• Title/Summary/Keyword: Software Lecture

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The Development of Video Based System for Sharing Design Knowledge (동영상 기반 디자인 지식 공유 시스템 개발)

  • Han, Hyeon-Young;Park, Woo-Young;Lee, Joon-ho;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.313-318
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    • 2017
  • In general, users of design software such as Photoshop, search for information online when they want to obtain related knowledge. However, it is very difficult to find the exact information they want about designs because available knowledge sharing systems are very broad in what they manage, and it is rare that such systems would provide any design-specific Q&A or exchange of information functionality. In the paper we development a video based system for sharing design knowledge that supplies Q&A, lecture, knowledge trade function etc. utilizing multimedia like text, image and video reflecting the characteristics of design knowledge. The system are expected to contribute to the competitiveness of products through sharing design knowledge. In the near future the system will need to expand to a framework that can be shared with a variety of knowledge, as well as design knowledge.

Design of Geo-fence-based Smart Attendance System (지오펜스 기반 스마트 출결시스템 설계)

  • Hong, Seong-Pyo;Kim, Tae-Yeun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.6
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    • pp.496-502
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    • 2020
  • The electronic attendance management system is being introduced and operated on a pilot basis by some universities and educational institutions. However, most of the related systems have installed and operated the existing barcode and magnetic card systems. Classroom attendance is managed by introducing RF cards, but it causes problems such as recognition distance (less than 5cm) and the need for a check process in which students have to read the card each time with a reader for attendance. Also, it is not possible to respond in real time to the situation of midterm (early leave, absence from the second lecture time, etc.) because it is used in the lecture time of one subject with the record checked once. In order to solve these problems, the various mobile attendance systems proposed to solve these problems are also unable to fundamentally solve problems such as interim attendance and proxy attendance because they check attendance using only the application of a smartphone. In this paper, we use geofencing technology, which is a positioning-based technology that detects the entry and exit of people, objects, etc. in areas separated by virtual boundaries. The proposed system solves the problem of intermediate attendance and alternate attendance by setting the student to automatically record the access record when entering and leaving the classroom set as a geofence with a smartphone. In addition, it also provides a function to prevent unintentional mistakes that occur through the smartphone by limiting some of the functions of the smartphone such as silence, vibration, and Internet use when entering the classroom.

Development of the Internet-Based Educational Software Package for the Design and Virtual Experiment of the Digital Logic Circuits (디지탈 논리회로 설계 및 모의 실험 실습을 위한 인터넷 기반 교육용 소프트웨어 패키지 개발)

  • Ki Jang-Geun;Ho Won
    • Journal of Engineering Education Research
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    • v.2 no.1
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    • pp.10-16
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    • 1999
  • In this paper, we developed the internet-based educational software package (DVLab) for design and virtual experiment of the digital logic circuits. The DVLab consists of the LogicSim module for design and simulation of digital combinational/sequantial logic circuits, micro-controller application circuits and the BreadBoard module for virtual experiment and the Theory module for lecture and the Report/ReportChecker module and some other utility modules. All developed modules can be run as application programs as well as applets in the Internet. The LogicSim and the BreadBoard support real time clock function, output verification function on the designed circuits, trace function of logic values, copy-protection function of designed circuits and provide various devices including logic gates, TTLs, LED, buzzer, and micro-controller. The educational model of digital logic circuit design and experiment using the DVLab is also presented in this paper.

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Developing LCMS-Based e-Learning System utilizing Component-Based Development (컴포넌트 기반 개발을 이용한 LCMS 기반의 e-Learning 시스템 개발)

  • 최상균
    • The Journal of Society for e-Business Studies
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    • v.9 no.1
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    • pp.61-81
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    • 2004
  • Learning Contents Management System(LCMS) manages the contents and the process of teaming by incorporating the both in a flexible system to help learners to be able to utilize them efficiently. The e-Learning comprises all types of educations based on electronic technologies as well as the Web. The existing e-Learning system is a simple information system providing Web based contents, therefore, it cannot support flexibility for both learners and teachers. The core part of the e-Learning system should be a remote education system which creates bilateral response between the learners and teachers, by providing substantial contents based on the LCMS. In this paper, a new e-Learning system is constructed with reusable modules generated by Component-Based software Development(CBD). Furthermore, creates new contents groups and enables to develop learning courses utilizing the Learning Objects. And also, observing the SCORM standard, lecture contents are designed and prepared to support learners Learners are supported to produce profiles which enables themselves to manage, measure, and evaluate their own capabilities, so that they can develop themselves properly in accordance with their levels, build prototypes for self development. Also a system that comprises all these individual components is suggested.

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Development of an Authoring Tool to Create Interactive 3D Convergence Contents for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합콘텐츠 저작도구 개발)

  • Roh, Chang Hyun;Kim, Byung-Cheol
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.401-407
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    • 2016
  • In the smart education era, it is crucial for the teacher to make lecture materials in the form of 3D convergence contents for themselves. In this study, we developed an interactive authoring tool to create 3D convergence contents for the teacher. The proposed system was implemented based on a commercial 3D engine for practicality. To evaluate the usability of the tool, we conducted a satisfaction survey of a focus group. As a result, we concluded that the proposed authoring tool was useful to create desired contents but rather complicated to use due to the text-based script editor. In the following research we will improve the editor so that it can be used in a more intuitive manner.

A Business System Analysis Model with Extended Entity Concept (확장된 개체 개념의 비즈니스 시스템 분석 모델)

  • Lee, Seo-Jeong;Ko, Byung-Sun;Choi, Mi-Sook;Park, Jai-Nyun
    • Journal of KIISE:Software and Applications
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    • v.28 no.12
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    • pp.885-895
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    • 2001
  • Existing system analysis models suggest various ideas to present entity relations and event flows for consistency between analysis and design paradigms. However, they are preferred to derive and arrange related entities on system flow than to identify entities. To identify entities systematically is a basic and important work of software development, and identified entities can be major assets of business system. In case of business systems the business rules or the computed or derived information like attendance lists of lecture system can be the most important system assets. The management information or meta data are also. In this paper, we suggest a business system analysis models to derive and present entities. System is identified entities, interfaces and event or behaviors through this model then entities are extended to independent entities, dependent entities, which are dependent to independent entities, constraint shows the physical and administrative notices. Various entity identification can reduce the incompleteness of entity analysis.

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A Study on the Development and Evaluation of Partial Design Project for Computer Network Design Course Utilizing Software Simulator (소프트웨어 시뮬레이터를 활용한 네트워크설계 교과목의 요소설계 과제개발 및 평가에 관한 연구)

  • Choi, Dae-Woo
    • Journal of Engineering Education Research
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    • v.15 no.2
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    • pp.3-9
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    • 2012
  • Normally, people think the results of engineering design project can be seen and be touched, however, it's not easy to develop such design subjects at IT related program. This matter turns into an initiative of Seoul Accord corresponding to the Washington Accord. In this paper, an engineering design project is developed from the lecture course that can hardly develop a touchable project due to the lack of expanse or the own characteristics of the course in the IT related program that follows the Washington Accord. An open-ended design project with the pre-defined design components and realistic constraints is developed for the Computer Network Design course. Each team consisted of 2 or 3 students performs the project for more than 5 weeks utilizing a software simulator, the Packet Tracer. In order to analyze the effectiveness, we have used various evaluation tools such as final presentation, peer evaluation, survey results, and mid/final exams. We concluded that the hard and soft skills of students have been improved considerably through the project.

U-Learning of 21 Century University Education Paradigm (21세기 대학교육 패러다임의 U-Learning)

  • Park, Chun-Myoug
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.69-75
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    • 2011
  • This paper presents a model of e-learning based on ubiquitous computing configuration. First of all, we survey the advanced e-learning systems for foreign and domestic universities. Next we propose the optimal e-learning model based on ubiquitous computing configuration. The proposed e-learning model as following. we propose the e-learning system's hardware and software configurations, that are server and networking systems. Also, we construct the proposed e-learning systems's services. There are attendance and absence service, class management service, common knowledge service, score processing service, facilities management service, personal management service, personal authorization issue management service, campus guide service, lecture-hall management service. Then we propose the laboratory equipment management service, experimental materials management service etc. The proposed model of e-learning based on ubiquitous computing configuration will be able to contribute to the next generation university educational paradigm.

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Edutech in the Era of the 4th Industrial Revolution (4차 산업혁명 시대의 에듀테크)

  • Park, Ji Su;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.329-331
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    • 2020
  • Edutech is a compound word of education and technology, and is an educational paradigm in the era of the 4th industrial revolution. This refers to next-generation education using information and communication technology (ICT) such as big data, artificial intelligence (AI), robots, and virtual reality (VR) of the 4th industrial revolution. e-Learning is being used as an online lecture for education in ICT, but edutech is attracting attention along with e-learning as the feeding of non-face-to-face education has rapidly increased due to COVID-19. Therefore, this paper summarizes the reviewed papers on the blockchain-based badge service platform, simulation-based collaborative e-Learning system, video English dictionary, and blockchain-based access control audit system.

Education Method for Basic Programming Subject through Physical Computing (피지컬 컴퓨팅을 통한 기초 프로그래밍 교육 방법)

  • Hur, Kyeong;Sohn, Won-Sung
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.139-148
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    • 2017
  • As the connection between objects and computers becomes easier, learning using physical computing is presented as a good alternative to solve the problems raised in programming education for beginners. In this paper, we propose a training method that can be applied to basic programming courses for beginners. To do this, we will proceed with a basic programming lecture based on the physical computing method. Currently, physical computing courses focus on various input sensor connection methods and output device control. However, the content of programming education using physical computing materials is lacking. In this paper, we proposed and tested a teaching method that is used in programming education by using low cost materials used in physical computing.