• Title/Summary/Keyword: Sharable

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Efficient Cyber Lecture System using SCC (강의객체를 이용한 효율적인 가상강의 시스템)

  • 강정배;김선경
    • Journal of Korea Society of Industrial Information Systems
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    • v.9 no.1
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    • pp.49-55
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    • 2004
  • E-Learning standard SCORM has been prepared in the United States to establish the efficient operation and development of e-Learning. The learning object of the current SCORM focuses on easy development and reusability in the professor's side. In this study instead, we present a SCC (Sharable Content Collection) scheme which can provide various studying opportunities to the learners. Constructing an efficient SCC requires improving the SCO (Sharable Content Object), a key ingredient of SCORM, and analyzing the cyber lecture into components. In this way we suggest a method to improve the existing learning objects and present an e-Learning model based on SCC.

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An Efficient Algorithm for Constructing a Maximal Request Bandwidth Tree on Public-shared Network (공유 네트워크에서 최대 요구대역폭 트리 구축을 위한 효율적인 알고리즘)

  • Chong, Kyun-Rak
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.4
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    • pp.87-93
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    • 2015
  • Recently, an idea has been suggested in which members construct the network by sharing their surplus bandwidth of their own access point. This kind of network is called public-shared network. As an application, SVC video streaming delivery system on public-shared network has been proposed. To send video stream from the stream server to clients, a tree structure is constructed where the root is a stream server, internal nodes are sharable access points, and leafs are clients. The previous researches have focused on constructing the minimal sharable-bandwidth tree which can serve all video streaming requests using the minimal sharable bandwidth. In this paper, we have shown that the problem of constructing a tree structure with given sharable access points to serve maximal video streaming requests is NP-hard. We also have developed an efficient heuristic algorithm for this problem and evaluated experimentally our algorithm.

A Linear Time Algorithm for Constructing a Sharable-Bandwidth Tree in Public-shared Network (공유 네트워크에서 공유대역폭 트리 구성을 위한 선형 시간 알고리즘)

  • Chong, Kyun-Rak
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.93-100
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    • 2012
  • In this paper we have proposed a linear time algorithm for solving the minimum sharable-bandwidth tree construction problem. The public-shared network is a user generated infrastructure on which a user can access the Internet and transfer data from any place via access points with sharable bandwidth. Recently, the idea of constructing the SVC video streaming delivery system on public-shared network has been proposed. To send video stream from the stream server to clients on public-shared network, a tree structure is constructed. The problem of constructing a tree structure to serve the video streaming requests by using minimum amount of sharable bandwidth has been shown to be NP-hard. The previously published algorithms for solving this problem are either unable to find solutions frequently or less efficient. The experimental results showed that our algorithm is excellent both in the success rate of finding solutions and in the quality of solutions.

Discourse Analysis on ICT and Home - From Electronic Cottage to Sharable Home - (정보통신기술과 주거에 대한 중요 담론 분석연구)

  • Han, Sooyeon;Kim, Mi Jeong
    • Journal of the Korean housing association
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    • v.25 no.3
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    • pp.115-121
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    • 2014
  • This paper draws the home into the stream of information and communications technology (ICT) development. Considering that homes and our home life are constantly affected by persistent change influenced by ICT, it is remarkable that ICT has been relatively neglected as an object of research in the field of housing studies. This study provides an overview of conceptual movements in ICT/home relationships and their design and social impact through a critical discourse analysis. The conceptual movements must be considered by professionals in the field of housing and built environment to stay attuned to changes in the 21st Century. Diverse debates took place in the discourse about ICT in relation to home. The stream of thought was started by futurists who saw the electronic cottage as a solution to the social problems caused by the separation of work and home life in industrial cities. ICT has now entered a new phase, with WiFi P2P networks and location-based social media that encourage sharable homes. Based on the analysis of the discourse on ICT and home, we drew from three issues related to the paradigm shifts in homes in the context of ICT development to provide future directions for housing studies: from space programming to time scheduling, from individual ownership to shared access, and from live+work dwelling to live+work+community.

A Study of Implementation for SCORM based Learning Management System (SCORM기반 교수 학습 시스템 구현에 대한 연구)

  • Park, Hea-Sook
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.499-507
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    • 2008
  • This paper aims at studying the new SCORM based e-Learning system and self-course design method. To construct this aims, we have researched the merits, shortcomings and characteristics of the previous LMS(Learning Management System) and we have researched the merits, shortcomings and characteristics of SCORM(Sharable Content Object Reference Model). SCORM was suggested ADL (Advanced Distributed Learning) to elevate the reusability of learning contents. Also we have researched the related researches of SCORM, SCORM based LMS and case studies. This paper suggests the level based self learning and course design and the system based on SCORM. This system has elevated the effectiveness and satisfaction of the learners.

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Efficient Cyber Lecture System using SCC (SCC를 이용한 효율적인 가상강의 시스템)

  • Kang, Jung-Bae;Kim, Sun-Kyung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11a
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    • pp.269-272
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    • 2003
  • e-Learning의 효율적인 운영과 개발을 위해 미국을 중심으로 표준안(SCORM)이 마련되고 있다. 현재 제시되고 있는 SCORM의 학습객체는 교수자측면의 개발 용이성과 재사용성만을 강조하고 있다. 때문에 본 논문에서는 학습자 측면의 다양한 학습기회를 제공해 줄 수 있으며, 학습자의 학습기록을 정의할 수 있는 SCC(Sharable Content Collection)를 제시한다. 또한 SCC를 지원하기 위해 SCORM에서 제시하고 있는 SCO(Sharable Content Object)를 개선하고, 효율적인 SCC를 구성하기 위해 가상강의를 Component화 한다. 본 논문에서는 이러한 연구를 통해 기존의 학습객체 개선과, SCC를 바탕으로 e-Loaming의 개선된 모델을 제시한다.

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Petri Net-based Process Modeling for B2B e-Commerce (기업간 전자거래를 위한 Petri Net 기반 프로세스 모델링)

  • Kim, Sun-Ho
    • IE interfaces
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    • v.20 no.1
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    • pp.79-86
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    • 2007
  • In B2B e-commerce environments, many initiatives for process modeling have made efforts to design business processes correctly. Especially, Petri nets have been widely used as a good theory to design and verify process models. Therefore, we propose the process modeling method for the B2B e-commerce based on Petri nets. First of all, a B2B process model based on BPSS is represented by the UML activity diagram. Second, the activity diagram is transformed to a Petri net model. For the transformation, well-behaved building blocks/control structures and the modeling rules for inter-organizational workflow processes are proposed. Third, the process is partitioned into sharable processes for individual business partners. Finally, according to needs of individual business partners, the sharable processes are modified by well-structured refinement rules. The whole procedure is explained with the purchase process of an e-bookstore.

Customized Resource Collaboration System based on Ontology and User Model in Resource Sharing Environments

  • Park, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.107-114
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    • 2018
  • Recently, various wearable personal devices such as a smart watch have been developed and these personal devices are being miniaturized. The user desires to receive new services from personal devices as well as services that have been received from personal computers, anytime and anywhere. However, miniaturization of devices involves constraints on resources such as limited input and output and insufficient power. In order to solve these resource constraints, this paper proposes a resource collaboration system which provides a service by composing sharable resources in the resource sharing environment like IoT. the paper also propose a method to infer and recommend user-customized resources among various sharable resources. For this purpose, the paper defines an ontology for resource inference. This paper also classifies users behavior types based on a user model and then uses them for resource recommendation. The paper implements the proposed method as a prototype system on a personal device with limited resources developed for resource collaboration and shows the effectiveness of the proposed method by evaluating user satisfaction.

A study on Framework for Sharable Metadata Interoperability (메타데이터 상호운용을 위한 프레임워크)

  • Choi, O-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.1449-1452
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    • 2004
  • It is necessary to resolve the syntax, structure and semantic heterogeneity for sharing information resources. And the representative technologies are XML and Metadata. XML has been used to represent the syntax and structure, and metadata has been used to represent the semantic meaning of information resources. However, various metadata sets in one or more domains that have been developed by each independent organizations without any standards or guidelines, make it difficult to share their information resource. In this paper, we propose an interoperability framework (FSMI, Framework for Sharable Metadata Interoperability) on MDR (Metadata Registry) to increase the interoperability of XML encoded information resources between systems using different metadata sets.

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Applying SCORM to Game Based Learning Contents (SCORM 적용 게임기반학습 콘텐츠 개발)

  • Choi, Yong-Suk
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.659-667
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    • 2009
  • ADL SCORM(Sharable Content Object Reference Model) has been widely accepted as a global reference model for standardizing e-learning technology, and SCORM 2004 4th Edition, a stable version of SCORM, gives content developers the efficient way to build interoperable and reusable e-learning contents. Recently, a number of research efforts have been taken to build on-line SCORM contents based on some traditional training or learning styles. However, they have lacked for supporting more sophisticated learning style such as game based learning, and especially they do not consider employing the specific components of SCORM model for developing game based learning contents in practice. In this work, we elicit some SCORM data elements that is useful for representing game run-time data, and apply those elements to SCORM sequencing of game based learning SCOs(Sharable Content Objects). We thus present the whole procedure of developing SCORM game based learning contents with a sample contents.

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