• 제목/요약/키워드: digital communication

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A Study on Students' Creativity Thinking, Critical Thinking, Communication, Collaboration, and Digital Competence by Implementing Science Fiction STEAM Program (소설 기반 STEAM 프로그램 적용과 학생 역량 연구: 창의적 사고, 비판적 사고, 의사소통, 협업, 디지털 역량)

  • Park, HyunJu
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.27-36
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    • 2023
  • The purpose of this study was to investigate high school students' competencies of creativity thinking, critical thinking, communication, collaboration, and digital competence by implementing science fiction STEAM program. Based on the story of 'Fritz Haber' and the 'Garden of Dawn', a STEAM program was developed according to the ADDIE model. In the analysis stage, the purpose of the teaching-learning program using novels was set, and learners and learning environments were analyzed. At the design stage, the novels 'Fritz Harbor' and 'Garden of Dawn' were selected, learning goals were set according to the achievement standards of the curriculum, and learning contents and learning activities were sequenced and designed. In the development stage, teaching and learning materials were developed in a module format, implemented to classes, and evaluated. Pre-test and post-tests were conducted to identify the five major competencies such as creativity thinking, critical thinking, communication, collaboration, digital competence. The collected data was verified by paired t-test using SPSS. The results of the study showed statistically significant results in creative thinking, critical thinking, and digital competency.

Bridging the Age-Related Communication Gap: An Encounter Between Senior Citizens and Communication Students Towards Social Integration

  • Bantugan, Brian Saludes;Bantugan, Fe C.;Urbano, Ricardo C.
    • Asian Journal for Public Opinion Research
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    • v.5 no.2
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    • pp.84-103
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    • 2018
  • This paper is built upon an attempt to answer the question: "What can be done to facilitate social integration between the elderly of Bagac, Bataan and the communication students of St. Paul University Manila?" The research was designed as a qualitative inquiry that involved an outreach activity by 24 dominantly female students of Development Communication to the senior citizens of Bagac, Bataan (Philippines) and a reflection period involving the students. The students were tasked to pay special attention to the digital engagements and/or disengagements of the elderly to allow them to learn more about the difficulties and potential of using social media in development-related projects involving senior citizens. The actual two-hour encounter involved socialization between the elderly and the students. The students, prior to the encounter, were tasked to generate the funds, use them to acquire and prepare the gifts, develop the program during the actual encounter based on research-based guidelines, and photo document the entire activity. They were given guide questions for reflections a week after. The reflections were thematically analyzed and revealed that in order to facilitate greater social integration between the elderly and the communication students. The university should address the health and digital aversion issues that intensify the sense of isolation of the elderly experience daily. This can be done by enhancing the communication skills of the communication students in 16 areas.

Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.

Development and Validation of a Digital Literacy Scale in the Artificial Intelligence Era for College Students

  • Ha Sung Hwang;Liu Cun Zhu;Qin Cui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.8
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    • pp.2241-2258
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    • 2023
  • This study developed digital literacy instruments and tested their effectiveness on college students' perceptions of AI technologies. In creating a new digital literacy test tool, we reviewed the concept and scale of digital literacy based on previous studies that identified the characteristics and measurement of AI literacy. We developed 23 preliminary questions for our research instrument and used a quantitative approach to survey 318 undergraduates. After conducting exploratory and confirmatory factor analysis, we found that digital literacy in the age of AI had four ability sub-factors: critical understanding, artificial intelligence social impact recognition, artificial intelligence technology utilization, and ethical behavior. Then we tested the sub-factors' predictive powers on the perception of AI's usefulness and ease of use. The regression result shows that the most common powerful predictor of the usefulness and ease of use of AI technology was the ability to use AI technology. This finding implies that for college students, the ability to use various tools based on AI technology is an essential competency in the AI era.

An Implementation on the Digital Audio Watermarking for High Quality Audio

  • Park, Jong-Tae;Kang Hyeon RHEE
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.454-457
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    • 2002
  • In this paper, we proposed digital audio watermarking algorithm for high quality audio. Nowadays, digital watermark used to confirm to digital copyright protection, not only digital image but also digital audio is active in the digital watermarking study. In this paper, we proposed digital audio watermarking algorithm using psychoacoustics model and MDCT/IMDCT (Modified Discrete Cosine Transform/Inverse Modified Discrete Cosine Transform) for the high quality audio watermark. In the proposed scheme, we used to 441KHz, 128kbps and stereo audio data for audio watermarking algorithm. Audio data is passed by MDCT; watermark can be inserted into the frequency domain with 256,1024 and 2048 interval.

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The Foreign and Domestic Projects for Bridging the International Digital Divide (국제 정보격차(digital divide)해소를 위한 국내외 사업유형)

  • Choi, Seok-Beom;Lee, Jeong-Min;Jung, Jae-Woo
    • International Commerce and Information Review
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    • v.5 no.2
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    • pp.159-184
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    • 2003
  • Information and communication technology has brought neck-breaking speed of changes to the global society in 20th century. The more the speed of change accelerated, the more widened the digital divide between the developed countries and the developing countries. In spite of the importance of solving digital divide, the current situation and status of projects for bridging the international digital divide around the world is not fully researched. Therefore, the purpose of this paper is to study the foreign and domestic projects for bridging the international digital divide and to suggest the efficient ways of domestic projects for solving the international digital divide.

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A Study on the Digital Divide of an Island (섬 지역의 정보격차에 관한 연구)

  • Noh Sun-Kuk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.2
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    • pp.438-444
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    • 2005
  • In Korea, the situation to use a Information Communication Technology(In) was rapidly developed that the subscriber using CDMA mobile phone are about 3,601 ten thousand and the subscriber of very high-speed service for Internet using ADSL etc., are about 1,161 ten thousand, the base June, 2004. However, nevertheless the development of In and more rapid increase of subscriber, a farming, finishing villages and an islands are being exist a sharp difference of digital divide compare with a big city because of geometrical, economical reasons. In this paper, to put empasis in an Islands that the alienation class of Information are many exist, relatively small opportunity of information access because of geometrical, economical reasons, 1 search a ICT for Information Communication Network and propose a plan for Solution of Digital Divide of an Islands.

Load-Sharing Algorithm using Digital Parallel Communication (디지털 병렬 통신을 이용한 부하분담 알고리즘)

  • Park, Seong-Mi;Kim, Chun-Sung;Lee, Sang-Hyeok;Lee, Sang-Hun;Park, Sung-Jun;Lee, Bae-Ho
    • The Transactions of the Korean Institute of Power Electronics
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    • v.16 no.1
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    • pp.50-57
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    • 2011
  • In this paper, we proposes a new load-sharing algorithm with a ATmega2560 based digital communication. Proposed algorithm is different from conventional analog method. The high speed communication digital control is performed. To apply the digital communication and real-time control for time-sharing token bus method, we implemented high efficient load-sharing and redundancy. Also this system make down the price by auto ID algorithm and system response is improved by controller's voltage and current integral value sharing. In parallel system prototype, each module have controller and performed load-sharing according to master module integral value. In this paper, we verify the validity of proposed algorithm using PSIM program and prototype.

Study on the Digital Storytelling Types and Characteristics of Fashion Designer Brands (패션 디자이너 브랜드의 디지털 스토리텔링 유형과 특성)

  • Hong, Yun Jung;Kim, Young In
    • Journal of the Korean Society of Costume
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    • v.63 no.8
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    • pp.43-57
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    • 2013
  • The purpose of this research is to systemize the fashion digital storytelling by analyzing the communication method and its elements, and extracting the characteristics and processes of digital storytelling. Based on the previous study on the characteristics and types of storytelling the following things have been researched: 1) the process of digital storytelling in the communication process, 2) the concept and the feature of the academia of digital storytelling 3) storytelling in the document research. On the groundwork of the document research, we were able to sort out the various types, and formed a system of the features in the fashion digital storytelling cases, mainly in the four collections (Milan, Paris, London, New York) from 2000's to recent years of 2010. The types of fashion digital storytelling are episode type, narrative type, and creative type. The characteristics of each of the types are as follows. Firstly, the episode type communicates through the digital media based on the information or fact of the fashion designer brand. Secondly, narrative type communicates with the consumers using previous literature or an existing idea of the original cultural form that is rearranged in digital story expressed by the digital media. Lastly, creative type makes the designer's and consumer's susceptibility and creativity communicate through the newly made story, which expresses the unique originality of the designer. It seems that the cases and studies of using the fashion digital storytelling will increase because of its short history and lack of the case study. Fashion designer brands will show their brand image using the digital storytelling because they are able to better express originality, creativity and imagination of the fashion designer, which were factors that could not be conveyed through fashion alone.

A Study on Expression for Indoor Design base of Interactive using Digital Art (디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2473-2478
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    • 2009
  • The latest, Digital art is attempt new field's Art, that is utilize variously digital media image, sound, simulation, 3D holography. A large number of Digital Art is contact with the audience in pavilion(limit place and limit period). However, It will be possible, Digital Art can use place digital form media even there are indoor, outdoor, anywhere. Prior to study, I was to analyze the feature of Digital Art in order to using Digital Art, Interactivity make communication between humans and the art as well as cause audience participation, and take a role of bridge between human and space. A study was base on the relationship between human and space, space and Digital Art, Digital Art and human taken the focus interaction between human and space, and Interactivity of Digital Art. This paper analyze reciprocal action for utilize Digital Art in indoor space design, and this paper study expression about indoor design base of interactive.