• Title/Summary/Keyword: Technical Contents

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A Study on Improvement Plan of Evaluation Method in National Technical Qualification Exam focus on Information Processing Fields based on NCS (NCS 기반 정보처리 분야 국가기술자격 실기시험 평가방법에 관한 연구)

  • Cho, Yong-dae;Moon, Hee-kwon;Yoo, Ju-yeon;So, Kee-ho;Park, Kye-young;Lee, Seok-cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1277-1282
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    • 2015
  • This paper describes a research for improvement official approval of information processing in national technical qualification. In this paper, we analysis the contents of current exams and propose the new evaluation method of practical exam in information processing fields through grafting new trends of ICT and ability unit, fulfillment criteria in national competency standards(NCS). Also, we have verified the effect of exam through the pilot test. In the future, we will apply the new exams after the revision of guidelines for marking questions by expert group in its duty fields basis on this research

A Study on Correlation between Console Game Controller and Game Contents (콘솔 게임용 조작도구와 게임 콘텐츠 구성의 상관관계 연구)

  • Han, Hye-Won;Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.61-72
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    • 2011
  • In console game, controller is important medium that connects the users and contents. And technical advance and rising demand for console game controller allows it to change the game contents. This study analyses differences between classic controller and Wii controller from a structuralist approach, especially metaphor and metonymy. Also this study analyses correlation between console game controller and game contents. Since diversification of console game controller is predicted, it's significant to study correlation between console game platform and contents.

A Basic Data Research on Effective Studying of Technical High School Department of Electricity Graduate Students in Junior College Department of Electricity (전문대학 전기전공학과에서 고등학교 전기전공과 졸업생의 효과적인 학습을 위한 기초자료 연구)

  • Lee, Sang-Seock;Kim, Min-Huei;Park, Chan-Gyu;Lee, Jae-Yong;Cho, Sea-Ho;Song, Tae-Beom;Bae, Byung-Ho;Lee, Jong-Woo;Jeong, Ahn-Sik;Choi, Sung-Ha;Shin, Dong-Soo;Yoon, Sang-Gil
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.52 no.3
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    • pp.127-136
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    • 2003
  • A point of doing this research is to give basic data for Junior college having matriculation resources in department of electricity majoring to the graduate students from technical high school in department of electricity. We have examined the effect of the 6th and the 7th educational curriculum and courses in department of electricity on technical high school and analyzed basic subjects of technical high school and detailed major basis subject of junior college in department of electricity by educational courses and mathematics education contents. Also we have examined tried to secure advantage of major studying on the basis of result of analysis.

A Study on Developing a TOC-based Research Record System Model (TOC 기반 연구기록물시스템 모형 구축)

  • OH, Jeong-Hoon;Lee, Eung-Bong
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.109-133
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    • 2015
  • The purpose of this study is to develop a model of the TOC (Table of Contents)-based research record system and to comparatively analyze its usability, in order to comprehensively and systematically manage and practically use the various research records generated from the entire process of research and development. For this purpose, the templates for technical recording and the components of each item were proposed to enable technical recording based on TOC, and structured contents were designed to organically connect between these TOC technical records and existing research records. Also, a database logical schema was developed to design a database, and a test collection was constructed on the basis of research records and TOC technical records. Finally, the model of research record system was constructed by designing TOC record search system and user interface including integrated search system. Based on this model, the usability assessment was performed by comparing the existing distributed general systems with the TOC-based research record system. As a result of the comparative analysis of these two systems, the TOC-based research record system showed generally higher utilization of research records than the general systems.

A Study on the Effect of Characteristics and Interactions of MSNG on User Satisfaction (MSNG의 특성과 상호작용이 사용자만족에 미치는 영향에 관한 연구)

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.622-635
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    • 2018
  • On top of presenting the possibility of expanding the game space to social space through mobile communication, MSNG reinforces the strengths of SNS and the fun of games through closer networks between users. This study empirically verified the effects of the characteristics of MSNG on interactions and user satisfaction by dividing the main characteristics of MSNG into graphics, challenge spirit, and reward, and then dividing the main characteristics of mobile social network service into social interaction and technical interaction. In the results of study, the main characteristics of MSNG such as graphics, challenge spirit, and reward all had significant effects on the social interaction and technical interaction while the social interaction and technical interaction of MSNG also had significant effects on the user satisfaction, so that the hypotheses of this study were all selected. The influence of the characteristics of MSNG on interactions might be because of shared feedbacks through graphics, game tasks, and reward in the performance process of MSNG, and such interactions make diverse people have the horizontal or circular communication, which is led to the increase of user satisfaction.

Extracting Technical Vocabulary List for Early Childhood Education Using EAP Specialized Corpus (EAP 전문 코퍼스를 활용한 유아교육 전문 어휘 추출)

  • Lee, Je-Young;Ahn, Jongki;Lee, Jee Eun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.475-484
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    • 2017
  • The aim of this research is the development and evaluation of a technical vocabulary list for early childhood education. The list was compiled from a corpus of 500,000 running words of written academic texts from 7 books about early childhood education. The distribution of GSL[1] and AWL[2] was 81.86% and 9.78% respectively, which meant that academic texts related to early childhood education is very similar with ones on other disciplines. The technical vocabulary list for early childhood education (TV4ECE), extracted in terms of frequency and range, contains 224 types. This word list can be used to teach early childhood education in English, especially for the preparation of reading the English texts in the field of early childhood education.

The Development of Terrestrial DMB System for Video Associated Data Services (비디오 부가데이터 서비스를 위한 지상파 DMB 시스템 개발)

  • Kim, Hyun-Soon;Kyung, Il-Soo;Kim, Sang-Hun;Kim, Man-Sik
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.541-553
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    • 2006
  • Since DMB on-air was started, not high-qualified audio, video services but various service models have been required. This paper is about systems for one of these services, video associated data service. A terrestrial DMB system to make contents of video associated data services and transmit them on DMB channel is proposed in this paper. This system satisfies standard of the video associated data services for terrestrial DMB; MPEG-4 BIFS (BInary Format for Scene) Core2D scene description profile and graphics profile. This system is designed to support two major features of broadcasting, real-time authoring non automatic transmission and non real-time authoring automatic transmission, and focuses on the abilities to make high-qualified contents efficiently and transmit them to video encoder reliably. This system proved its performance through conformance tests with various receivers, so can be used in future on-air.

An Empirical Study Approach to Investigating Impact of 3D Stereoscopic Film's Customer Satisfaction (3D입체영화의 만족에 관한 탐색적 연구)

  • Yu, Eun-Ah;Hwang, In-Ho;Lee, Yu-Seon;Joo, Hui-Yeop
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.167-178
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    • 2011
  • This study is an empirical study approach to investigating impact of 3D stereoscopic film's customer satisfaction. Using conventional methods, there were identified 3D stereo films's factors that character, story, dialogue, music, and 3D technical factors. And There were trying to analyze the impactive gaps of 3D stereoscopic film's customer satisfaction between high participation and low participation of customers about 3D film's. The results of this study can be summarized broadly as follows. First, the story and 3D technical factors was high-impact of customer's satisfaction at watching the 3D films. Second, 3D technical factors were highly correlated with customer satisfaction at the low participation group. And 3D technical factors and story were highly correlated with customer satisfaction at the high participation group. The conclusion is expected to provide useful suggestions about the selection of variables at the future 3D film study.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

Development and its Effects of Contents for Blended Learning in Public Practical Center of Technical High School, Busan City (부산광역시 공업계 고등학교 공동 실습소에서 혼합형 학습을 위한 컨텐츠의 개발 및 적용)

  • Park, Jae-Taek;Lee, Sang-Hyuk
    • 대한공업교육학회지
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    • v.32 no.1
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    • pp.93-116
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    • 2007
  • The purpose of this study was to improve the academic achievement at the public practical center of technical high school in Busan. For this study, 1 class(31 students) in the second grade at "B"technical high school were selected and these students were divided into two groups. One is the experiment group which blended learning was applied to and the other is control group which traditional lecture method was applied to. Each group was divided into three sub-groups by the level of learning ability. Non-randomized control-group pretest-posttest design was applied for this experiment planning. The subject of experiment was the unit of "3D Modeling and Making NC code" in the textbook of "Application of Automatic System" applied by the public practical center of technical high school in Busan. On-line contents were developed and applied to the blended learning to control group. In order to analyze the test result, t-test with a significance level of 0.05 was carried out using SPSS 10.0. The results of this study was summarized as follows; First, as a result of the post test performed on the experiment and the control group, there was a significant difference between two groups, that was, the blended learning was more effective than the traditional lecture method in improving academic achievement. Second, blended learning was more effective than the traditional lecture method in the group of high-leveled and middle-leveled, but was little effective on the low-leveled group. Third, blended learning was more effective than the traditional lecture method in the functional domain, but was little effective in the cognitive domain and psychomotor domain.