• Title/Summary/Keyword: academic convergence

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Analyzing the effect of software education applying problem-solving learning (문제해결학습을 적용한 소프트웨어 교육 효과 분석)

  • Lee, Youngseok
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.95-100
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    • 2018
  • The future society will be identify various problem situations accurately and the ability to solve problems effectively using computing technology become more important. Based on this background, an education of future human resources based on computational thinking as well as a problem-solving ability are important in university education. Therefore, in this paper, we have analyzed the effects of software education to improve computational thinking based on problem-solving learning. We have found that there is a significant difference between the interest of the students and their learning and academic achievements. Therefore, based on the understanding of the learning motivation and method, if the problem-solving learning is conducted in real-life scenarios suitable for the level of the student, it can be possible to induce the interest of the students and improve their computational thinking ability.

A Meta Analysis on Effects of Flipped Learning in Korea (국내 플립러닝의 학습효과에 관한 메타분석)

  • Cho, Boram;Lee, Jeongmin
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.59-73
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    • 2018
  • The purpose of this study is to verify the learning effect of domestic flipped learning in meta - analysis. We collected a total of 95 studies on flipped learning effectiveness published in Korea by 2017, of which 59 are dissertations and thesis and 36 are academic papers. The results were analyzed using CMA program. First, the learning effect of flipped learning was .58, which showed that the learning effect was higher than the lecture class. Second, the effect size of cognitive, affirmative, and interpersonal domains showed significant effects of flipped learning in all three domains. Third, the learning effect of flipped learning is influenced by the type of publishing, school type, core subject, when the type of publication are dissertation and thesis, when the type of school is high school. Based on the results, this study suggested implications for the design and implementation of flipped learning in Korea.

A Study of VR News Characteristics on User's Effect: Focused on Recall, Understanding, Enjoyment, Visual Fatigue and Resue Intention (VR뉴스의 이용자 효과에 관한 연구)

  • Song, Min-Ho;Lee, Min-Kyu
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.439-449
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    • 2018
  • The purpose of this study was to examine the effect of VR news focused on recall, understanding, enjoyment, visual fatigue and reuse intention through experimental study. Using Window SPSS 21.0 and AMOS 21.0 program, the data was analyzed by exploratory/confirmatory factor analysis, reliability analysis, correlation analysis and path analysis. The Results are as follows. First, presence and immersion among VR news characteristics influenced positively on users' recall of VR news. Second, presence, interactivity and immersion among VR news characteristics influenced positively on users' understanding of VR news. Third, presence, interactivity and immersion among VR news characteristics influenced positively on users' enjoyment of VR news. Fourth, presence among VR news characteristics influenced negatively on users' visual fatigue of VR news. Fifth, presence and immersion among VR news characteristics influenced positively on users' reuse intention of VR news. This study will provide on an important implication understanding VR news characteristics and VR news users.

An Empirical Study on the Influence of Technology Management Activities on Firm Performance (기업의 기술경영활동이 기업성과에 미치는 영향에 관한 실증적 연구)

  • Jung, Doo-Sig
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.201-210
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    • 2017
  • The purpose of this research was to figure out how technology management activities are needed to survive in a rapidly changing business environment and how technology management activities affect company performance. First, Hypothesis 1 was partially adopted that Technology management activities will have a positive influence on management outcomes. Second, Hypothesis 2 was partially adopted that Innovation activities of firms will have mediating effects on the relationship between technology management activities and management outcomes. If the research subjects are expanded nationwide and divided into manufacturing industry, non - manufacturing industry, small and medium enterprise and large enterprise, it will be meaningful from academic point of view and practical point of view.

The Effect of Leisure Activities on School Life Satisfaction in Teenagers -The Intermediation Effect of Happiness and Life Satisfaction-

  • Jung, Seon-Jin
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.106-113
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    • 2020
  • This study analyzed the impact of leisure activities on school life satisfaction in the cultural rights and self-determination of teenagers who spend most of their time in school in the college entrance exam-oriented climate, and examined the effects of happiness and life satisfaction on the school life satisfaction through a process macro applying Bias Corrected Bootstrapping in these relationships. For research purposes, 2,590 cohorts in the first year of the 2018 Korea Children and Youth Panel Survey were analyzed through process macros. The result was that leisure life had a significant effect on school life satisfaction. It was also found that happiness and satisfaction in life affect satisfaction, and happiness and satisfaction in life affect satisfaction in school life and serve as a medium. This study confirmed that teenagers' participation in leisure activities greatly affects school life satisfaction and that happiness and life satisfaction have a mediating effect on school life satisfaction. In addition, we could recognize the importance of leisure activities to the satisfaction of school life of teenagers, and find it necessary to develop and provide various program graphs of schools and communities for happiness and satisfaction in life. This study verified that the participation of leisure activities of adolescents has a significant effect on school life satisfaction, and that happiness and life satisfaction have a mediating effect on school life satisfaction. In addition, we could recognize the importance of leisure activities to the satisfaction of school life of teenagers, and find it necessary to develop and provide various program graphs of schools and communities for happiness and satisfaction in life. Therefore, this research is believed to be possible to contribute to academic and practical programs for youth leisure activities and school life relationships, and to make policy suggestions for the development and participation of various leisure activities in order to fully enjoy and protect youth's rights to culture and self-determination of leisure activities.

A Study on the Global Diffusion through a Case for the Expansion of the T-DMB into Vietnam (지상파 DMB 베트남 진출 사례를 통한 T-DMB 글로벌 확산 연구)

  • Eun, Jong-Won;Park, Sung-Yul;Yoon, Dong-Sung
    • Journal of the Korean Academic Society of Industrial Cluster
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    • v.4 no.1
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    • pp.1-13
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    • 2010
  • The T-DMB which was developed by the convergence of digital broadcasting technology and communication technology provides us with very good quality of music like CD, and provides TV services in a super express train like the KTX whose velocity is over 300 Km per hour. The T-DMB is diffusing toward the world as a technology which is be able to provide the various convergent services of broadcasting and communication through mobile phone, PDA, dedicated terminal, and so on. A business model needed for the diffusion of the T-DMB toward the world was established and utilized to expand the T-DMB into Vietnam in the paper. In addition, this paper describes a case for the establishment of the T-DMB system in order to provide the paid services in Vietnam. It is expected that the expansion of the T-DMB into Vietnam will make a great contribution to the diffusion of the T-DMB toward the world.

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De-identification Policy Comparison and Activation Plan for Big Data Industry (비식별화 정책 비교 및 빅데이터 산업 활성화 방안)

  • Lee, So-Jin;Jin, Chae-Eun;Jeon, Min-Ji;Lee, Jo-Eun;Kim, Su-Jeong;Lee, Sang-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.71-76
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    • 2016
  • In this study, de-identification policies of the US, the UK, Japan, China and Korea are compared to suggest a future direction of de-identification regulations and a method for vitalizing the big data industry. Efficiently using the de-identification technology and the standard of adequacy evaluation contributes to using personal information for the industry to develop services and technology while not violating the right of private lives and avoiding the restrictions specified in the Personal Information Protection Act. As a counteraction, the re-identification issue may occur, for re-identifying each person as a de-identified data collection. From the perspective of business, it is necessary to mitigate schemes for discarding some regulations and using big data, and also necessary to strengthen security and refine regulations from the perspective of information security.

A Case Study of Broadcasting Contents Using One Source Multi Use Strategy (사례 분석을 통한 방송콘텐츠 OSMU의 고찰 - OSMU 이론적 정립 및 비즈니스분류를 중심으로 -)

  • Cho, Seong-Ryong;Shin, Ho;Jang, Yei-Beech;Lee, Seong-Eob;Han, Min-Woo;Koo, Bon-Cheol
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.423-434
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    • 2007
  • In this study, we investigated broadcasting industry in Korea and in U.S. to find out what mostly makes the broadcasting industry competitive for the near future. One source multi use(from now on OSMU) marketing strategy is important when discussing profits of broadcasting contents. To develop a theoretical and academic framework of OSMU, 14 experts participated in focus group interview. A new meaning of OSMU is defined and 4 types of OSMU business models are developed in the study. Also, two successful examples of broadcasting contents, each from Korea and U.S., were analyzed with the models that we have developed. Lastly, we discussed how to enhance the competitiveness of broadcasting contents and industry by using the benefit-maximizing-strategies of OSMU.

Aesthetic Strategies in Steina and Woody Vasulka's Video Art (비디오아티스트 슈테이너 바술카와 우디 바술카의 미적 전략)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.261-266
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    • 2020
  • As pioneers of the early video art, Steina Vasulka(1940-) and Woody Vasulka(1937-2019) had lead not only their own experimental arts, but also entire changes of contemporary avant-garde performance, music, and visual art. Two artists invented and developed electronic machines for video image-processing by collaborating with engineers, and performed creative experiment on transformation of digital image. For them, video art is not just a means of documentation. The Vasulkas' artistic practices were not bounded by conventional canons and rules in art world, and preferably were parts of active aesthetic strategies for coexistence of vision of human and vision of machine. Particularly, their video art recognized the video as the key medium in an era where media technology began to dominate the system of communication, and established artist's authority over manipulation of moving image electronically without depending on video camera. In that regard, we can value on their video art. Therefore, the paper reflects on the Vasulkas' art and life which have not yet been studied, and suggests academic interests in the context of their artistic activities and aesthetic strategies.

The review of Aesthetic Eye for Chusa, Kim jeong hee's calligraphy arts- Especially, Focused on the spirituality of literati paintings (추사(秋史) 서예술(書藝術)의 심미안(審美眼) 연구(硏究)- 특(特)히 문인화(文人畵) 정신성(精神性)을 중심(中心)으로)

  • Kwon, Yun Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.283-291
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    • 2020
  • Chusa is a pearl in our cultural history. His unfavorable times and circumstances made him more and more devoted, and through this, his art was able to bloom brilliantly. He was born and raised in a prestigious family, and was able to establish his academic world broadly through the encounter with Ongbanggang and Wanwon, the great masters of the Qing Dynasty culture at the time of the 20s. Particularly, his artistic activities in the area where he lived in exile allowed him to establish Chusache. He also showed the essence of his literary spirit as a picture of Sehando. Through numerous letters, he can also examine his culture, art, and thought. Furthermore, based on the archaeology of the Qing Dynasty, you can also examine the thoughts and philosophies of the real world. This article intends to examine and review the Aesthetic Sense of Chusa's literary art in terms of mentality through Sehando·Bujakrando. This is because it is judged to be an aesthetic sense that is the essence of Chusa art.