• 제목/요약/키워드: mobile program

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학생들의 인식 조사를 통한 이동과학교실의 특징 분석 (Analysis on the Effect of 'Mobile Science Lab' through the Survey of Students' Perception)

  • 이봉우;손정우;최원호;이인호;황북기;최정훈
    • 한국초등과학교육학회지:초등과학교육
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    • 제28권1호
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    • pp.1-8
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    • 2009
  • This study was to analyze the effect of 'mobile science-lab' through the survey of students' perception. 'Mobile science-lab' is the one of the most distinguished public science programs and has been made in order to promote the students' understanding of science by providing students an opportunity to be engaged in several activities of science and high-technology. To fulfill the purpose of this study, we analyzed the opinions of 3,643 students who participated in 'mobile science-lab'. As the results, 'mobile science-lab' is very effective on improving the students' interest and concern of science. Most students recognized that the best advantage of 'mobile science-lab' is the participation in experiments. To overcome the mobile science-lab's some limits, more researches including development of the training program of science show coordinators should be done.

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바이노미얼 트리를 이용한 이동 에이전트의 빠른 전송 (A Fast Transmission of Mobile Agents Using Binomial Trees)

  • 조수현;김영학
    • 정보처리학회논문지A
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    • 제9A권3호
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    • pp.341-350
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    • 2002
  • 네트워크 환경이 좋아지고 인터넷 사용이 급증함에 따라 이동 에이전트(Mobile Agent) 기술이 정보검색, 네트워크관리, 전자상거래, 병렬/분산처리 분야에 널리 활용되고 있다. 최근에 다수의 연구자들이 이동 에이전트를 기반으로 한 병렬/분산처리 개념을 연구하고 있다. SPMD(Single Program Multiple Data)는 하나의 프로그램이 병렬환경에 참여하는 모든 컴퓨터에 전송되어 다른 자료를 사용하여 작업을 수행하는 병렬처리 방법이다. 따라서 하나의 프로그램을 모든 컴퓨터에 빠르게 전송하는 것은 전체 수행시간을 줄이기 위한 주요한 요소 중의 하나이다. 본 논문에서는 이동 에이전트 시스템으로 구성된 병렬환경에서 SPMD의 병렬처리를 효율적으로 수행하기 위해, 바이노미얼 트리를 이용하여 하나의 이동 에이전트 코드를 모든 컴퓨터에 빠르게 전송하는 새로운 방법을 제안한다. 제안된 방법은 IBM's Aglets에서 실험적 평가를 통하여 다른 방법과 비교되었으며 다른 방법에 비해서 상당히 좋은 성능을 보였다. 또한 본 문에서는 바이노미얼 트리에서 에이전트 전송 중에 발생될 수 있는 결함허용에 관한 문제를 다룬다.

과체중 및 비만 직장인 대상 모바일 건강관리 프로그램의 참여도에 따른 과정 평가: 12주 중재연구 (Process evaluation of a mobile healthcare program among employees with overweight and obesity: a 12-week intervention study investigating the role of engagement)

  • 손임휘;홍지연;한영희;공보정;장몽원;나우리;손정민;현태선
    • 대한지역사회영양학회지
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    • 제28권6호
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    • pp.466-479
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    • 2023
  • Objectives: A mobile health intervention program was provided for employees with overweight and obesity for 12 weeks, and a process evaluation was completed at the end of the program. We investigated participant engagement based on app usage data, and whether engagement was associated with the degree of satisfaction with the program. Methods: The program involved the use of a dietary coaching app and a wearable device for monitoring physical activity and body composition. A total of 235 employees participated in the program. App usage data were collected from a mobile platform, and a questionnaire survey on process evaluation and needs assessment was conducted during the post-test. Results: The engagement level of the participants decreased over time. Participants in their 40s, high school graduates or lower education, and manufacturing workers showed higher engagement than other age groups, college graduates, and office workers, respectively. The overall satisfaction score was 3.6 out of 5. When participants were categorized into three groups according to their engagement level, the upper group was more satisfied than the lower group. A total of 71.5% of participants answered that they wanted to rejoin or recommend the program, and 71.9% answered that the program was helpful in improving their dietary habits. The most helpful components in the program were diet records and a 1:1 chat with the dietary coach from the dietary coaching app. The barriers to improving dietary habits included company dinners, special occasions, lack of time, and eating out. The workplace dietary management programs were recognized as necessary with a need score of 3.9 out of 5. Conclusions: Participants were generally satisfied with the mobile health intervention program, particularly highly engaged participants. Feedback from a dietary coach was an important factor in increasing satisfaction.

Healthcare coaching program for youth with type 1 diabetes in South Korea: a pilot study

  • Dae Eun Lee;Haejung Lee;Chong Kun Cheon;Ju Young Yoon
    • Child Health Nursing Research
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    • 제30권1호
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    • pp.17-30
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    • 2024
  • Purpose: This pilot study aimed to assess the feasibility, preliminary efficacy, and effects of a mobile app healthcare coaching program developed based on self-regulation theory among youths with type 1 diabetes. Methods: A mixed-method design was utilized. Participants were randomly assigned into intervention (n=23, 12-week coaching program) or control groups (n=16, usual care). Pre- and post-intervention assessments included self-efficacy, diabetes management behavior, and health outcomes (quality of life, depression, and HbA1c). Quantitative data were analyzed with SPSS/WIN ver. 26.0. The narrative information from the participants in the healthcare coaching program underwent content analyzed. Results: The intervention group had significantly lower depression scores (t=2.57, p=.014) than the control group. No significant differences were observed in self-efficacy, diabetes management behavior, and health outcomes between the two groups. The average frequency of health behavior monitoring per week among the participants was 1.86±1.60. The qualitative findings indicated that participants perceived improved diabetes self-management with the intervention; however, challenges during vacations, dietary control difficulties, and a lack of disease awareness were identified. Conclusion: The healthcare coaching program improved psychological aspects for youth with type 1 diabetes. Further research is needed to develop and implement mobile app interventions aimed at enhancing compliance with diabetes management in pediatric and adolescent populations.

A Design of User-Based Voluntary Service Recommendation Program Using Mobile Push Services for Health Care

  • 김태중;한상훈;원성현;허준호
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2017년도 춘계학술발표대회
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    • pp.721-724
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    • 2017
  • Designing the User-Based Voluntary Service Recommendation Program proposed in this study was motivated by the fact that it is not easy for volunteers to find a place for their services. Even though there are many volunteer centers or organizations, volunteers often experience difficulty in where and how they should apply for their work as those places are not well promoted. Thus, this program has been designed by applying the mobile push services along with location technology. The authors plan to introduce the program to the public as an open source by implementing the program with both Android and Python - hoping that the program will be useful to the users and volunteer organizations.

가정간호와 연계한 이동목욕 서비스 평가 (Evaluation of Mobile Bath Service Linked with Home Care Nursing)

  • 권영미
    • 한국간호교육학회지
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    • 제11권1호
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    • pp.16-29
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    • 2005
  • Purpose: The purpose of this study is to find a linkage between mobile bathing services and service learning, and a method to activate mobile bathing services. Method: As a descriptive research, it selected evaluation factors from the aspects of structure, process, and result and analyzed 25-month activities. The data analysis was done with descriptive statistics, t-test, ANOVA, and contents analysis. Result: The mobile bathing services were performed for 67 days during the evaluation period and it was 88.2% of the number of expected activity days. The volunteers participated in the activities were 293 and they provided the service for 124 people. The expense per service provision was 97,771 won. Both recipients and volunteers were highly satisfied with this service. Also, the broadcasting on the activities and awards enhanced volunteers' pride. Conclusion: The mobile bathing services linked with the service program as a part of major course. In particular, the service strengthens problem-solving abilities of nursing students, so it is necessary to develop the mobile bathing services into the service program in pursuit of learning by action.

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청소년을 위한 '이동과학교실' 사례연구를 통한 재미있는 과학의 특성 연구 (Young People's Enjoyment of Science through the 'Mobile Science Lab' Program)

  • 황성원;최정훈;황북기
    • 한국초등과학교육학회지:초등과학교육
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    • 제24권5호특별호
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    • pp.602-611
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    • 2005
  • The 'Mobile Science Lab' is a public program designed to bring teenagers to be engaged in the activities of science and technology. In this study, we attended to elementary school students' participating actions in the program and intended to understand their enjoyment of science from sociocultural and practical perspectives. By drawing on case materials culled from our database, we articulated the features of the enjoyable science activities in the form of two major claims. First, students had rich opportunities to communicate emotionality, which therefore grounds emerging actions on the positive emotional valence. Second, ongoing actions opened up new action possibilities not only to the actors themselves, but also to other community members. The results of this study constitute theoretical frameworks for understanding enjoyment without dichotomizing emotion and cognition, and thereby contribute to designing enjoyable activities of learning science.

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How a Convergence Product Affects Related Markets: The Case of the Mobile Phone

  • Lee, Mi-Suk;Lee, Jong-Su;Cho, Young-Sang
    • ETRI Journal
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    • 제31권2호
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    • pp.215-224
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    • 2009
  • Analyzing the diffusion of a convergence product is a new and challenging research field. It is very difficult to find research dealing with this issue due to the inherent complexity and lack of data. In analyzing the diffusion of a convergence product, we should simultaneously take into account its relationship with related single-function products because of their similarities in terms of technology and functionality. In this study, we empirically analyze the diffusion of the convergence mobile phones in South Korea and find that the convergence products can affect the diffusion of MP3 players and digital cameras positively or negatively. This research may be significant for business strategies in technology management and product development.

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웹과 모바일을 연동하기 위한 모바일웹 컨텐츠 가이드라인 구현에 관한 연구 -뉴스 사이트를 중심으로- (A Study on the Implementation of the Mobile Web Contents Guideline for integrating Web and Mobile - Focus on the NewsSite-)

  • 고희애;심근정;김종근;임영환
    • 디지털콘텐츠학회 논문지
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    • 제8권2호
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    • pp.141-148
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    • 2007
  • 무선 인터넷 환경의 발달로 인하여 모바일로 정보를 구하고자 하는 수요가 급격히 증가함과 동시에 무수히 많은 컨텐츠가 증가 하고 있다. 그러나 컨텐츠의 질은 유료로 제공하는 벨소리 다운로드 등의 컨텐츠에 머물로 있어 일반 유저들이 원하는 정보 서치 욕구는 채워지지 못하고 있다. 한편 그러나 이유로는 모바일 컨텐츠를 제작하는 비용이 크기 때문에 비용대비 효과를 거두지 못하는 측면으로 컨텐츠가 늘지 못하고 있는 실정이다. 이에 따라 본 논문에서는 웹 컨텐츠를 모바일 컨텐츠로 바로 전환하는 프로그램을 소개하고 웹 사이트구축 시 필요한 가이드라인과 같이 모바일 컨텐츠에서도 모바일용 컨텐츠 가이드라인을 제시해 보고 제시된 컨텐츠 가이드라인을 이용하여 모바일 뉴스 사이트를 구현하였다.

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한국천문연구원 '스타-카' 프로그램 개발 및 효과 분석 : 과학문화 소외지역을 중심으로 (Developement and Effect Analysis of 'Star-Car' Program of the Korea Astronomy and Space Science Institute : Focused on the Scientific Cultural Isolated Regions)

  • 설아침;김형범;한신;김용기
    • 대한지구과학교육학회지
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    • 제13권1호
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    • pp.100-109
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    • 2020
  • 이 연구의 목적은 과학문화 소외지역 초등학생들의 천문우주에 관한 동기유발과 천문우주 과학개념의 올바른 형성을 위해 STEAM 프로그램 및 PEST 방법을 적용한 '스타-카' 운영 프로그램을 개발하고, 이에 대한 효과를 살펴보는 것이다. 이를 위해 5명의 전문가가 참여하여 워크숍을 통해 프로그램 개발 방향을 설정하고, 이동천문대 프로그램 초안을 개발한 후, 1회의 시범 적용을 통해 프로그램을 최종 개발하였다. 이 연구에서 개발한 프로그램은 융합인재교육(STEAM)을 적용하였으며, 과학문화 소외지역 초등학생들을 대상으로 진행하는 프로그램이다. 연구 결과는 다음과 같다. 첫째, 이 연구에서 개발한 이동천문대 프로그램은 초등 전 연령이 함께 할 수 있는 천문우주에 대한 호기심을 자극하는 프로그램으로 개선하였다. 둘째, 이 연구에서 개발한 프로그램은 상황제시 1차시, 감성적 체험 5차시, 창의적 설계 5차시의 총 11차시로 구성하였다. 셋째, 이 프로그램에 참여한 학생들의 만족도 분석 결과는 대체적으로 효과가 있는 것으로 나타났다. 이러한 결과로 미루어볼 때, 이동천문대 프로그램은 학습자의 핵심 역량을 강화시킬 수 있을 것으로 기대된다.