• 제목/요약/키워드: User Education & Training

검색결과 183건 처리시간 0.022초

건강증진사업을 위한 보건교육프로그램 개발 : 금연, 절주교육을 중심으로 (Developing Health Education Programs for Health Promotion: Development of a Training Guide on Prevention of Smoking and Excessive Drinking)

  • Bae, Kyunghee;Nam, Jungja
    • 한국보건교육건강증진학회:학술대회논문집
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    • 한국보건교육건강증진학회 2001년도 제4회 국제학술 심포지움
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    • pp.91-111
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    • 2001
  • Background: Alcohol and tobacco use are two major behavioral risk factors implicated in increased morbidity and mortality. Since both substances are widely used in Korea, a concerted effort is currently underway to reduce the use of tobacco and alcohol in Korea. Objectives: Efforts directed toward educating health promotion planners and health educators from local health departments to organize and implement health education programs to reduce the proportion of people smoking and excessive drinking in the community. Methods: A training guide on prevention of smoking and excessive drinking has been developed. Comprehensive multi-media health promotion materials were developed based on health behavior theories and strategies for effective health behavioral interventions. To better control of behavioral risk and promote health enhancement, the materials were developed to introduce a user-oriented developmental approach by making messages more persuasive and organizing content in a user-friendly manner. Sections of the report explain theoretical background of the intervention, choosing goals and a target population, specific program activities to include in an intervention, development, organization, methods of making program content vivid and persuasive, and evaluation,. Implications for Practitioners: The process followed in developing the health intervention materials is described in detail to assist practitioners who need to develop effective programs to reduce the use of tobacco and excessive alcohol. Health educators from all local health departments in the country were trained in the use of the materials, to enable them to develop community interventions to reduce smoking and excessive drinking.

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논리력과 문제해결력 신장을 위한 EPL기반 교육전략 (Education Strategy based on EPL for Heightening of Reasoning and Problem-solving Skills)

  • 한재협;손원성
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2010년도 하계학술대회
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    • pp.95-99
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    • 2010
  • 본 연구에서는 초등학교에서 스크래치 프로그램을 활용한 사용자 중심 디자인 모델에 기반한 하이레벨(High Level)단계의 프로토타이핑 기법을 적용하여 응용프로그램 개발 교육모형을 제시하여 적용해 보고 그 효과를 검증해 보고자 한다. 본 연구의 결과는 초등학교에서 문제해결력과 논리적 사고력 신장을 위한 응용프로그램 개발 교육의 새로운 접근방법이 될 것으로 기대한다.

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Development of electric vehicle maintenance education ability using digital twin technology and VR

  • Lee, Sang-Hyun;Jung, Byeong-Soo
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.58-67
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    • 2020
  • In this paper, the maintenance training manual of EV vehicle was produced by utilizing digital twin technology and various sensors such as IR-based light house tracking and head tracker. In addition, through digital twin technology and VR to provide high immersiveness to users, sensory content creation technology was secured through animation and effect realization suitable for EV vehicle maintenance situation. EV vehicle maintenance training manual is 3D engine programming and real-time creation of 3D objects and minimization of screen obstacles and selection of specific menus in virtual space in the form of training simulation. In addition, automatic output from the Head Mount Display (HUD), EV vehicle maintenance and inspection, etc., user can easily operate content was produced. This technology development can enhance immersion to users through implementation of detailed scenarios for maintenance / inspection of EV vehicles" and 3D parts display by procedure, realization of animations and effects for maintenance situations. Through this study, familiarity with improving the quality of education and safety accidents and correct maintenance process and the experienced person was very helpful in learning how to use equipment naturally and how to maintain EV vehicles.

A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • 제8권3호
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

Developing Health Education Programs for Health Promotion: Development of a Training Guide on Prevention of Smoking and Excessive Drinking

  • Bae, Kyung-Hee;Nam, Jung-Ja
    • Korean Journal of Health Education and Promotion
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    • 제3권1호
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    • pp.55-70
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    • 2001
  • Background: Alcohol and tobacco use are two major behavioral risk factors implicated in increased morbidity and mortality. Since both substances are widely used in Korea, a concerted effort is currently underway to reduce the use of tobacco and alcohol in Korea. Objectives: Efforts directed toward preparing health promotion planners and health educators from local health departments to organize and implement community-wide interventions to reduce the proportion of people smoking and reduce the average level of alcohol consumption in the community. Methods: Comprehensive multi-media health promotion materials were developed based on health behavior theories and strategies. The materials were developed to introduce a user-oriented developmental approach by making messages more persuasive and organizing content in a user-friendly manner. Health educators from all local health departments in the country were trained in the use of the materials, to enable them to develop community interventions to reduce smoking and drinking. Implications for Practitioners: The process followed in developing the health intervention materials is described in detail to assist practitioners who need to develop effective programs to reduce the use of tobacco and alcohol. Sections of the report explain health intervention theories, specific program activities to include in an intervention, development, organization, evaluation, choosing a target audience, choosing goals of an intervention, and methods of making program content vivid and persuasive.

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가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근 (An Approach to Realistic Contents of T-ball for VR Sports Room Classes)

  • 은광하
    • 한국콘텐츠학회논문지
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    • 제22권10호
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    • pp.47-58
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    • 2022
  • 본 연구는 정규체육 수업에 활용되고 있는 티볼 스포츠를 스크린이 설치된 실내공간에서 체험할 수 있는 실감 콘텐츠 접근 과정 및 이를 적용한 개발사례를 제시하였다. 해당 연구는 초, 중학교 가상현실 스포츠실의 구기 스포츠훈련으로 지속적인 체육수업에 활용될 수 있다. 접근 내용을 살펴보면 티볼교재의 기초훈련내용을 중심으로 스포츠 전문가, 티볼 지도자의 자문기반 협업을 통하여 이용자에게 티볼 스포츠훈련 향상이라는 지속 가능한 교육에 적합한 훈련 접근 체계성을 제시하였다. 즉, 단순히 체험기반의 실감 콘텐츠가 아닌 초등학생에게 티볼 스포츠 수업의 몰입 유도와 자연스러운 기초훈련이 될 수 있도록 훈련 모드를 설계하였다. 개발된 훈련 콘텐츠는 주 차별 커리큘럼에 따라서 공격 기본훈련이 이루어지도록 하였으며 훈련 과정상에서 난이도별 목표에 따른 평가 피드백을 제시하여 이용자가 스스로 훈련향상을 할 수 있는 훈련모드 접근 과정을 제시하였다. 또한, 티볼 스포츠의 경기 규칙을 반영한 대전경기 모드 접근 과정을 제시하였다. 본 연구를 통해서 구기 스포츠의 기본훈련 및 신체 운동 향상이 될 수 있는 기능성 실감 콘텐츠 사례 및 실감 콘텐츠 개발 관련 산업체에 참고 제작사례로 제시될 수 있다.

이용자의 레크리에이션 이용만족에 기초한 도시림의 개발지표 설정에 관한 연구 -부산시 금정산을 사례로- (A study on the Developmental Indicators of Urban Forest with Reference to User Recreational Satisfaction -Case study of Mt. Gum-Jung-)

  • 박승범;김승환;남정칠;강영조;양위주
    • 한국조경학회지
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    • 제23권4호
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    • pp.50-60
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    • 1996
  • The purpose of this study is to investigate the prime factors that affect user satisfaction of area and facilities in urban forests, to classify those factors, to find out factorial structure of user satisfaction about them, and then to suggest important indicators in the urban forest planning, design, and development. The survey research was done using the self-administered questionnaire method by the people in the city of the Pusan who participated in recreational activities in the Mt. Keumjung. Factor analysis was used to extract the prime factors related to the recreational satisfaction concerning the area and facilities of the urban forest by the SPSS program, and then prime factors were used to investigate the factorial structure of user recreational satisfaction in the urban forest by the LInear Structure RELation program. According to the factor analysis concerning the 13 variables, 4 prime factors by the statistical values were considered as effective, indicating, 'health and recreational facilities', 'convenience and management facilities','facilities for the physical and psychological training' and 'historical and cultural areas'. The results of the causal structure analysis were identified as having significant effects mutually on endogenous variables, 'overall recreational satisfaction of the areas and facilities in the Mt. Keumjung','health and recreational facilities','convenience and management facilities','facilities for the psychological training', and 'historical and cultural areas'. But exogenous variables which have significant effects on endogenous variables were also indentified. Overall fits of both causal model were very good. The hypothetical causal structural equation models based on the results found partially significant correlation between dndogenous variables and between envogenous and exogenous variables. These significant relationships indiate important factors and variables that should be considered in planning, design, and development of the urban forests. Therefore, development direction of the Mt. Keumjung has to be analyzed as significant factors concerning user recreational satisfaction in a systematic was, recognized as important variables for planning process. The plan for development and management also should reflect the natural conservation policy from the environmental conservation movement like natural conservation advertisement and environmental education.

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스마트TV 보안을 위한 확장 API 수정에 관한 연구 (Modify of extended API for Smart-TV security)

  • 문정경;김진묵
    • 한국융합학회논문지
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    • 제5권2호
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    • pp.1-6
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    • 2014
  • 최근 스마트TV의 보급이 급속하게 증가하고 있다. 스마트TV는 표준화된 플랫폼을 기반으로 예약, 교육, 그리고 게임 서비스를 제공할 수 있다. 스마트TV에서 사용자가 요청한 앱을 실행하려면 표준 API를 실행해야 한다. 이때, 스마트TV 플랫폼의 취약점을 분석해서 악성 앱을 실행하거나 사용자가 요청한 컨텐츠를 위조하는 문제가 발생할 수 있다. 그러므로 우리는 확장 API를 수정해서 스마트TV 해킹을 막을 수 있는 방법에 대해 연구하였다. 우리가 제안한 연구 방법을 사용하면, 불법 장치가 스마트TV 장치에 불법적인 접근을 막을 수 있다.

How Query by humming, a Music Information Retrieval System, is Being Used in the Music Education Classroom

  • Bradshaw, Brian
    • Journal of Multimedia Information System
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    • 제4권3호
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    • pp.99-106
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    • 2017
  • This study does a qualitative and quantitative analysis of how music by humming is being used by music educators in the classroom. Music by humming is part division of music information retrieval. In order to define what a music information retrieval system is first I need to define what it is. Berger and Lafferty (1999) define information retrieval as "someone doing a query to a retrieval system, a user begins with an information need. This need is an ideal document- perfect fit for the user, but almost certainly not present in the retrieval system's collection of documents. From this ideal document, the user selects a group of identifying terms. In the context of traditional IR, one could view this group of terms as akin to expanded query." Music Information Retrieval has its background in information systems, data mining, intelligent systems, library science, music history and music theory. Three rounds of surveys using question pro where completed. The study found that there were variances in knowledge, training and level of awareness of query by humming, music information retrieval systems. Those variance relationships where based on music specialty, level that they teach, and age of the respondents.

AR기술을 활용한 어린이 교육 어플리케이션 디자인 (Children's Education Application Design Using AR Technology)

  • 정혜경;고장혁
    • 반도체디스플레이기술학회지
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    • 제20권4호
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    • pp.23-28
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    • 2021
  • Augmented reality is a technique for combining virtual images into real life by showing information of virtual 3D objects on top of a real-world environment (Azuma et al., 2001). This study is an augmented reality-based educational content delivery device that receives user input that selects either a preset object or a photographed object for augmented reality-based training; It includes a three-dimensional design generation unit that generates a stereoscopic model of the augmented reality environment from an object, a three-dimensional view of the scene, a disassembly process of the developing road from a three-dimensional model, and a content control unit provided by the user terminal by generating educational content including a three-dimensional model, a scene chart, a scene, a decomposition process, and a coupling process to build a coupling process from the scene to the three-dimensional model in an augmented reality environment. The next study provides a variety of educational content so that children can use AR technology as well as shapes to improve learning effectiveness. We also believe that studies are needed to quantitatively measure the efficacy of which educational content is more effective when utilizing AR technology.