• Title/Summary/Keyword: 공유 의도

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Effects of Teaching and Learning Strategies of Learner-Centered Learning for Improving Computational Thinking (Computational Thinking 증진을 위한 학습자 중심의 교수학습 전략의 효과)

  • Kim, Soohwan
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.323-332
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    • 2015
  • The purpose of this study is to verify the effectiveness of teaching and learning strategies of learner-centered learning for the computational thinking that is the educational purpose of SW education. For improving computational thinking, funny and easy educational contents and appropriate teaching and learning strategies are needed. In this study, I applied and verified the learner-centered strategies for non-computer major learners in computational thinking education: collaboration, sharing, self-directed learning. As the result, the teaching and learning of learner-centered learning affects the pleasure and the interest of learners; they affect computational thinking efficacy; it affects intention to use. It is able to apply this learner-centered learning strategies to computational thinking education as an effective educational strategies.

A Study on the Relationship between Autonomy and Group Cohesiveness Perceived by Nurs es and their Job Satisfaction, Organizational Commitment, Motivation and Intend to stay on jobs (간호사가 지각한 자율성, 그룹 결속력과 직무만족도, 조직몰입, 직무동기, 재직의도와의 관계)

  • Lee, Sang-Keum;Park, Jung-Ho
    • Journal of Korean Academy of Nursing Administration
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    • v.2 no.1
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    • pp.5-15
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    • 1996
  • The purpose of this study is analysis of the relationship between autonomy and group cohesiveness perceived by nurses and their job satisfaction, organizational commitment, motivation and intend to stay on jobs to develope the nursing staff management. The results are as follows: 1. Characteristics of subjects are not significantly different in perceived autonomy, but group cohesiveness, organizational commitment and intend to stay on jobs are different in nursing unit(p<.05). Educational background is significantly different in job satisfaction: nurses who has diploma show higher scores than who has baccalaureate degree(p<.05). 2. Perceived autonomy is related with job satisfaction, motivation and intend to stay on jobs but is not related with organizational commitment(p<.05). 3. Group cohesiveness perceived by nurses is significantly related with job satisfaction, organizational commitment motivation and intend to stay on jobs and their correlation coefficients are higher than that of perceived autonomy(p<.05). 4. The interaction effect of autonomy and group cohesiveness with all dependent variables is not significant(p>.05). The main effect on all dependent variables is presented as group cohesiveness. 5. The canonical correlation coefficient of independent variables and dependent variables is 0.503(p<0.000). The above results are important in the aspect of the development of strateges for retension of qualified nurses performing quality of nursing care and organizational efficacy. Autonomy and group cohesiveness perceived by nurses are important factors in nursing staff management; the further studys on job redesign and intervention strateges for enhancing group cohesiveness are needed.

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1 Person Media Based on Person Wide Web for Preventing Privacy Risk (사생활 침해 방지를 위한 Person Wide Web 기반 1인 미디어)

  • Yoon, Jisup;Ma, Jung-Mi;So, Sun-sup;Eun, Seongbae
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.10
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    • pp.339-346
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    • 2016
  • 1 person media is becoming the leading trend among several media in the Internet era exploiting the individual desire of showing off. But, the vast accessibility of Internet produces the worry about privacy risk, which concludes in the increasement of closed SNS. In this paper, we propose a system based on PWW (Person Wide Web) where a person is producing a media and share it with other persons. PWW is an information system which consists of a smart-phone, mobile anchors, a standard web document, and his own cloud storage. An information consumer gets the link using his smart-phone from the mobile anchors attached on the objects in the field. The web browser in the smart-phone obtains the web documents designated by the link and presents it. We also explains the 1 person media system based on PWW and presents the example utilized in the field. We compared and analyzed the security factor of the system based on between WWW and PWW, and concluded that PWW is better than WWW in the aspect of security.

A Study on the Social Media Sharing Intention by Exhibition Visitors -Focused on D Museum Plastic-Fantastic and Instagram- (전시방문객의 소셜미디어 공유의도에 관한 연구 -디뮤지엄의 Plastic Fantastic과 Instagram을 중심으로-)

  • Kim, Chaeeun;Lee, Joonhan;Kim, Sun Mee
    • Journal of Fashion Business
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    • v.22 no.4
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    • pp.20-29
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    • 2018
  • Today, visitors of art galleries like to share their life in their communities than interacting with artwork. Meantime, image sharing of an exhibition on social media has become more important than actual watching of the artwork. Accordingly, most of the galleries have started paying more attention in organizing an exhibition environment for proof-shots to attract more visitors. We initially conducted research about the internet environment from the late 1990s to the recent years and analyzed the changing watching patterns of the exhibition since the advent of social media. Secondly, for empirical case analysis, we selected 'Plastic Fantastic' held in D-Museum as the target of analysis. The analysis targeted 500 recent postings that were discovered on Instagram on March 4, 2018, as 'Plastic-Fantastic'(in Korean). The methods of analysis included classification types of image, hashtag, and text on Instagram and were arranged in an order of relation to the exhibits. Based on the image analysis, 44.2% of the images involved exhibition displays; the others included a person or other goods. Based on the results of the text and hashtag analysis, only 3.6% of posting included information about the exhibition and 56.4% had non-related inflow hashtags only with image. The behavior of these shares is likely to gradually lose the inherent meaning of the exhibition and to the value rather than imparting the artistic thrill that viewers derive from art. Exhibition should try to seek deep interaction between the display, audience, and social media users, rather than encouraging the visitors to take proof-shots.

The effect of knowledge self-efficacy on employee's knowledge sharing intention: Analysis of mediating effects of personal outcome expectation and performance-related outcome expectation (지식자기효능감이 종업원의 지식공유의도에 미치는 영향: 개인성과기대 및 과업성과기대의 매개효과 검증)

  • Lee, Dong Yun;Shim, Duksup;Kim, Hyung Jin
    • Knowledge Management Research
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    • v.19 no.3
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    • pp.31-46
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    • 2018
  • Despite the organizational benefits of knowledge sharing among employees, many workers are reluctant to share their knowledge with their colleagues. Most organizations have taken a lot of actions to facilitate knowledge sharing among employees, including developing reward systems, enhancing social networks and interpersonal relationships and crafting organizational cultures that support knowledge sharing. To date, however, earlier studies have demonstrated that knowledge doesn't flow easily when an organization makes a concerted effort to facilitate knowledge sharing. The issue whether or not employees are motivated to share their knowledge with others is definitely the main concern in knowledge sharing. The purpose of this study is to explore the conditions under which employees are inclined to share knowledge with other members. Specifically, we examine the effect of knowledge self-efficacy on knowledge sharing intention. In addition, we attempt to investigate medicating effects of personal outcome expectation and performance-related outcome expectation on the relationship between knowledge self-efficacy and knowledge sharing intention. To test the proposed hypotheses in our study, we collected data via a survey with a sample of 210 employees in 23 firms in Korea. The major findings of the empirical research are as follows: 1) knowledge self-efficacy was positively related with knowledge sharing intention. 2) personal outcome expectation has turned out to have a mediation effect on the relationship between knowledge self-efficacy and knowledge sharing intention. 3) performance-related outcome expectation also mediates the relationship between knowledge self-efficacy and knowledge sharing intention That is, this result indicates that knowledge self-efficacy has indirect effect on knowledge sharing intention through personal outcome expectation and performance-related outcome expectation. Based on these findings, implications of the research findings and recommendation for future research are discussed.

Analysis of Effect of the Ship's Route Exchange through the Ship Handling Simulation (선박조종 시뮬레이션을 통한 선박 경로 교환의 효과 분석)

  • Paek, Yun-Ji;Jung, Chang-Hyun
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.1
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    • pp.10-17
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    • 2018
  • To prepare the integrated safety management system 'e-navigation', research is being conducted on the route exchange for sharing intended routes between ship and ship, and between ship and land. But they don't have enough specific grounds for the effects of route exchange and the necessity of its introduction and focus on technical aspects like the implementation of route exchange. This study tried to quantitatively analyze the effects of route exchange on sailing safety with the use of ship handling simulation, integrate simulation performers' subjective evaluations, and investigate the effects of route exchange. The ship-to-ship route exchange resulted in the initial collision avoidance action time was 3.43 minutes faster, the collision avoidance direction change rate was 60 %, the proximity to target A was 31 %, and Mean Rudder Angle Index decreased by 57 %. In addition, 95 % of the survey respondents had an effect on the decision making of collision avoidance, 85 % had a positive impact on safety navigation, 90 % had an accident prevention effect, 70 % reduced the psychological burden of officers, and 70 % should be introduced in practice.

Direction Presentation of Development of Web-Based Architectural Design Site (웹 기반의 건축설계 사이트 개발의 방향 제시)

  • Choi, Jang-myung;Ahn, Seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.617-621
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    • 2007
  • When people who are not expert need remodeling or interior construction in their houses or buildings, there might be several problems. A lack of knowledge and unforeseen can lead expressing wrong design or construction that they did not want. The aim on this thesis is to develop virtual construction designing experience web-site in order to help non-professional to predict the actual construction working result by self-construction design, provided by virtual reality program, sharing knowledge of architectural design and materials on internet to solve certain problems. The way of study is using case of virtual reality technology which is practically using in architecture era recently; in construction design, deducting realizable virtual reality technology of limitation and its solution; analyze case of construction designing program which is currently used by professionals; constitute required essential functions as UI when constructing. Followed by result of study, as a proposal, in service, technical, and UI sectors are the way to construct its objectives for internet based virtual construction experience web-site.

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VTF: A Timer Hypercall to Support Real-time of Guest Operating Systems (VIT: 게스트 운영체제의 실시간성 지원을 위한 타이머 하이퍼콜)

  • Park, Mi-Ri;Hong, Cheol-Ho;Yoo, See-Hwan;Yoo, Chuck
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.1
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    • pp.35-42
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    • 2010
  • Guest operating systems running over the virtual machines share a variety of resources. Since CPU is allocated in a time division manner it consequently leads them to having the unknown physical time. It is not regarded as a serious problem in the server virtualization fields. However, it becomes critical in embedded systems because it prevents guest OS from executing real time tasks when it does not occupy CPU. In this paper we propose a hypercall to register a timer service to notify the timer request related real time. It enables hypervisor to schedule a virtual machine which has real time tasks to execute, and allows guest OS to take CPU on time to support real time. The following experiment shows its implementation on Xen-Arm and para-virtualized Linux. We also analyze the real time performance with response time of test application and frames per second of Mplayer.

New Interface for Mobile UCC Services : Applying Tag and Multi-Display Button to Mobile Device (모바일 UCC 서비스를 위한 새로 인터페이스의 개발 : 태그와 멀티 디스플레이 버튼이 적용된 모바일 폰을 중심으로)

  • Kim, Seong-Woon;Lee, In-Seong;Lee, Ki-Ho;Jung, Seung-Ki;Kim, Jin-Woo;Park, Joon-Ah;Bang, Won-Chul;Choi, Chang-Kyu;Kim, Yeun-Bae;Kim, Sang-Ryong;Lee, Kwon-Ju
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.16-24
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    • 2007
  • 모바일 폰은 최근 관심의 대상이 되고 있는 사용자 제작 컨텐츠 (User-Created Content: UCC)의 생산과 공유를 위한 중요한 수단이다. 또한 HSDPA나 4G와 같은 차세대 이동통신 기술은Flickr나 YouTube 등의 웹 사이트에서 제공되고 있는 UCC 서비스가 모바일 폰을 통해서도 더욱 활발히 이용될 수 있는 가능성을 제시하고 있다. 그러나 모바일 폰이 가지고 있는 작은 화면 크기와 불편한 입력 장치라는 기본적인 한계는 모바일 UCC 서비스의 성공에 큰 장애 요인으로 작용할 수 있다. 따라서 본 연구는 정보 구조 (Information Structure) 및 정보 시각화 (Information Visualization)와 관련된 기존 이론 및 연구들을 기반으로 4가지 다른 모바일 폰 인터페이스들을 개발하고, 사용자들의 모바일 폰을 통한 탐색적 UCC 서비스 사용을 지원하는데 어떠한 인터페이스가 더 적합한지 실험 방법론을 통해 검증하는 것을 기본 목적으로 한다. 본 연구를 위하여 개발된 인터페이스들은 컨텐츠 구조의 관점에서 폴더 기반 계층 구조 (Folder-Based Hierarchical Structure)이나 태그 기반 네트워크 구조 (Tag-Based Network Structure)를 가지고 있으며, 컨텐츠 시각화의 관점에서는 고정 버튼 (Fixed Buttons)이나 멀티 디스플레이 버튼 (Multi-Display Buttons)를 가지고 있다. 66명의 실험 참가자들을 대상으로 한 실험 결과, 사용자들은 탐험 지향적 탐색 과업 (Exploratory Browsing)에서 태그 기반 네트워크 구조 또는 멀티 디스플레이 버튼이 제공된 모바일 인터페이스에 대하여 상대적으로 더 높은 유용성, 즐거움, 만족도, 향후 사용의도 등을 나타내었다.

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Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on (내러티브 기반 소셜 이슈 기능성 게임의 사용자 감정 경험 연구 : <나누별 이야기>를 중심으로)

  • Lim, Su-Jin;Doh, Young-Yim;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.131-144
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    • 2012
  • To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.