• Title/Summary/Keyword: Web-Mind Map

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Design and Implementation of Mind map program using Open API (오픈 API를 이용한 마인드맵 프로그램의 설계 및 구현)

  • Lee, Seon-Ung;Lee, Hye-Rim;Kim, Yoo-Doo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.13 no.1
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    • pp.134-141
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    • 2009
  • In this paper, it is proposed a mind map program using open API to provide mashup function. Web paradigm is changing to Web 2.0. So mashup using open API is much applied. Mashup is good method for not only web service, but making new ideas or informations. It is mind map that was made systematical like this method. In this paper, a mind map application based on mobile that provides mashup function implemented for modern people that mostly process their business during movement.

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Brainstorming using TextRank algorithms and Artificial Intelligence (TextRank 알고리즘 및 인공지능을 활용한 브레인스토밍)

  • Sang-Yeong Lee;Chang-Min Yoo;Gi-Beom Hong;Jun-Hyuk Oh;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.509-517
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    • 2023
  • The reactive web service provides a related word recommendation system using the TextRank algorithm and a word-based idea generation service selected by the user. In the related word recommendation system, the method of weighting each word using the TextRank algorithm and the probability output method using SoftMax are discussed. The idea generation service discusses the idea generation method and the artificial intelligence reinforce-learning method using mini-GPT. The reactive web discusses the linkage process between React, Spring Boot, and Flask, and describes the overall operation method. When the user enters the desired topic, it provides the associated word. The user constructs a mind map by selecting a related word or adding a desired word. When a user selects a word to combine from a constructed mind-map, it provides newly generated ideas and related patents. This web service can share generated ideas with other users, and improves artificial intelligence by receiving user feedback as a horoscope.

The Visual Display of Temporal Information for E-Textbook: Incorporating the Mind-mapped Timeline Authoring Tool

  • Lee, HeeJeong;Alvin Yau, Kok-Lim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.7
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    • pp.3307-3321
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    • 2018
  • With the ever-increasing queries related to temporal (or time-related) information, such as the product launching time, in search engine, most web pages will be augmented with such information in the future. Meanwhile, the gradual emergence of the use of electronic textbooks (or e-Textbooks), which enrich the traditional paper-based textbooks with multimedia contents such as interactive quizzes and multimedia-based simulations, has led us to infer that e-Textbooks will be blended with temporal information to support learning. The use of temporal information helps teachers and students to understand the level of prior knowledge required to study a topic, as well as the sequence of learning activities and related sub-topics, that best attains the educational goals. This paper presents a simple yet efficient tool called TimeMap, which is based on mind mapping, to create an e-Textbook called TimeBook that takes account of time-related curriculum and the ability of students to learn via collaboration.

Development of PBL-Based Computer Application Instruction Model (문제중심학습 기반 컴퓨터활용 수업 모형 개발)

  • Lee, Kyung Mi
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.29-37
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    • 2013
  • In the environment of emphasizing creativity, computer application instruction model is in demand which is developed for the group discussion, enlarging the range of thinking, and creativity. The purpose of this study is to develop a PBL-based computer application instruction model concerning creativity after researching problems during the use of computer education by group. The theoretical background of class model is PBL, and the efficiency and creativity of class is considered while using web-mind map as the tool for the discussion and data sharing. As a result of applying the suggested model to the students enrolled in the production of presentation instruction, it made probabilistic meaningful outcome where complaint with communication, data sharing, role sharing, difference of contribution, excessive run-time and etc. were reduced.

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Development of Metacognitive-Based Online Learning Tools Website for Effective Learning (효과적인 학습을 위한 메타인지 기반의 온라인 학습 도구 웹사이트 구축)

  • Lee, Hyun-June;Bean, Gi-Bum;Kim, Eun-Seo;Moon, Il-Young
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.351-359
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    • 2022
  • In this paper, this app is an online learning tool web application that helps learners learn efficiently. It discusses how learners can improve their learning efficiency in these three aspects: retrieval practice, systematization, metacognition. Through this web service, learners can proceed with learning with a flash card-based retrieval practice. In this case, a method of managing a flash card in a form similar to a directory-file system using a composite pattern is described. Learners can systematically organize their knowledge by converting flash cards into a mind map. The color of the mind map varies according to the learner's learning progress, and learners can easily recognize what they know and what they do not know through color. In this case, it is proposed to build a deep learning model to improve the accuracy of an algorithm for determining and predicting learning progress.

An Exploratory Study on Electronic Culture Map of Mind Humanities using Smartphones (스마트폰을 이용한 마음인문학 전자문화지도 활용에 관한 탐색적 연구)

  • Baek, Hyeon-Gi
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.45-53
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    • 2012
  • This research aims at developing an electronic culture atlas using smart phones as a way to share the research results of Mind Humanities. An electronic atlas offers the web service of a great deal of information without the limitation of paper, which is different from the existing paper maps. When the concept of culture is added to an electronic atlas, it becomes an electronic culture atlas. To create an application program using smartphones, their various features should be understood and the development method to maximize them is necessary. Accordingly, in this paper, what needs to be taken into consideration for the service based on smartphones and the characteristics of smartphones to be considered in the development process were examined.

UX Analysis for Mobile Devices Using MapReduce on Distributed Data Processing Platform (MapReduce 분산 데이터처리 플랫폼에 기반한 모바일 디바이스 UX 분석)

  • Kim, Sungsook;Kim, Seonggyu
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.9
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    • pp.589-594
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    • 2013
  • As the concept of web characteristics represented by openness and mind sharing grows more and more popular, device log data generated by both users and developers have become increasingly complicated. For such reasons, a log data processing mechanism that automatically produces meaningful data set from large amount of log records have become necessary for mobile device UX(User eXperience) analysis. In this paper, we define the attributes of to-be-analyzed log data that reflect the characteristics of a mobile device and collect real log data from mobile device users. Along with the MapReduce programming paradigm in Hadoop platform, we have performed a mobile device User eXperience analysis in a distributed processing environment using the collected real log data. We have then demonstrated the effectiveness of the proposed analysis mechanism by applying the various combinations of Map and Reduce steps to produce a simple data schema from the large amount of complex log records.

Remote Navigation and Monitoring System for Mobile Robot Using Smart Phone (스마트 폰을 이용한 모바일로봇의 리모트 주행제어 시스템)

  • Park, Jong-Jin;Choi, Gyoo-Seok;Chun, Chang-Hee;Park, In-Ku;Kang, Jeong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.207-214
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    • 2011
  • In this paper, using Zigbee-based wireless sensor networks and Lego MindStorms NXT robot, a remote monitoring and navigation system for mobile robot has been developed. Mobile robot can estimate its position using encoder values of its motor, but due to the existing friction and shortage of motor power etc., error occurs. To fix this problem and obtain more accurate position of mobile robot, a ultrasound module on wireless sensor networks has been used in this paper. To overcome disadvantages of ultrasound which include straightforwardness and narrow detection coverage, we rotate moving node attached to mobile robot by $360^{\circ}$ to measure each distance from four fixed nodes. Then location of mobile robot is estimated by triangulation using measured distance values. In addition, images are sent via a network using a USB Web camera to smart phone. On smart phones we can see location of robot, and images around places where robot navigates. And remote monitoring and navigation is possible by just clicking points at the map on smart phones.

The Effect of Active Learning on Critical Thinking Disposition, Problem Solving Ability, and Self-leadership of Nursing Students in Online Nursing Health Assessment Practice Class (온라인 건강사정실습 수업에서 능동학습이 간호대학생의 비판적사고성향, 문제해결능력, 셀프리더십에 미치는 효과)

  • Ma, Hyunhee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.39-50
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    • 2022
  • The Purpose of this study was to confirm the effects of Active learning application on thecritical thinking disposition, problem-solving ability, and self-leadership of nursing students in the online health assessment practice course in the COVID-19 pandemic situation. Data collection was conducted from September 1st to December 17th, 2021 for 78 nursing students in the Department of Nursing at University D, and the collected data was analyzed using the SPSS/WIN 20 program. As a result of this study, the critical thinking disposition (t=-2.11 p=.038) and self-leadership (t=-2.07 p=.042) were statistically significantly increased after active learning was applied to the online nursing health assessment practice class. SOAP, Outcome-Present-Test(OPT) worksheet, clinical reasoning webs, mind map writing are confirm to improve critical thinking disposition, problem solving ability, self-leadership of nursing student, so research to confirm the effect in face to face classed should be conducted.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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