• Title/Summary/Keyword: contents access

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Development of Youtube Literacy Checklist for Digital Natives (디지털 네이티브 세대를 위한 유튜브 리터러시 체크리스트 개발 연구)

  • Kim, Hyungjin Lukas;Jung, Hyojung;Kwon, Boram
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.273-284
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    • 2022
  • YouTube usage continues to increase, and the age group who spends the most time on YouTube is surveyed in the teens. It is practically impossible to prevent children and young people from being exposed to harmful content, so nurturing the ability to choose and use YouTube content in a healthy way can be a fundamental solution. Therefore, in this study, we tried to identify what YouTube literacy is for the digital native generation, and to prepare standards to be considered in common. The purpose of this study is to refine the definition of YouTube literacy competency and to develop a checklist that can be used when guiding and guiding children and adolescents to use the YouTube platform. To this end, a conceptual definition and checklist were developed by conducting prior research and overseas case analysis, and validity was secured through expert and educator reviews. The finally developed checklist includes 4 categories, 10 areas, and 23 criteria: media access, critical understanding, media participation, and ethical use.

A study on intelligent services using 3D modeling (3차원 모델링을 적용한 지능형 서비스에 관한 연구)

  • Eunji Kim;Lee ByongKwon
    • Journal of Digital Policy
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    • v.2 no.2
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    • pp.1-6
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    • 2023
  • This thesis was developed so that users can access tourism services more easily by utilizing Unity based on the metaverse. The core function and environment of the program were created using Unity, a game production tool, to create a virtual space. In the virtual space, it is implemented so that the tourist service can be used from various angles and positions through NPCs to which control and camera viewpoints are applied. This project is a content that allows you to visit tourist attractions in a virtual world without going to the site by using virtual reality technology. The background and goal of the project is to make it into a game form using a UI frame and fuse it into a simple game form to add fun elements to enable virtual reality tourist experience applying game for tourist attraction publicity.

The Role and Function of Intermediaries in Driving the Success of Open Innovation (개방형 혁신의 성공을 이끄는 혁신중개자의 역할과 기능)

  • Kim, Jung-Ho;Park, Hyun-Sung
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.235-246
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    • 2022
  • SMEs are being forced to continuously innovate their technologies for survival due to changes in the external industrial environment. In order to innovate technology or discover technology cooperation partners of SMEs, it is necessary to actively introduce open innovation, centering on industry-academia-research. However, SMEs need to use open innovation brokers due to their lack of access to external resources and difficulty in independent promotion, and accordingly, the role of open innovation brokers is important. Until now, performance factors and influencing factors have been studied mainly by technology providers in the field of technology transfer, and research on mediators is very insufficient. This study analyzes the role and function of technology transfer intermediaries to explore the role of open innovation intermediaries and how they differ from existing technology transfer intermediaries. This role of open innovation intermediaries is of practical significance in that it deals with the role of intermediaries based on the results of government support projects, and it is of academic significance to serve as the basis for future research on open innovation intermediaries.

A Study on SQL Practice Model for Data Analysis Using Chat GPT in Insurance Claims Databas (보험 청구 데이터베이스에서 Chat GPT를 이용한 데이터 분석을 위한 SQL 실습 모델 연구)

  • Joon-Young Choi
    • Journal of the Health Care and Life Science
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    • v.11 no.1
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    • pp.11-23
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    • 2023
  • In this study, a practice model that can improve healthcare information management ability using Chat GPT and SQL was studied. For SQL utilization, learners were asked to use Chat GPT to easily access the database and write SQL for data extraction. For the contents analyzed in the claims database, the sum of insurance claim amount, insurance claim amount by treatment item, claim details corresponding to a specific amount, other diagnosis names of specific prescription patients, examination details of specific diagnosis names, and total amount by item were calculated. As a result of executing SQL statements written for each subject in Chat GPT, it was confirmed that the analysis contents were the same. It is believed that the use of ChatGPT as progressed in this study will contribute to improving the ability of healthcare data management to increase accuracy and efficiency in database management and analysis work, rather than simply simplifying or automating tasks.

Intelligent Tutoring System based on Wired and Wireless Internet for the living English 300-certifications Program (생활영어 300 인증제를 대비한 유무선 기반 지능형 교육 시스템)

  • Lee, Young-Seok;Cho, Jung-Won;Kim, Byung-Gyu;Park, Jung-Hwan;Kim, Su-Min;Choi, Byung-Uk
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.533-548
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    • 2005
  • According to the increasing of the internet infrastructure and growth of contents technology, the users can access an education service at anytime and anywhere. In a field of English education, especially, internet technology has enabled learners to communicate with their teachers and multimedia contents technology has been able to provide learner not only lots of interests, but also good effect on English learning. In this paper, we propose a method diagnosing learner's level by using some question-items, which consist of item's type and item's function. Futhermore, the proposed system can support three devices which are PC, PDA, and Mobile Phone on wired and wireless internet communication environments. Also, the system provides multimedia contents including flash movies, image, and audio contents. We have applied the system into real classroom, and we verified that the question-items that system provides has no problem, and our method could improve each learner skill on English education. Therefore, we expect that learner who uses the proposed system will get level-based English learning service at anytime and anywhere.

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Development of tailored nutrition information messages based on the transtheoretical model for smartphone application of an obesity prevention and management program for elementary-school students

  • Lee, Ji Eun;Lee, Da Eun;Kim, Kirang;Shim, Jae Eun;Sung, Eunju;Kang, Jae-Heon;Hwang, Ji-Yun
    • Nutrition Research and Practice
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    • v.11 no.3
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    • pp.247-256
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    • 2017
  • BACKGROUND/OBJECTIVES: Easy access to intervention and support for certain behaviors is important for obesity prevention and management. The available technology such as smartphone applications can be used for intervention regarding healthy food choices for obesity prevention and management in elementary-school students. The transtheoretical model (TTM) is comprised of stages and processes of change and can be adopted to tailored education for behavioral change. This study aims to develop TTM-based nutrition contents for mobile applications intended to change eating behaviors related to weight gain in young children. SUBJECTS/METHODS: A synthesized algorithm for tailored nutrition messages was developed according to the intake status of six food groups (vegetables, fruits, sugar-sweetened beverages, fast food and instant food, snacks, and late-night snacks), decision to make dietary behavioral changes, and self-confidence in dietary behavioral changes. The messages in this study were developed from December 2014 to April 2015. After the validity evaluation of the contents through expert consultation, tailored nutrition information messages and educational contents were developed based on the TTM. RESULTS: Based on the TTM, stages of subjects are determined by their current intake status, decision to make dietary behavioral changes, and self-confidence in dietary behavioral changes. Three versions of tailored nutrition messages at each TTM stage were developed so as to not send the same messages for three weeks at most, and visual materials such as figures and tables were developed to provide additional nutritional information. Finally, 3,276 tailored nutrition messages and 60 nutrition contents for applications were developed. CONCLUSIONS: Smartphone applications may be an innovative medium to deliver interventions for eating behavior changes directly to individuals with favorable cost-effectiveness. In addition, using the TTM for tailored nutrition education for healthy eating is an effective approach.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.

Semantic User Profiles Manager based on OSGi (OSGi기반 시맨틱 사용자 프로파일 관리자)

  • Song, Chang-Woo;Kim, Jong-Hun;Chung, Kyung-Yong;Rim, Kee-Wook;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.9-18
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    • 2008
  • Research is being made for users' convenient access to services such as personalized data and contents services. The use of information and the fusion of services in various devices and terminals suggest the necessity to know what personalization mechanism is used to provide high quality contents at a time and place desired by users. Existing mechanisms are not easy to be handled by other service providers because each service provider has different preference and personal information, and are very inconvenient because service users have to set up and manage by themselves. Thus, the present paper proposes a Semantic User Profiles Manager based on OSGi, middleware for the provision and extension of semantic services, in order to manage users' profiles dynamically regardless of service provider. In addition, this paper defines a personalized semantic profile that enables user profiling, ontological domain modeling and semantic reasoning. In order to test the validity of this paper, we implemented semantic profiles into a bundle running based on OSGi. When users enter the range of the service area and use various devices, the semantic service matches in correspondence with semantic user profiles. The proposed system can easily extend the matching of services to user profiles and matching between user profiles or between services.

A Study on the Data Compression Algorithm for Just-in-Time Rendering of Concentric Mosaic (동심원 모자이크의 실시간 표현을 위한 데이터 압축 알고리즘에 관한 연구)

  • Jee, Inn-Ho;Ahn, Hong-Yeoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.91-96
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    • 2010
  • Concentric mosaics are made with arranging and summing of video frames by using common spacial standards. Compared with previous works on 3-D wavelet transform coding, we have made important design considerations to enable flexible partial decoding and bit-stream random access. A just-in-time(JIT) rendering engine of the compressed concentric mosaic is developed. However, computationally, it is still demanding to accomplish the real-time rendering. Only the contents for specific scene representation are need to be decoded by maintaining compressed data. Thus our proposed algorithm is able to render real concentric mosaic by using lifting scheme instead of wavelet transform.

Analysis for Teaching and Learning Methods in K-12 Smart Education (초.중.고에서의 스마트교육 교수.학습 유형 분석)

  • Han, Hae-Sook;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.51-58
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    • 2013
  • There is an increasing discussion about new teaching and learning methods in smart education environment due to the dissemination of smart devices. In this trend, in order to understand the smart education system, this study analyzed the domestic and foreign cases in K-12 smart education based on CTLA (Creation Teaching Learning Assessment) model through access to educational contents, environments, methods, and its curriculums. The teaching and learning methods in smart education are analyzed in foreign cases, domestic cases, and teaching-learning models presenting the positive part of the currently being implemented smart education and the further research for its improvement. Accordingly this study contributes to the specific formulation and successful realization of smart education.