the lower grade, it is considered that it is necessary for them to combine the educational program for the emotional support to control their extreme behavior.

A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

A Design of Statistical Analysis Service Model to Analyze AR-based Educational Contents (AR기반 교육용 콘텐츠분석을 위한 통계분석서비스 모형 설계)

  • Yun, BongShik;Yoo, Sowol
    • Smart Media Journal
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    • v.9 no.4
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    • pp.66-72
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    • 2020
  • As the online education market expands, educational contents with various presentation methods are being developed and released. In addition, it is imperative to develop content that reflects the usability and user environment of users who use this educational content. However, for qualitative growth of contents that will support quantitative expansion of markets, existing model analysis methods are urgently needed at a time when development direction of newly developed contents is secured. In this process of content development, a typical model for setting development goals is needed, as the rules of the prototype affect the entire development process and the final development outcome. It can also provide a positive benefit that screens the issue of performance dualization between processes due to the absence of communication between a single entity or between a number of entities. In the case of AR-based educational content which is effective to secure data necessary for development by securing samples of similar categories because there are not enough ready-made samples released. Therefore, a big data statistical analysis service is needed that can easily collect data and make decisions using big data. In this paper, we would like to design analysis services that enable the selection and detection of intuitive multidimensional factors and attributes, and propose big data-based statistical analysis services that can assist cooperative activities within an organization or among many companies.

The Effect of Virtual Human Lecturer's Human Likeness on Educational Content Satisfaction: Focused on the Theory of Experiential Economy (가상 휴먼 강사의 인간 유사도가 교육 콘텐츠 만족감에 미치는 영향: 체험경제이론을 중심으로)

  • Gong, Li;Bae, Sujin;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.524-539
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    • 2022
  • With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.

Impact of Net-Based Customer Service on Firm Profits and Consumer Welfare (기업의 온라인 고객 서비스가 기업의 수익 및 고객의 후생에 미치는 영향에 관한 연구)

  • Kim, Eun-Jin;Lee, Byung-Tae
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.123-137
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    • 2007
  • The advent of the Internet and related Web technologies has created an easily accessible link between a firm and its customers, and has provided opportunities to a firm to use information technology to support supplementary after-sale services associated with a product or service. It has been widely recognized that supplementary services are an important source of customer value and of competitive advantage as the characteristics of the product itself. Many of these supplementary services are information-based and need not be co-located with the product, so more and more companies are delivering these services electronically. Net-based customer service, which is defined as an Internet-based computerized information system that delivers services to a customer, therefore, is the core infrastructure for supplementary service provision. The importance of net-based customer service in delivering supplementary after-sale services associated with product has been well documented. The strategic advantages of well-implemented net-based customer service are enhanced customer loyalty and higher lock-in of customers, and a resulting reduction in competition and the consequent increase in profits. However, not all customers utilize such net-based customer service. The digital divide is the phenomenon in our society that captures the observation that not all customers have equal access to computers. Socioeconomic factors such as race, gender, and education level are strongly related to Internet accessibility and ability to use. This is due to the differences in the ability to bear the cost of a computer, and the differences in self-efficacy in the use of a technology, among other reasons. This concept, applied to e-commerce, has been called the "e-commerce divide." High Internet penetration is not eradicating the digital divide and e-commerce divide as one would hope. Besides, to accommodate personalized support, a customer must often provide personal information to the firm. This personal information includes not only name and address, but also preferences information and perhaps valuation information. However, many recent studies show that consumers may not be willing to share information about themselves due to concerns about privacy online. Due to the e-commerce divide, and due to privacy and security concerns of the customer for sharing personal information with firms, limited numbers of customers adopt net-based customer service. The limited level of customer adoption of net-based customer service affects the firm profits and the customers' welfare. We use a game-theoretic model in which we model the net-based customer service system as a mechanism to enhance customers' loyalty. We model a market entry scenario where a firm (the incumbent) uses the net-based customer service system in inducing loyalty in its customer base. The firm sells one product through the traditional retailing channels and at a price set for these channels. Another firm (the entrant) enters the market, and having observed the price of the incumbent firm (and after deducing the loyalty levels in the customer base), chooses its price. The profits of the firms and the surplus of the two customers segments (the segment that utilizes net-based customer service and the segment that does not) are analyzed in the Stackelberg leader-follower model of competition between the firms. We find that an increase in adoption of net-based customer service by the customer base is not always desirable for firms. With low effectiveness in enhancing customer loyalty, firms prefer a high level of customer adoption of net-based customer service, because an increase in adoption rate decreases competition and increases profits. A firm in an industry where net-based customer service is highly effective loyalty mechanism, on the other hand, prefers a low level of adoption by customers.

Exploring Teaching and Learning Supporting Strategies based on Effect Recognition and Continuous Intention in College Flipped Learning (대학 플립드 러닝의 효과인식과 계속의향에 기초한 교수학습 지원전략 탐색)

  • Kang, Kyunghee
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.21-29
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    • 2018
  • The purpose of this study is to explore supporting strategies for teaching and learning based on students' effect recognition and continuous intention in college flipped learning. It was analyzed 426 data by multivariate analysis of variance (MANOVA) by examining student's effect recognition and continuous intention on 15 flipped learning classes of K-university in Chungnam. The characteristics of learners were male, senior students, students who knew flipped learning, students who did not have previous experience, and students who were learning video at anytime. As a teaching strategy, it was found that effect recognition and continuous intention were high in the supplementary deepening flipped learning class and natural science or engineering area. As a teaching and learning supporting strategies, First, the university should develop and operate flipped class learning strategy program for females and low-grade students. Second, it should support the development of good flipped learning design and operation model of instructor. Third, it should support the development of high quality online learning contents that students can learn from time to time. Fourth, it should support the strengthening of teaching competency to develop and operate flipped learning classes. This study can be used as basic data to support and spread the effective flipped learning classes of the university in the future.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

Narratives and Emotions on Immigrant Women Analyzing Comments from the Agora Internet Community(Daum Portal Site) (이주여성에 관한 혐오 감정 연구 다음사이트 '아고라' 담론을 중심으로)

  • Han, Hee Jeong
    • Korean journal of communication and information
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    • v.75
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    • pp.43-79
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    • 2016
  • An increase in the number of immigrants to Korea since the late 1980s' has signified the proliferation of globalization and global capitalism. In Korea, most married immigrants are women, as the culture emphasizes patrilineage and the stability of the institution of marriage, particularly in rural areas. Immigrant women have experienced dual ordeals. The Aogra Internet community in Korea has been one of the most representative sites that has shown the power of communities in cyberspace since 2002, leading the discussion of social issues and deliberative democracy both online and offline. This paper analyzed Koreans' writings (such as long comments) on immigrant women in the Agora community. The analysis revealed the following results: first, immigrant women were referred to using terms related to prostitution, with excessive expression of disgust, which is called a "narrative of identity." Second, anti-multiculturalists called Korean men victims of married immigrant women and expressed hatred toward immigrant women, which is called a "narrative of sacrifice." Third, anti-multiculturalists justified their emotions as just resentment based on ideas of justice, equality, and patriotism, concealing the emotion of disgust, which is called the "narrative of justice, equality." Fourth, antimulticulturalists played roles to spread the emotion of disgust, by repeatedly referring to international marriage fraud and immigrant workers' crimes, which is called "narrative of crime." Fifth, some positive writings on immigrant women were based on empathy(a concept defined in this context by Martha Nussbaum), but they can be analyzed as narratives encouraging cultural integration through the perspective of orientalism. Therefore, comments on immigrant women in the Agora represent a "catch-22" dilemma. To deal with conflicts arising from disgust and violations of human rights, civic education focusing on humanism is needed in this multicultural era.

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A Study of the Plan for Library Operation and Curation Provision as a Community Memory Preservation Center (공동체 기억보존센터로서의 도서관 운영 및 큐레이션 제공 방안 연구)

  • Kwak, Woojung;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.53-70
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    • 2020
  • This study was intended to present the need for building the library as a hub of the community memory preservation which provides the collection, sharing, and curation services of the locality specific historical and local data based on the policy task, namely supporting the collection, preservation, and management system of the community's life memory. To this end, the current status of data collection, management, and operation of institutions serving regional-based materials such as cultural centers and regional archives was grasped, and the cases and status of curation services in libraries were investigated and analyzed. The discussion proposed via the results of the study are as follows. First, to the culture center, external demand has been increased from the aspect of social education including festivals, cultural and art event, cultural and art educational business, art activities business of local residents and managerial business is to be carried out, which makes it difficult for the culture center to manage its businesses. Accordingly, it is necessary to collect and preserve regional various data at the pubic libraries playing various roles including provision of informative services, cultural programs and information sharing places to local residents and provision of services to vulnerable social group. As the existing libraries have a plan to collect data systematically, it is considered that those libraries will smoothly operate the data management through cooperation with existing culture centers and various cultural organizations. Second, it appears that a plan will be needed to set up all the data including the ones owned by libraries, local administrative agencies, individuals and other competent agencies in online database so that they are easily available to the public and always available in the libraries because there are a lot of data which cannot be moved to other place and it is actually difficult to concentrate and set up all the data to those libraries.

Changes in Major Commitment and Satisfaction of 1st and 2nd grades university students in Health-related Departments through the Application of Un-Contact Lectures during COVID-19 Pandemic (COVID-19 확산 속에서 비대면 수업의 적용에 따른 보건계열학과 1, 2학년 대학생들의 전공 몰입과 전공 만족도의 변화)

  • Son, Sung-Min;Jo, Eun-Seo;Choi, Soo-Jeong
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.2
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    • pp.389-398
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    • 2021
  • The purpose of this study is aimed to analyze the changes in major commitment and satisfaction of the 1st and 2nd grades university students in health-related departments through the application of un-contact lecture during COVID-19 pandemic. Study subjects were a total of 181 students in the 1st and 2nd grades in health-related departments. They participated in the un-contact lectures for 15 weeks through COVID-19 pandemic and the lectures consisted of real-time online lectures and the lectures using video contents based on the guidelines of Ministry of Education. Assessment of major commitment was performed using the major commitment scale and the major satisfaction was performed using the major satisfaction scale. As the results, the statistically significant decrease of major commitment and satisfaction showed after the application of un-contact lectures. Based on these, the application of un-contact lectures acts the students to decrease major commitment and satisfaction. Therefore, in the application of un-contact lectures, appropriate consideration should be needed for the increase of major commitment and satisfaction of 1st and 2nd grades university students in health-related departments.