• Title/Summary/Keyword: Smart education

Search Result 1,485, Processing Time 0.024 seconds

Youth Film Festival : its Evolution History and Influence (청소년영화제의 형성과정과 영향요인)

  • Oh, Se-Sub
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.3
    • /
    • pp.125-139
    • /
    • 2014
  • In this study, we're going to look at the formation process of Youth film Festival and factors affecting that process. The Youth film Festival didn't appear suddenly in a day. There have been various trial regarding media education by civil society organizations (NGO) until the mid 1990s, principal Youth film Festival has been held from 1997s to 2001s and established a framework for Youth film Festival. There were some progress after those times and then in 2008 Youth film Festival faced some changes such as screening online, and responded rapidly to the current image industry and the cultural stream like the appearance of HD camcoder and smart phone till now. We can divide two areas regarding factors that affecting those formation process of Youth film Festival. First, they are explained as economic and social factors that the situation of South Korea extremely such as the efforts of civil society organizations (NGO), image technology and development of the industry, IMF bailout era and so on, second cultural and educational factors that the rise of virtual culture, the University entrance and results of awards. Thus Youth film Festival has been evolved in various affects, so we can look into the various sections of korea society through these formation process of Youth film Festival.

A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
    • /
    • v.13 no.3
    • /
    • pp.141-152
    • /
    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

Realization of a Automatic Grading System for Driver's License Test (자동차 운전면허 시험을 위한 자동 채점 시스템 구현)

  • Kim, Chul Woo;Lee, Dong Hahk;Yang, Jae Soo
    • The Journal of The Korea Institute of Intelligent Transport Systems
    • /
    • v.16 no.5
    • /
    • pp.109-120
    • /
    • 2017
  • It is important to estimate objectively in the driving test. Especially, the driving test is examined by totally driving ability, rule observation and situational judgement. For this, a grading automation system for driving test was presented by using GPS, sensor data and equipment operation informations. This system is composed of vehicle mounted module, automatic grading terminal, data controller, data storage and processing server. The vehicle mounted module gathters sensor data in the car. The terminal performs automatic grading using the received sensor data according the driving test criterion. To overcome the misposition of vehicle in the map due to GPS error, we proposed the automatic grading system by map matching method, path deviation and return algorithm. In the experimental results, it was possible to grade automatically, display the right position of the car, and return to the right path under 10 seconds when the vehicle was out of the shadow region of the GPS. This system can be also applied to the driving education.

Draft Genome of Toxocara canis, a Pathogen Responsible for Visceral Larva Migrans

  • Kong, Jinhwa;Won, Jungim;Yoon, Jeehee;Lee, UnJoo;Kim, Jong-Il;Huh, Sun
    • Parasites, Hosts and Diseases
    • /
    • v.54 no.6
    • /
    • pp.751-758
    • /
    • 2016
  • This study aimed at constructing a draft genome of the adult female worm Toxocara canis using next-generation sequencing (NGS) and de novo assembly, as well as to find new genes after annotation using functional genomics tools. Using an NGS machine, we produced DNA read data of T. canis. The de novo assembly of the read data was performed using SOAPdenovo. RNA read data were assembled using Trinity. Structural annotation, homology search, functional annotation, classification of protein domains, and KEGG pathway analysis were carried out. Besides them, recently developed tools such as MAKER, PASA, Evidence Modeler, and Blast2GO were used. The scaffold DNA was obtained, the N50 was 108,950 bp, and the overall length was 341,776,187 bp. The N50 of the transcriptome was 940 bp, and its length was 53,046,952 bp. The GC content of the entire genome was 39.3%. The total number of genes was 20,178, and the total number of protein sequences was 22,358. Of the 22,358 protein sequences, 4,992 were newly observed in T. canis. Following proteins previously unknown were found: E3 ubiquitin-protein ligase cbl-b and antigen T-cell receptor, zeta chain for T-cell and B-cell regulation; endoprotease bli-4 for cuticle metabolism; mucin 12Ea and polymorphic mucin variant C6/1/40r2.1 for mucin production; tropomodulin-family protein and ryanodine receptor calcium release channels for muscle movement. We were able to find new hypothetical polypeptides sequences unique to T. canis, and the findings of this study are capable of serving as a basis for extending our biological understanding of T. canis.

Recognition and Consumption of Meal Alone and Processed Food according to Major of College Students (대학생의 혼자식사와 가공식품에 대한 인식 및 섭취 실태 조사)

  • Choi, Byung Bum
    • The Korean Journal of Food And Nutrition
    • /
    • v.29 no.6
    • /
    • pp.911-922
    • /
    • 2016
  • This study was conducted to assess the recognition and consumption of meal alone and processed food according to major of college students in Seoul Metropolitan area and Chungcheong province, Republic of Korea. To accomplish this, a survey was conducted to investigate 353 college students (171 food & nutrition majors and 182 non-majors) regarding their general characteristics, dietary behaviors, meal alone issues, and the purchase and consumption of processed food. Most major and non-major students skipped breakfast. The main reason for skipping was not having time. Majors and non-majors put great importance on their lunch and evening meal, respectively. Nutrition information routes for majors were 'college class' (62.5%) and 'TV radio' (17.5%). However, the routes for non-majors to obtain nutrition information were 'internet smart phones' (41.1%) and 'TV radio' (28.3%). These results suggest the need to provide correct information concerning nutrition to college students. Most major and non-major students tend to have 0 to 2 times of meal alone per week. The main reason for meal alone was schedule unsuitable for eating with family or friends. The most critical factors for majors and non-majors when they chose menu to have meal alone were personal taste and money, respectively. The primary consideration for choosing processed food was price and the main purchase route was convenience store. The main reason for consuming processed food was easy-to-cook. Of processed foods, the most favored ones were noodles and fish products. Meal alone frequency was positively correlated with age (p<0.05), grade (p<0.05) and monthly allowance (p<0.05). Preference and consumption frequency of processed food were negatively correlated with concern about nutrition (p<0.05) and meal frequency (p<0.05), respectively. Based on these results, greater efforts should be made to provide meaningful information regarding programs for nutrition education to improve their dietary habits. Research and development of processed food specifically for college students eating alone should be increased.

Design and Implementation of Walking Activity Prediction Service for Exercise Motive (운동 동기 부여를 위한 걷기 활동량 예측 서비스 설계 및 구현)

  • Kim, Bogyeong;Lee, Cheolhyo;Kim, DoHyeun
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.16 no.5
    • /
    • pp.99-104
    • /
    • 2016
  • The walking exercise can alleviate stress and also it can improve health fortheir lifetime. Recent development in Information and Communication Technologies (ICT) has laid the foundation for Internet of Things (IoT) to become the future technology. IoT has many applications in industry automation, security, smart homes and cities, education, health etc. In personal health-care domain, IoT is mainly used for monitoring fitness condition by observing current activity of individual. In this paper, we have proposed a novel IoT based personal wellness care system. Proposed system not only keep track of current fitness level but also provide future activity prediction based on history data along with standard recommendations. Predicted activity helps in motivating the individual to achieve the desired fitness level. Initially, we consider only walking activity for testing purpose and later, other types of activities/exercise will be captured for improved health care support.

Dementia Response Technology Development Strategy through PEST-SWOT Analysis

  • Yu, Tae Gyu
    • International journal of advanced smart convergence
    • /
    • v.9 no.1
    • /
    • pp.185-192
    • /
    • 2020
  • The number of dementia patients in Korea is expected to increase to 3.30 million in 2050, and the cost of dementia management will increase sharply to KRW 106.5 trillion of GDP. In August 2017, the Moon Jae-in government announced the 'Dementia National Responsibility System' through a five-year plan for government operation and expanded the Dementia Peace Center nationwide. However, for this, strategic dementia-related technology development strategies should be established and given the role of government and the role of the private sector. Therefore, in order to derive the corresponding strategy, this study developed the government's 'dementia' response technology development strategy through the situation analysis from the political, economic, social, and technological perspective and the environmental (PEST) analysis of the strengths, weaknesses, opportunities, and threats (SWOT). As a result, the direction of technology development in the dementia-related medical device market is expected to become a trend of developing dementia self-measurement by developing low-cost and high-efficiency diagnostic technology products. It has been shown that the development of various products for consumers should begin. As a result, the dementia market approach strategy should be premised, the related technical support and legal restrictions should be minimized, and the education of related experts should be strengthened to solve the government's development of dementia technology and the social problems of dementia. In addition, by developing joint projects with major companies around the world and actively participating in the technology platform, it is important to naturally build up skills accumulation for the development of dementia technology and competence skills of dementia technology experts in the long term.

Survey on Informatization Status of Farmers for Introducing Ubiquitous Agriculture Information System

  • Kwon, TaeHyeong;Kim, JoonYong;Lee, Chungu;Park, Gun-Hwan;Ashtiani-Araghi, Alireza;Baek, Seung Hwan;Rhee, Joong-Yong
    • Journal of Biosystems Engineering
    • /
    • v.39 no.1
    • /
    • pp.57-67
    • /
    • 2014
  • Purpose: The modern IT can give enormous impacts on the agricultural production and consumption. However, farmer's ability to use IT devices has been known as one of the critical factors on success of IT in agriculture. This survey study was performed to evaluate the informatization status of farmers and to draw a strategy to develop and distribute a ubiquitous agricultural information system. Methods: A survey questionnaire with 19 questions on the degree of IT devices such as computers and smartphones and their utilization were developed. The survey was questioned 3 groups of farmers in Gyounggi Province and analyzed statistically by the ${\chi}^2$ test. Results: The order of IT devices distribution were computers, smartphones, smart TVs and tablet PCs in all groups. The ratios of ownerships of the devices are 97.7, 78.6%, 31.4%, 17.8% respectively. The active farmers in this survey showed higher informatization level than that of native and the general farmers. Conclusions: The ubiquitous agricultural information system was judged to be developed for the computer because spread and use of it exceeds the other devices. Also, the information system based on the smartphone could be a complementary way if the rapid of the smartphones continues and proper education on use of the phone is provided.

Design and Implementation of a Serious Educational Game for Youth Gatekeeper (또래 자살예방 지킴이를 위한 교육용 기능성 게임 개발)

  • Park, Changhoon;Lee, Jee-Sook;Ko, Ki-Sook
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.145-154
    • /
    • 2017
  • In the age of low fertility and aging society, youth suicide is not the problem of a certain class but it should be recognized as an urgent and important social problem to be solved by our society. We aim to support the training of youth gatekeeper who can acquire the right attitude and understanding of suicide for adolescents, detect premature suicide signs of peer friends and link them to specialized institutions. In this paper, we propose a scenario based learning program that is linked to the concrete situation that the young people can sympathize with and a serious educational game of visual novel type that encourages participation of youth. We expect that the proposed serious game will improve the accessibility of educational facilities and youths through smart devices.

Photography as a research tool for studying human psychology: Photos of friendship as an example (인간 심리에 대한 연구도구로서의 사진: 우정 사진을 예로)

  • Moon, Kyoung-Suk
    • Journal of Digital Convergence
    • /
    • v.14 no.3
    • /
    • pp.337-344
    • /
    • 2016
  • For the past half century, researches on human psychology have witnessed the flourish of various research tools in this area. Many psychological measures were developed to get objectified data and this trend has lead to the abundance of quantified results. However, considering subjectiveness and refinements of human experience, the research focused on individual's unique perspectives and explanations is needed also. In this vein, this study proposed the usefulness of photography as a research tool for human psychology. With the wide spread of smart phone, taking photo became the everyday activity for modern people and also a part of a public art. If photo could play an efficient and unique role to study human psychology, the depth and width of human understanding might change dramatically in positive way. Two friendship photos were presented to suggest the possibility of photo as a research tool and final considerations of using photo were suggested briefly.