• Title/Summary/Keyword: online application

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A Study on the Satisfaction Level of the Free Herbal Medicine Support Program for Mothers with More Than Three Children (세 자녀 이상 출산한 산모들을 대상으로 하여 지자체에서 시행한 무료 한약 지원 사업의 만족도 조사 - 일개 한방병원을 중심으로 -)

  • Kim, Soo-Hyeon;Lee, Eun-Kyu;Choe, Yoo-Jin;Jeon, Yeong-Seon;Jo, Eun-Jin;Go, Hong-Je;Yu, Jae-Hui;Park, Kyung-Mi;Jo, Seong-Hui;Yang, Seung-Jeong
    • The Journal of Korean Obstetrics and Gynecology
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    • v.31 no.3
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    • pp.97-108
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    • 2018
  • Objectives: This survey was conducted to investigate the satisfaction level of the project of providing free herbal medicines to mothers living in Suncheon who gave birth to more than three. Methods: Using the online survey tool Survey Monkey, the mother was sent a questionnaire in a cell phone text to answer the questions on their cell phones. The mothers' contact information was based on the application form for a woman with three or more children, and a total of 27 people were surveyed and 20 responded. Results: The lowest level of satisfaction was 51 percent, the highest level of satisfaction was 100 percent, and the average was 86 percent. Conclusions: As the satisfaction level of the free herbal medicine support program is generally high, it is necessary to maintain the business continuously. And if other oriental medicine treatment is applied, more positive effect can be expected.

A Study on u-Learning based IT Vocational Education Contents Development of the Deaf Using HTML5 (HTML5를 이용한 청각장애인의 u-Learning 기반 IT 직업 교육 콘텐츠 개발에 관한 연구)

  • Rhee, K.M.;Kim, D.O.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.3
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    • pp.195-201
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    • 2015
  • In this study, IT education contents have been developed based on the u-Learning approach for people with hearing impairment, focusing on allowing the user to learn from anywhere and anytime. Specifically, this study applies HTML5 to implementing IT education contents(JSP, Oracle) for the deaf because HTML5 enables the learner to access the contents through both web and mobile device on various platforms including android, Mac OS, and PC etc. The results of this study are as follows: First, the online computer courses are mostly supposed to be compatible with diverse types of mobile devices. However, some of the contents could not be run on applications residing in web and mobile devices because the contents tend to be developed using FLASH. HTML5 is the effective way to overcome the compatibility problem. Second, FLASH and HTML5 contents authoring tools have been compared in terms of their strong and weak points by applying the developed contents to those tools. The study also suggests that the future work would be needed in order to implement wide variety of event functions with HTML5. Lastly, design strategies enabling access through web and mobile devices have been analyzed in accordance with u-Learning design guidelines for the deaf and mobile application accessibility guidelines. However, in the latter case, the future work regarding design guidelines needs to be conducted to improve the educational accessibility depending on the level of impairment.

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New trend of dental education: flipped learning for dental classes using Google classroom platform (치의학 교육의 새로운 트렌드 : 구글 클래스룸을 이용한 플립드 러닝(Flipped learning)의 적용 및 평가)

  • Kong, Jun-Hyeong;Moon, Ho-Jin;Park, Jung-Chul
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.317-327
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    • 2016
  • Flipped learning is a new learning technique which can maximize the learning effect by mixing two or more different learning environments including online & offline, and recently introduced system: 'Google classroom' is the optimized internet platform for flipped learning. This study tried to apply flipped learning to regular course 2nd grade dental students(n=70) and evaluated the satisfaction of students. The subjects of periodontology and operative dentistry were chosen to evaluate flipped learning model for regular course 2nd grade dental students(n=70). Each class consisted of six classes, and three times of them were performed in conventional classes and the other three times were in flipped learning method by using Google classroom. Evaluation of satisfaction progressed at the end of class. In this study, application of flipped learning in the dental college classes showed high efficiency in terms of degree of understanding, self-directed learning and motivation. Collectively, it was shown that flipped learning using Google classroom can be a reliable platform in dental classes.

A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.

A Study on the Users Perception about the Future of Libraries in the era of the 4th Industrial Revolution: Comparing with Librarians (4차 산업혁명 시대 도서관의 미래상에 대한 이용자 인식조사 - 사서와의 비교를 통해 -)

  • Gang, Ju-Yeon;Park, Tae-Yeon;Kim, Geon;Lee, Jeong Min;Oh, Hyo-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.1
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    • pp.125-152
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    • 2018
  • This study examined users' awareness to establish futurity of libraries and to propose strategies in the era of the $4^{th}$ Industrial Revolution. For this purpose, the awareness survey was conducted of users, and the survey consisted of questions about the awareness of the $4^{th}$ Industrial Revolution, the current state of using technologies and devices of the $4^{th}$ Industrial Revolution, and the futurity of libraries of the $4^{th}$ Industrial Revolution. The results are as follows: First, users were interested in the $4^{th}$ industrial Revolution, but they thought that new technologies are poorly adopted in the libraries. Second, users were most frequently using mobile phone, QR code, and Beacon. Especially, mobile phone was a most frequently used device in the libraries. However, users were not satisfied with technologies and devices provided by the libraries. Third, users expected the $4^{th}$ Industrial Revolution have a positive influence on future of libraries, but they were worried about losses of opportunities and jobs. Forth, users agreed with necessity of new technologies of the $4^{th}$ Industrial Revolution for libraries services. They wanted application of the technologies, expecially, in online services. Ultimately, this study suggested some meaningful insights and strategies through comparative analysis of the above findings and librarians' awareness survey results.

Consumers' Subjective Evaluation of the Benefits of On-line Game - Application of Q Methodology - (온라인 게임의 혜택요소에 대한 소비자들의 주관적 평가 -Q 방법론의 적용-)

  • Nam, Su-Jung;Hwang, Hye-Sun
    • Journal of Korean Home Economics Education Association
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    • v.19 no.4
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    • pp.119-135
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    • 2007
  • This study attempted to explore what are the benefits that online game consumers seek in their on-line game consumption. Nowadays many on-line game consumers are extremely absorbed in the on-line game. The purpose of this study was to find the benefits that make people enjoy on-line games enthusiastically based on the Q methodology. Q methodology is a way to understand a person's structure of subjectivity. This study applied Q methodology to clarifying consumers' subjective evaluation of the on-line game benefit s. 28 Q questions were prepared through literature review, and were offered to 30 consumers. The subjects were divided into the four types seeking different benefits with on-line games: communication, enjoyment, achievement, and escapism. The results suggested that the benefits of on-line game are beyond the general characteristics of the game including human network or achievement in the on-line game community.

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Precision Speed Control of PMSM Using Disturbance Observer and Parameter Compensator (외란관측기와 파라미터 보상기를 이용한 PMSM의 정밀속도제어)

  • 고종선;이택호;김칠환;이상설
    • The Transactions of the Korean Institute of Power Electronics
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    • v.6 no.1
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    • pp.98-106
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    • 2001
  • This paper presents external load disturbance compensation that used to deadbeat load torque observer and regulation of the compensation gain by parameter estimator. As a result, the response of PMSM follows that of the nominal plant. The load torque compensation method is compose of a dead beat observer that is well-known method. However it has disadvantage such as a noise amplification effect. To reduce of the effect, the post-filter, which is implemented by MA process, is proposed. The parameter compensator with RLSM(recursive least square method) parameter estimator is suggested to increase the performance of the load torque observer and main controller. Although RLSM estimator is one of the most effective methods for online parameter identification, it is difficult to obtain unbiased result in this application. It is caused by disturbed dynamic model with external torque. The proposed RLSM estimator is combined with a high performance torque observer to resolve the problems. As a result, the proposed control system becomes a robust and precise system against the load torque and the parameter variation. A stability and usefulness, through the verified computer simulation and experiment, are shown in this paper.

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Development and Application of a Big Data Platform for Education Longitudinal Study Analysis (교육종단연구 분석을 위한 빅데이터 플랫폼 개발 및 적용)

  • Park, Jung;Cho, Wan-Sup
    • The Journal of Bigdata
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    • v.5 no.1
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    • pp.11-27
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    • 2020
  • In this paper, we developed a big data platform to store, process, and analyze effectively on such education longitudinal study data. And it was applied to the Seoul Education Longitudinal Study(SELS) to confirm its usefulness. The developed platform consists of data preprocessing unit and data analysis unit. The data preprocessing unit 1) masking, 2) converts each item into a factor 3) normalizes / creates dummy variables 4) data derivation, and 5) data warehousing. The data analysis unit consists of OLAP and data mining(DM). In the multidimensional analysis, OLAP is performed after selecting a measure and designing a schema. The DM process involves variable selection, research model selection, data modification, parameter tuning, model training, model evaluation, and interpretation of the results. The data warehouse created through the preprocessing process on this platform can be shared by various researchers, and the continuous accumulation of data sets makes further analysis easier for subsequent researchers. In addition, policy-makers can access the SELS data warehouse directly and analyze it online through multi-dimensional analysis, enabling scientific decision making. To prove the usefulness of the developed platform, SELS data was built on the platform and OLAP and DM were performed by selecting the mathematics academic achievement as a measure, and various factors affecting the measurements were analyzed using DM techniques. This enabled us to quickly and effectively derive implications for data-based education policies.

English Vocabulary Learning Application Development Applying Forgetting Curve and Match Result Based Rating System (망각곡선과 대결 기반 순위 결정 시스템을 적용한 영어 단어 학습 어플리케이션 개발)

  • Youm, Kiho;Oh, Kyoungsu;Chun, Youngjae
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.151-160
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    • 2015
  • This paper presents English vocabulary memorization system using forgetting curve to automatically adjust the vocabulary difficulty to match learner's level. Our system will decide the appropriate repetition cycle, depending on the number of memorizing words through the forgetting curve, then requires an iterative learning. No matter what learners know or do not know, words are reviewed. To save time by reviewing some words which have the highest probability that learners forget. And it provides vocabulary based on learner level, which makes learner maintain their interest and achievement. A general system provides vocabularies which difficulty matches with evaluated ones, or randomly provides some vocabularies without consideration of users' level. But we apply the "Glicko" system which is being used in the online chess game ranking system to adjust the vocabulary's difficulty. We utilize the system used in the one-by-one player system to our vocabulary-human system. As a result, learners's level and the vocabularies's difficulty is measured in the review process. Moreover it maximizes the performance of English vocabulary memorization by applying feedbacks from practice testing and distributed learning.

A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.