• Title/Summary/Keyword: online platform

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Analysis of Differences in Self-directed Learning According to Longitudinal Pattern of Information Retrieval Ability and Frequency (정보검색 능력과 빈도의 종단적 패턴에 따른 자기주도학습 능력 차이분석)

  • Shim, Jaekwoun
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.551-560
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    • 2019
  • In the advanced information age, learning is an activity in which learners access information resources through computers and Internet to acquire and evaluate information on their own. The emergence of an online learning platform based on the fourth industrial revolution technology is developing into an environment in which elementary and secondary learners learn and study based on constructivism learning theory. In the online learning environment, the researches on the information retrieval ability of the elementary and secondary learners and the self-directed learning ability were found to be highly related. However, it is necessary to analyze the relation between information retrieval ability and self-directed learning ability through a cross-sectional study that is limited to specific curriculum and contents and expands the longitudinal research. In this study, the panel data of the Seoul Education Longitudinal Study collected over 8 years are used to find the difference in self-directed learning ability according to the longitudinal pattern of information retrieval ability and frequency.

Evaluation of Collaborative Filtering Methods for Developing Online Music Contents Recommendation System (온라인 음악 콘텐츠 추천 시스템 구현을 위한 협업 필터링 기법들의 비교 평가)

  • Yoo, Youngseok;Kim, Jiyeon;Sohn, Bangyong;Jung, Jongjin
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.66 no.7
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    • pp.1083-1091
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    • 2017
  • As big data technologies have been developed and massive data have exploded from users through various channels, CEO of global IT enterprise mentioned core importance of data in next generation business. Therefore various machine learning technologies have been necessary to apply data driven services but especially recommendation has been core technique in viewpoint of directly providing summarized information or exact choice of items to users in information flooding environment. Recently evolved recommendation techniques have been proposed by many researchers and most of service companies with big data tried to apply refined recommendation method on their online business. For example, Amazon used item to item collaborative filtering method on its sales distribution platform. In this paper, we develop a commercial web service for suggesting music contents and implement three representative collaborative filtering methods on the service. We also produce recommendation lists with three methods based on real world sample data and evaluate the usefulness of them by comparison among the produced result. This study is meaningful in terms of suggesting the right direction and practicality when companies and developers want to develop web services by applying big data based recommendation techniques in practical environment.

A Development of AIS Vessel Monitoring System on online map using HTML5 (HTML5를 활용한 온라인 지도 기반 AIS선박 모니터링 시스템 구현)

  • Lee, Seo-Jeong;Lee, Jae-Wook
    • Journal of Navigation and Port Research
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    • v.35 no.6
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    • pp.463-467
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    • 2011
  • As the increasing of requirement for safety navigation, IMO has enforced the mandatory installation of vessel AIS equipment by SOLAS regulation. The AIS transceiver broadcasts various vessel information which can be gathered by the receivers on-board or on-shore. And, recently, as web-based application developments on various devices have been increased, there are more and more requirements of AIS information presentation on internet. To meet these web-based application requirements, this paper shows the practical implementation of the AIS display system, which is on the Google maps as online commercial map and adopts the HTML5 as a web standard.

A Development of Maintenance Decision Support System for Gas Turbine Engine (가스터빈 엔진 정비 의사결정 지원시스템 개발)

  • Ki, Ja-Young;Kang, Myoung-Cheol;Lee, Myung-Kuk;Rho, Hong-Suk
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2012.05a
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    • pp.586-591
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    • 2012
  • The solution of maintenance decision support system for the gas turbine engine, which is currently operating in GUNSAN combined cycle power plant, was developed and is consist of online monitoring module, periodic performance trending module, optimal compressor washing interval analysis module and hot component management module. Also, GUI platform was applied to this solution for the user to monitoring the analyzed result of engine performance condition and then to make a decision of the consequent maintenance action. In online condition monitoring module, the performance degradation of engine is provided by the analysis of difference between the real time measurement data compared to exist engine performance. The optimal compressor washing interval module produced the washing interval of maximum net profit value by researching the maintenance expense and the loss profit value corresponds to the performance degradation with economic assessment algorithm. Thus, this solution support the user to enable the optimal maintenance and operation of gas turbine engine with overall analysis of engine condition and main information.

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Keyword Analysis of Data Technology Using Big Data Technique (빅데이터 기법을 활용한 Data Technology의 키워드 분석)

  • Park, Sung-Uk
    • Journal of Korea Technology Innovation Society
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    • v.22 no.2
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    • pp.265-281
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    • 2019
  • With the advent of the Internet-based economy, the dramatic changes in consumption patterns have been witnessed during the last decades. The seminal change has led by Data Technology, the integrated platform of mobile, online, offline and artificial intelligence, which remained unchallenged. In this paper, I use data analysis tool (TexTom) in order to articulate the definitfite notion of data technology from Internet sources. The data source is collected for last three years (November 2015 ~ November 2018) from Google and Naver. And I have derived several key keywords related to 'Data Technology'. As a result, it was found that the key keyword technologies of Big Data, O2O (Offline-to-Online), AI, IoT (Internet of things), and cloud computing are related to Data Technology. The results of this study can be used as useful information that can be referred to when the Data Technology age comes.

Evaluation of Mobile App Usability of Logistics in Life Startups (생활물류 스타트업의 모바일 앱 사용성 평가)

  • Byun, Dae-Ho;Chung, Dong-Seop
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.35-48
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    • 2021
  • With the advent of the Fourth Industrial Revolution, startups are leading the proliferation of logistics in life services in countries across the world. Logistics in life startups aim to differentiate themselves for traditional logistics companies by offering customized services that penetrate niche logistics market and enhance customer convenience and satisfaction. Through the development of mobile applications(apps) and platform a variety of life-enhancing services are becoming increasingly available to customers, such as on-demand, online-to-offline, convenience, reverse logistics, as well as last-mile delivery. In particular, logistics in life services are expanding into areas that include food delivery, home moving, cargo transport, laundry delivery, car washing, and car repair. In order for the logistics in life startups to succeed, they needs to offer highly usable apps to increase customer satisfaction and loyalty. Due to the nature of mobile phones, different evaluation criteria than those for websits should be used to determine the usability of apps. The purpose of this study is to evaluate the usability of representative Korean logistics in life apps through usability testing, discuss implications and offer improvement recommendations. Finally, the best Korean logistics app is compared with a top ranked app on Google Play for benchmarking purposes.

A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.75-81
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    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.

A Decentralized Face Mask Distribution System Based on the Decentralized Identity Management (블록체인 분산신원증명에 기반한 탈중앙화된 마스크 중복구매 확인 시스템)

  • Noh, Siwan;Jang, Seolah;Rhee, Kyung-Hyune
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.12
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    • pp.315-320
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    • 2020
  • Identity authentication is an important technology that has long been used in society to identify individuals and provide appropriate services. With the development of the Internet infrastructure, many areas have expanded into online areas, and identity authentication technologies have also expanded online. However, there is still a limit to identity authentication technology that relies entirely on trusted third parties like the government. A centralized identity management system makes the identification process between agencies with different identity management systems very complex, resulting in a waste of money and time for users. In particular, the limits of the centralized identity management system were clearly revealed in the face mask shortage in the 2020 COVID-19 crisis. A Decentralized Identity (DID) is a way for users to manage their identity on their own, and recently, a number of DID platform based on blockchain technology have been proposed. In this paper, we analyze the limitations of the existing centralized identity management system and propose a DID system that can be utilized in future national emergency situations such as COVID-19.

A Study on the Promotional Media Strategy of Non-face-to-face and Martial Arts Events

  • Kim, Bo-kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.271-278
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    • 2020
  • This study looked at the World Martial Arts Mastership's 'non-face promotional media strategies and methods' after the Corona-19 fandom, and found out if they could be applied to other sports events. As a method of research, the promotional media strategy of martial arts mastership was divided into types and in-depth interviews with media agents were conducted. According to the study, hosting an online martial arts competition, building an untact convention platform, and a base education facility can be a successful contest with budget support. Martial arts branding, popularization and industrialization can be a new attempt if ideas and execution personnel are sufficient. If IT technology and Chungbuk martial arts infrastructure are combined, they will be able to pioneer a new model called 'non-face-to-face-to K-sports'.

Design of Fishing Game Based on a Cross-Platform Server

  • Chang, Jaewoo;Kong, Hyunseung;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.45-51
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    • 2022
  • Due to the spread of COVID-19, many local governments are burdened with the influx of large-scale tourists. As a climate that values Work-Life-Balance has emerged, interest in individual life and satisfaction is rapidly increasing. In addition, due to the popularity of the metaverse field, many people are increasingly interested in related content. In particular, "Animal Crossing: New Horizons" sold more than 15 million copies in 2020, and is enjoying exchanges of interior design, fishing, and collecting insects here. In line with this trend, this study introduces the development of online fishing games based on Jeju infrastructure. This paper focuses on implementation and development, and in particular, it introduces differentiated games through character animation optimized for developing a topographic model that maximizes the beauty of Jeju Island's topography based on the Unity 3D engine.