• Title/Summary/Keyword: Web-based Discussion

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Genome-Based Virus Taxonomy with the ICTV Database Extension

  • Kang, Shinduck;Kim, Young-Chang
    • Genomics & Informatics
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    • v.16 no.4
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    • pp.22.1-22.5
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    • 2018
  • In 1966, the International Classification of Viruses (ICNV) was established to standardize the naming of viruses. In 1975, the organization was renamed "International Committee on Taxonomy of Viruses (ICTV)," by which it is still known today. The primary virus classification provided by ICTV in 1971 was for viruses infecting vertebrates, which includes 19 genera, 2 families, and 24 unclassified groups. Presently, the 10th virus taxonomy has been published. However, the early classification of viruses was based on clinical results "in vivo" and "in vitro," as well as on the shape of the Phenotype virus. Due to the development of next-generation sequencing and the accompanying bioinformatics analysis pipelines, a reconstruction of the classification system has been proposed. At a meeting held in Boston, USA between June 9-11, 2016, there was even an in-depth discussion regarding the classification of viruses using metagenomic data. One suggested activity that arose from the meeting was that viral taxonomy should be reconstructed, based on genotype and bioinformatics analysis "in silico." This article describes our efforts to achieve this goal by construction of a web-based system and the extension of an associated database, based on ICTV taxonomy. This virus taxonomy web system was designed specifically to extend the virus taxonomy up to strain and isolation, which was then connected with the NCBI database to facilitate searches for specific viral genes; there are also links to journals provided by the EMBL RESTful API that improves accessibility for academic groups.

The Application of English Learning Activities based on the Technologies of Web 2.0

  • Lee, Il Seok
    • Journal of Information Technology Applications and Management
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    • v.24 no.4
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    • pp.57-69
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    • 2017
  • Due to the development of technology even in learning and education area, many studies have begun to make a new attempts to research by using SNS, breaking away from traditional learning methods. However, the limitations of these studies are restricted only to the use of wireless Internet and writing on Web sites. This study aims to conduct a research on English learning activities that utilize various technologies such as Bigdata, Facebook, Social Network Services (SNS) and English applications. In addition, this study looks into how these modern technologies can be integrated in the classrooms and which activities can be applied in the English classroom. This research is to suggest effective English learning methods through a thorough investigation on the effectivity of various technologies based on the Web 2.0 such as Flickr, blogs, MySpace, and online discussion board within the context of the English learning. To verify the effect of the study, the subjects are divided into experimental and control group. The experiment is proceeded with pre- and post-test. The experimental group is designed to verify the effects using SNS tools such as Facebook, Bigdata, and Online Massive Learning. A survey is conducted to determine the preference of utilizing social networking sites and to analyze the effects in class. The result is that the average scores for experimental group have improved more than the average of control group. The comparison of pre and post-test of the experimental group shows that the significance of the higher and median group was statistically significant at the p<0.01.

A Study on the Flagship Store design element based on the Change of the Customer Behavior - Focused on the kolongsport Flagshipstore - (소비자 행동 경향에 따른 플래그십스토어 계획 요소에 관한 연구 - 코오롱스포츠 플래그십스토어를 중심으로 -)

  • Ahn, Hyun-Jeong
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.72-84
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    • 2011
  • In accordance with an active development, we now enjoy web 2.0 generation centering bilateral participation through the web 1.0 environment mainly providing the offering information and take a step web 3.0 understanding information by itself. The same time of digital technic development, consumption market arrived at market3.0 generation, also passed by market 1.0 and went via market 2.0 based on bilateral participation and understanding. This change have the marketing implement index changed as well. Nowadays, 7C is generalized of making up sensibility, emotion, communication, relationship, customization and interactive built as a major strategy from the day of 3p focused on customer environment, service process and 4P focused on physical quality of product. It isn't that brand and merchandise create life and experience like as past. It is focused on embodiment of a way of life, culture and creative experience from consumers' own. This treatise, therefore, fixes the object as flagship store positively reflecting the change and examine the change of a marketing code element and social factor stimulating customer behavior change. As a condition of this study, It fixes Maslow Motivation Theory as the main index of customer behavior, and 7C as the marketing code. This treatise ultimately studies the index of flagship store discussion based on domestic outdoor brand cases.

A web-based collaborative framework for facilitating decision making on a 3D design developing process

  • Nyamsuren, Purevdorj;Lee, Soo-Hong;Hwang, Hyun-Tae;Kim, Tae-Joo
    • Journal of Computational Design and Engineering
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    • v.2 no.3
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    • pp.148-156
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    • 2015
  • Increased competitive challenges are forcing companies to find better ways to bring their applications to market faster. Distributed development environments can help companies improve their time-to-market by enabling parallel activities. Although, such environments still have their limitations in real-time communication and real-time collaboration during the product development process. This paper describes a web-based collaborative framework which has been developed to support the decision making on a 3D design developing process. The paper describes 3D design file for the discussion that contains all relevant annotations on its surface and their visualization on the user interface for design changing. The framework includes a native CAD data converting module, 3D data based real-time communication module, revision control module for 3D data and some sub-modules such as data storage and data management. We also discuss some raised issues in the project and the steps underway to address them.

Implementation of Interface to Support Mobile Accessibility Using Speech I/O APIs (음성 입출력 API를 이용한 모바일 접근성 지원 인터페이스 구현)

  • Oh, Seungchur;Yun, Young-Sun
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.1
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    • pp.71-80
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    • 2013
  • Due to the increased use of mobile devices, there is a lot of discussion on mobile accessibility. Mobile accessibility means that everyone, who includes the disabled, the elderly people, can easily use the functions of mobile devices. In this paper, we presented and implemented a mobile interface using a speech I/O APIs to improve the accessibility. The proposed interfaces are implemented on Android platforms and they used speech recognition and text-to-speech APIs supported as built-in services. In addition, to facilitate the internet access for visually impaired or blind people, we also implemented the web browsing application (web reader).

Effectiveness of Teacher's Intervention in a Web-based Discussion Using Electronic BBS (전자게시판을 활용한 웹기반 토의에서의 교사개입의 효과)

  • Park, Chang-Wuk;Moon, Gyo-Sik
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.633-639
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    • 2004
  • 본 연구는 웹의 비동기적 상호작용의 하나인 게시판의 교육적 효과에 대해 연구하는데 있다. 전자게시판의 활용은 주로 학생 상호간의 의사소통 수단으로 활용되어 왔다. 본 논문은 교사의 개입이 없는 방임형 게시판과 교사가 직접 개입하는 교사 개입형 게시판의 의사소통 능력과 상호작용의 질적 수준을 학습효과라는 관점에서 분석한다. 내용 분석을 위한 적절한 도구를 고안하고 교사 개입의 방법과 수준 등에 대한 논의를 한다.

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Elementary School Students' Interaction and Conceptual Change in Collaborative Scientific Argumentation (협력적 과학논의활동에서의 초등학교 학생들의 상호작용과 개념변화)

  • Lee, Mi-Sun;Kim, Hyo-Nam;Yang, Il-Ho
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.216-233
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    • 2019
  • The purpose of this study was to identify the aspects of elementary school students' interactions shown conceptual changes in collaborative scientific argumentation. Fifty sixth graders of an elementary school in Jeonju were selected for this study. Ten small groups consisting of five students each were organized evenly with considerations of their gender, science achievement, scientific discussion experience and degree of communication apprehension. 'Food web and Ecosystem' and 'Change of Moon shape' were selected as the proper topics of collaborative scientific argumentation in terms of difficulty to be understanded by the $6^{th}$ graders. The small group's dialogue was recorded. The students' activity sheets, field note and interviews of the participants were collected. Based on the collected data, we analyzed the aspect of small groups' interaction shown conceptual change of each student. The result of this study was as follows: The interaction aspects of the small group of students who showed conceptual changes in the collaborative scientific discussion have a tendency of showing their discussion responses, explanation-opposition discourse, the use of rigorous criteria, their collaborative attitude and participation.

Integration of Web Bulletin Board and Mobile Phone to Improve Teaching and Learning Process in Higher Education

  • AKAHORI, Kanji;Kim, SeeMin;YAMAMOTO, Masayuki
    • Educational Technology International
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    • v.7 no.1
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    • pp.1-20
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    • 2006
  • This paper describes practical research on the improvement of teaching and learning process by integrating Web Bulletin Board (WBB) and mobile phone. This paper addresses three topics; A) the interactive lecture with topics-based discussions using the Web Bulletin Board (WBB) as a tool for assisting discussion, B) the introduction of peer evaluation among students to develop their problem-solving and cognitive skills, C) the use of mobile phones for promoting interactive lectures, keeping class attendance, conducting assignments, and providing notices for the next class. Results indicated the following research-findings: (1) WBB plays a role in facilitating positive participation in classes. (2) In contrast to the scenario of the traditional mode of instruction (without the usage of WBB), students were able to deepen their understanding of the theme by accessing the WBB before and after classes. (3) Peer evaluation highly promoted students' motivation to learn, and was effective in cultivating meta-cognition through modeling. (4) Mobile phone was identified as a highly effective tool for keeping class attendance, realizing interactive classes by generating discussions, and managing assignments and homework.

The Development of Web-based Nutrition Information Contents for Older Adults : Content Analysis and Card-sorting process (노인대상 영양정보 웹사이트 컨텐츠 개발 : 내용분석과 카드소팅과정(Card-sorting process))

  • Chae, In-Sook;Yang, Il-Sun;Lee, Pil-Soon;Chung, Yoo-Sun;Kim, Young-Shin;Jang, Yoon-Jung
    • Journal of the Korean Society of Food Culture
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    • v.22 no.2
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    • pp.235-245
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    • 2007
  • This study was undertaken to develop web-based nutrition information contents for the older adults. Twenty six domestic web-sites were analyzed and then 12 foreign web-sites and 4 education materials for the elderly of foreign university were benchmarked. Also a lot of literatures on elderly education program were reviewed. A card-sorting task was performed with 8 older adults to ascertain how the target audience organized information about nutrition. The results were as fellows. Among 26 domestic web-sites, 2 sites(7.7%) were only for the elderly. Main topics of information contents for the elderly included 'Importance of Healthy Eating', 'DRI', 'Dietary Guidelines'. Four of twelve foreign web-sites were for the elderly nutrition education. Topics of 'Dietary Guideline', 'Meal Program' were found in 4 sites and 'Importance of Healthy Eating', 'Diet & Disease', 'DRI, 'Food Guide Pyramid', 'Nutrition Fact Labels' were found in 3 sites. Education materials of foreign university dealt with basic information on 'nutrient needs changes related with aging', 'Heart & Bone Healthy Eating Plan', 'Food Guide Pyramid'. Also topics on 'Eating on a budget', 'Eating Out Guideline' were included for practical use for the elderly. Based on card-sorting process, contents framework for web-site was developed and 4 main menus for framework were respectively named as 'Nutrition', 'Meals', 'Foods'. 'Check up Nutritional Health' by panel discussion. Finally we developed nutrition information contents for 4 main menus. We focused on helping older adults recognize the importance of healthy eating and apply the nutrition information to practical use. We expect that the developed framework of contents can be a guideline for indentifying the information needs of older adults in developing effective nutrition intervention program. And we suggest that the survey for target people should be peformed for the web-site to be user-friendly designed and the developed contents be evaluated and revised in the near future.

A Study of Relationship of Webmedia addictive Experience and Self-identity (웹미디어의 중독적 이용 경험과 개인의 자아정체성에 관한 연구)

  • Kim, Sung-Byuk
    • Korean journal of communication and information
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    • v.28
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    • pp.7-41
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    • 2005
  • This study emphasized the self-examination to using webmedia. Proliferation of media-mediated experience cause the reduce and infringe of human experience, and It is suggested to problem to negative operation for Self-identity. Expecially, A tendency of addictive using of Webmedia produce the serious anxiety. Based on this discussion, the relationship of web-media addictive experiences and Self-identity has been studied. There are 9 groups of panels who are divided by using degree of web media experience, the quantitative dimension and addictive involvement, the qualitative dimension. As a result high significance was suggested between the level of web-media addictive experience and Self-identity. Expecially, highly web media experienced group has less Self-identity than low web-media experience group. therefore, Concerns on Web-media mediated experiences were demonstrated. According to the results, in terms of web-media experiences, addictive involvement level affects more meaningfully to the Self-identity than quantitative dimension approach.

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