• Title/Summary/Keyword: Web-based Learning

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An Improvement in K-NN Graph Construction using re-grouping with Locality Sensitive Hashing on MapReduce (MapReduce 환경에서 재그룹핑을 이용한 Locality Sensitive Hashing 기반의 K-Nearest Neighbor 그래프 생성 알고리즘의 개선)

  • Lee, Inhoe;Oh, Hyesung;Kim, Hyoung-Joo
    • KIISE Transactions on Computing Practices
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    • v.21 no.11
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    • pp.681-688
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    • 2015
  • The k nearest neighbor (k-NN) graph construction is an important operation with many web-related applications, including collaborative filtering, similarity search, and many others in data mining and machine learning. Despite its many elegant properties, the brute force k-NN graph construction method has a computational complexity of $O(n^2)$, which is prohibitive for large scale data sets. Thus, (Key, Value)-based distributed framework, MapReduce, is gaining increasingly widespread use in Locality Sensitive Hashing which is efficient for high-dimension and sparse data. Based on the two-stage strategy, we engage the locality sensitive hashing technique to divide users into small subsets, and then calculate similarity between pairs in the small subsets using a brute force method on MapReduce. Specifically, generating a candidate group stage is important since brute-force calculation is performed in the following step. However, existing methods do not prevent large candidate groups. In this paper, we proposed an efficient algorithm for approximate k-NN graph construction by regrouping candidate groups. Experimental results show that our approach is more effective than existing methods in terms of graph accuracy and scan rate.

Development of Online Continuing Education Courses on National Health Examination for Community Health Nurses: Using the Rapid Prototyping Method (지역사회 간호사를 위한 건강검진 온라인 교육안 개발: Rapid prototyping method를 활용)

  • Kim, Eun-Ha;Kim, Kye-Ha;Bae, Kyung-Eui
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.250-263
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    • 2019
  • This study was conducted to develop an online education program for visiting health nurses on National Health Examination. The study period was from November 2016 to December 2017. The program was developed in stages using rapid prototyping methodology. 1) Learners' needs were identified through literature review and focus group interviews (FGIs) with visiting health nurses and stake-holders in the field. 2) The contents of the education program including counseling strategies regarding the heath of visiting health nurses were developed. 3) Online education materials were developed and piloted amongst learners. 4) The contents of educational programs were classified into eight learning modules, and online education drafts were pilot tested. 5) Based on feedback from learners, this program was revised and a web-based continuing education program for community nurses was developed. These education programs effectively assisted nurses with counseling regarding health examinations during visiting health nursing care. Therefore, the online continuing education program may be a very effective educational approach to improving nurses competency.

A Dynamic exploration of Constructivism Research based on Citespace Software in the Filed of Education (교육학 분야에서 CiteSpace에 기초한 구성주의 연구 동향 탐색)

  • Jiang, Yuxin;Song, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.576-584
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    • 2022
  • As an important branch of cognitive psychology, "constructivism" is called a "revolution" in contemporary educational psychology, which has a profound influence on the field of pedagogy and psychology. Based on "WOS" database, this study selects "WOS Core database" and "KCI database", uses CiteSpace visualization software as analysis tool, and makes knowledge map analysis on the research literature of "constructivism" in the field of education in recent 35 years. Analysis directions include annual analysis, network connection analysis by country(region) branch, author, institution or University, and keyword analysis. The purpose of the analysis is to grasp the subject areas, research hotspots and future trends of the research on constructivism, and to provide theoretical reference for the research on constructivism. There are three conclusions from the study. 1. Studies on the subject of constructivism have continued from the 1980s to the present. It is now in a period of steady development. 2. Countries concerned with the subject of constructivism mainly include the United States, Canada, Britain, Australia and the Netherlands. The main research institutions and authors are mainly located in these countries. 3. Currently, the keywords constructivism research focus on the clusters of "instructional strategies", and the development of science and technology is affecting individual learning. In the future, instructional strategies will become the focus of structural constructivism research. With the development of instructional technology, it is necessary to conduct research related to the development of new teaching models.

The Analysis on the Relationship between Firms' Exposures to SNS and Stock Prices in Korea (기업의 SNS 노출과 주식 수익률간의 관계 분석)

  • Kim, Taehwan;Jung, Woo-Jin;Lee, Sang-Yong Tom
    • Asia pacific journal of information systems
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    • v.24 no.2
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    • pp.233-253
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    • 2014
  • Can the stock market really be predicted? Stock market prediction has attracted much attention from many fields including business, economics, statistics, and mathematics. Early research on stock market prediction was based on random walk theory (RWT) and the efficient market hypothesis (EMH). According to the EMH, stock market are largely driven by new information rather than present and past prices. Since it is unpredictable, stock market will follow a random walk. Even though these theories, Schumaker [2010] asserted that people keep trying to predict the stock market by using artificial intelligence, statistical estimates, and mathematical models. Mathematical approaches include Percolation Methods, Log-Periodic Oscillations and Wavelet Transforms to model future prices. Examples of artificial intelligence approaches that deals with optimization and machine learning are Genetic Algorithms, Support Vector Machines (SVM) and Neural Networks. Statistical approaches typically predicts the future by using past stock market data. Recently, financial engineers have started to predict the stock prices movement pattern by using the SNS data. SNS is the place where peoples opinions and ideas are freely flow and affect others' beliefs on certain things. Through word-of-mouth in SNS, people share product usage experiences, subjective feelings, and commonly accompanying sentiment or mood with others. An increasing number of empirical analyses of sentiment and mood are based on textual collections of public user generated data on the web. The Opinion mining is one domain of the data mining fields extracting public opinions exposed in SNS by utilizing data mining. There have been many studies on the issues of opinion mining from Web sources such as product reviews, forum posts and blogs. In relation to this literatures, we are trying to understand the effects of SNS exposures of firms on stock prices in Korea. Similarly to Bollen et al. [2011], we empirically analyze the impact of SNS exposures on stock return rates. We use Social Metrics by Daum Soft, an SNS big data analysis company in Korea. Social Metrics provides trends and public opinions in Twitter and blogs by using natural language process and analysis tools. It collects the sentences circulated in the Twitter in real time, and breaks down these sentences into the word units and then extracts keywords. In this study, we classify firms' exposures in SNS into two groups: positive and negative. To test the correlation and causation relationship between SNS exposures and stock price returns, we first collect 252 firms' stock prices and KRX100 index in the Korea Stock Exchange (KRX) from May 25, 2012 to September 1, 2012. We also gather the public attitudes (positive, negative) about these firms from Social Metrics over the same period of time. We conduct regression analysis between stock prices and the number of SNS exposures. Having checked the correlation between the two variables, we perform Granger causality test to see the causation direction between the two variables. The research result is that the number of total SNS exposures is positively related with stock market returns. The number of positive mentions of has also positive relationship with stock market returns. Contrarily, the number of negative mentions has negative relationship with stock market returns, but this relationship is statistically not significant. This means that the impact of positive mentions is statistically bigger than the impact of negative mentions. We also investigate whether the impacts are moderated by industry type and firm's size. We find that the SNS exposures impacts are bigger for IT firms than for non-IT firms, and bigger for small sized firms than for large sized firms. The results of Granger causality test shows change of stock price return is caused by SNS exposures, while the causation of the other way round is not significant. Therefore the correlation relationship between SNS exposures and stock prices has uni-direction causality. The more a firm is exposed in SNS, the more is the stock price likely to increase, while stock price changes may not cause more SNS mentions.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

ARP Spoofing attack scenarios and countermeasures using CoAP in IoT environment (IoT 환경에서의 CoAP을 이용한 ARP Spoofing 공격 시나리오 및 대응방안)

  • Seo, Cho-Rong;Lee, Keun-Ho
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.39-44
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    • 2016
  • Due to the dazzling development of IT in this IT-oriented era, information delivering technology among objects, between objects and humans, and among humans has been actively performed. As information delivery technology has been actively performed, IoT became closely related to our daily lives and ubiquitous at any time and place. Therefore, IoT has become a part of our daily lives. CoAp, a web-based protocol, is mostly used in IoT environment. CoAp protocol is mostly used in the network where transmission speed is low along with the huge loss. Therefore, it is mostly used in IoT environment. However, there is a weakness on IoT that it is weak in security. If security issue occurs in IoT environment, there is a possibility for secret information of individuals or companies to be disclosed. If attackers infect the targeted device, and infected device accesses to the wireless frequently used in public areas, the relevant device sends arp spoofing to other devices in the network. Afterward, infected devices receive the packet sent by other devices in the network after occupying the packet flow in the internal network and send them to the designated hacker's server. This study suggests counter-attacks on this issues and a method of coping with them.

A Study on Spam Document Classification Method using Characteristics of Keyword Repetition (단어 반복 특징을 이용한 스팸 문서 분류 방법에 관한 연구)

  • Lee, Seong-Jin;Baik, Jong-Bum;Han, Chung-Seok;Lee, Soo-Won
    • The KIPS Transactions:PartB
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    • v.18B no.5
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    • pp.315-324
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    • 2011
  • In Web environment, a flood of spam causes serious social problems such as personal information leak, monetary loss from fishing and distribution of harmful contents. Moreover, types and techniques of spam distribution which must be controlled are varying as days go by. The learning based spam classification method using Bag-of-Words model is the most widely used method until now. However, this method is vulnerable to anti-spam avoidance techniques, which recent spams commonly have, because it classifies spam documents utilizing only keyword occurrence information from classification model training process. In this paper, we propose a spam document detection method using a characteristic of repeating words occurring in spam documents as a solution of anti-spam avoidance techniques. Recently, most spam documents have a trend of repeating key phrases that are designed to spread, and this trend can be used as a measure in classifying spam documents. In this paper, we define six variables, which represent a characteristic of word repetition, and use those variables as a feature set for constructing a classification model. The effectiveness of proposed method is evaluated by an experiment with blog posts and E-mail data. The result of experiment shows that the proposed method outperforms other approaches.

Strategies on Text Screen Design Of The Electronic Textbook For Focused Attention Using Automatic Text Scroll (자동 스크롤 가능을 이용한 주의력 집중을 위한 웹기반 전자교과서 텍스트 화면 설계전략)

  • Kwon, Hyunggyu
    • The Journal of Korean Association of Computer Education
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    • v.5 no.4
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    • pp.134-145
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    • 2002
  • The purpose of this study is to present the functional and technical solutions for text learning of web-based textbook in which each letter has its own focal point. The solutions help learners not to lose the main focus when eye moves to the next letter or line. The text screen of the electronic textbook automatically scrolls the text to up and down or left and right directions which are preassigned by learner. It doesn't need the operation of mouse or keyboard. And learner can change scroll speed and types anytime during scrolling. Automatic text scroll function is a solution for controlling data and screen to reflect the personal favor and ability. It contains the content structure of the text(characteristics, categorizations etc.), the appearance of the text(density, size, font etc.), scroll options(scroll, speed etc.), program control type(ram resident program etc.), and the application of the screen design principles(legibility etc.). To resolve these functional problems, technical 8 phases are provided, which are environment setting, scroll option setting, copy, data analysis, scroll coding, centered focus coding, left and right focus coding, implementation. The learner can focus on text without dispersion because the text focal points stay in the fixed area of screen. 1bey read the text following their preferences for fonts, sizes, line spacing and so on.

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Analysis and Design of Learning Support Tool through Multi-Casting Techniques (멀티 캐스팅 기법을 통한 학습지원도구의 분석 및 설계)

  • Kim, Jung-Soo;Shin, Ho-Jun;Han, Eun-Ju;Kim, Haeng-Kon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.04b
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    • pp.727-730
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    • 2001
  • 초고속 인터넷 서비스의 확대에 따라 이를 교육에 직 간접적으로 응용하기 위한 노력이 지속적으로 진행되어 왔다. 특히 웹 기반의 가상강의 저작도구를 통한 웹 코스웨어는 원거리 학습자들의 학습 욕구를 자기 주도적인 학습을 통해 가능케 했고 기존의 텍스트, 사운드를 통한 가상강의에서 동영상이 가미된 주문형 교육 서비스(EOD: Education On Demand)가 가능해졌다. 그러나 이를 이용하는 학습자는 전체적인 모듈의 이해를 통해 수업이 진행됨에 따라 학습과정에서는 질의응답을 튜터를 통해 웹 캐스팅이 이루어졌다. 따라서, 질의응답은 텍스트 형식의 E-mail, 채팅, 게시판, 방명록을 통해 이루어지므로 학습자가 요구한 질의 내용을 잘못 이해하고 튜터가 학습 과정에서의 피드백을 제공하지 못함으로써 개인 학습의 동기부여가 감소됨에 따라 흥미를 잃게 되었다. 본 논문에서는 이러한 문제점을 개선하기 위해 멀티 캐스팅 기법을 통해 교육용 서버를 이용한 학습지원도구를 분석, 설계한다. 가상강의는 기본적인 컨텐츠를 제시하고 그를 통해 수업이 진행되는 과정에서의 질의응답을 일대다(One-To-Many)의 멀티 캐스팅 서비스를 튜터가 지정한 교육용 서버를 통해 텍스트 형식이 아닌 강의자료로 쓰인 문서 파일에 직접 작성하여 전송하게 된다. 따라서 튜터는 메일링 서비스를 통해 질문사항을 자신의 폴더 서비스로 확인하고 즉시 학습자에게 피드백을 제공함으로써 튜터와 학습자들간의 커뮤니케이션이 활발히 이루어지며, 상호작용의 증가를 통해 웹 기반의 컨퍼런싱(WBC: Web Based Conferencing)을 가질 수 있게 된다.rver는 Client가 요청한 Content(services)를 전달 해 주는 컨텐트 전달 모듈(Content Deliver Module)과 서버 Phonebook 엑세스 모들(Server Phonebook Access Module)로 구성되어 있다.외 보다 높았다(I/O ratio 2.5). BTEX의 상대적 함량도 실내가 실외보다 높아 실내에도 발생원이 있음을 암시하고 있다. 자료 분석결과 유치원 실내의 벤젠은 실외로부터 유입되고 있었고, 톨루엔, 에틸벤젠, 크실렌은 실외뿐 아니라 실내에서도 발생하고 있었다. 정량한 8개 화합물 각각과 총 휘발성 유기화합물의 스피어만 상관계수는 벤젠을 제외하고는 모두 유의하였다. 이중 톨루엔과 크실렌은 총 휘발성 유기화합물과 좋은 상관성 (톨루엔 0.76, 크실렌, 0.87)을 나타내었다. 이 연구는 톨루엔과 크실렌이 총 휘발성 유기화합물의 좋은 지표를 사용될 있고, 톨루엔, 에틸벤젠, 크실렌 등 많은 휘발성 유기화합물의 발생원은 실외뿐 아니라 실내에도 있음을 나타내고 있다.>10)의 $[^{18}F]F_2$를 얻었다. 결론: $^{18}O(p,n)^{18}F$ 핵반응을 이용하여 친전자성 방사성동위원소 $[^{18}F]F_2$를 생산하였다. 표적 챔버는 알루미늄으로 제작하였으며 본 연구에서 연구된 $[^{18}F]F_2$가스는 친핵성 치환반응으로 방사성동위원소를 도입하기 어려운 다양한 방사성의 약품개발에 유용하게 이용될 수 있을 것이다.었으나 움직임 보정 후 영상을 이용하여 비교한 경우, 결합능 변화

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Research Trends of Studies Related to the Geological Fieldwork Using Semantic Network Analysis: Focused on the Last 21 Years(2000-2020) (언어 네트워크를 이용한 야외지질답사 관련 연구 동향 분석: 최근 21년(2000~2020년)을 중심으로)

  • Jeong, Dong-Gwon
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.2
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    • pp.173-192
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    • 2021
  • The purpose of this study is to analyze the previous research on geological fieldwork from 2000 to 2020, examine the tasks that have been focused on, and suggest directions and implications for future geological fieldwork research. The data was conducted for the thesis searched on ScienceON and RISS in relation to geological fieldwork and journals listed in the Korean Citation Index(KCI), and the study title was analyzed using the semantic network analysis. For analysis, the data that had been pre-processed was visualized as a network by semantic network analysis, and frequency and centrality were analyzed. The centrality analysis was based on degree centrality and eigenvector centrality, and all analyzes were performed by dividing the entire study period into four periods: 2000-2005, 2006-2010, 2011-2015, and 2016-2020. As a result, research on geological fieldwork focused more on the development of geological field courses, and in particular, jeju island was actively discussed as a learning site. Also, the study was conducted on students rather than teachers, and among them, high school students showed high frequency and centrality. In addition, it can be seen that studies on the educational effect of geological fieldwork were discussed, either in connection with programs such as STEAM, free-semester program, or indirect geological fieldwork methods such as web, flash panorama, and 3D. This study is meaningful in that it suggests the direction of future research by looking back on the research on geological fieldwork that has been done so far.