• Title/Summary/Keyword: 디지털콘텐츠 기반 교육

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A Study on Design of Storage Structure for Educational Digital Library (교육전문 전자도서관 저장구조 설계에 관한 연구 - SAN방식을 중심으로 -)

  • Kim, Yong;Kwon, Young-Sook
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.12 no.1
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    • pp.5-23
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    • 2001
  • 본 논문의 목적은 대용량의 디지털저작물을 저장하는 웹기반의 교육전문전자도서관을 구축하는데 있어서 가장 중요한 요소중의 하나로써 고려되어지고 있는 저장구조를 설계하는데 있어서 이용자의 요구에 대한 신속한 대응, 관리자의 효율적인 관리 서비스제공자에 있어서 저장장치에 대한 경제성 등을 기준으로 가장 적절한 방법을 제시한다. 본 논문에서는 현재 가장 일반적인 방법인 버스부착형방식과 NAS에 대한 장, 단점을 분석하고 이에 대한 새로운 대안으로서 제시되고 있는 SAN방식에 대한 특징을 파악하여 교육전문 전자도서관과 같은 대용량의 디지털데이터를 저장해야 하는 대용량저장시스템에 있어서 가장 효율적인 저장구조 방식을 제시한다. 즉. 서버와 저장장치사이의 I/O처리속도, 관리의 용이성, 경제성 등의 저장구조방식을 선택하는데 있어서 중요한 요소들을 기준으로 하여 실제 시스템을 구현하여 이를 직접 실험을 통하여 측정하여 보았다.

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Development of Web Application Based on N-screen for Play Activities of Children with Developmental Disorder (발달장애 아동의 놀이 활동을 위한 N-스크린 기반의 웹앱 개발)

  • Kang, Jung Bae;Kim, Jin Hee;Kim, Chang Geol;Song, Beong Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.1-8
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    • 2013
  • In the modern society, instructional methods using diverse media have appeared thanks to the development of Information & Communication Technology, and applicability of such instructional methods has been fully corroborated. However, customized contents allowing for disabled children's environment are still insufficient. Hence, this study produced educational contents of play activities for children with developmental disability, through applying N-screen technology, IT technology that can provide the same contents via a variety of digital media. The produced contents allow programs to be set up according to a child's individual characteristics and be carried out anywhere and anytime via an Internet-enabled digital device. Further, the developed contents were produced so that they could be accessed from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable device, etc. and that the same educational program could be conducted in linkage at home, school, etc. Three children with Intellectual disability and autism spectrum disorder were applied to the manufactured content. As a result, Content interaction between interaction between teachers and students in play training could use as a medium.In addition, the children's ability to select the appropriate components and reinforcements, special education professionals have used the content of the interviews are helpful in mediation than the existing content.

A Study on Method to Develop Mobile Contents for G-learning Using the Presidential Archives Based on Digital Storytelling Method (디지털 스토리텔링 기반 대통령기록물을 활용한 G-learning 모바일 콘텐츠 개발방법론에 관한 연구)

  • Choi, Min Hui;Choi, Jung Won;Han, Hye Won;Kim, Yong
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.261-284
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    • 2016
  • Presidential archives have higher historical value than other public documentaries. It is a reliable documentary reflecting aspects of contemporary life and has high value and availability in the education field. This study suggests how to intensify the role as an intelligence service of presidential archives and how to develop the utilized-Presidential Archives mobile education contents in G-learning environments to lead the positive awareness on Presidential archives. After suggesting the 7 levels methods about the development of mobile education contents using presidential archives in G-learning environments, This study shows the case of the applied educational contents on the subject of $5^{th}$ grade at the elementary school. 7 levels methods include pre-planning, pre-design, selecting presidential records, presidential records story-telling, making the storyboard, implementing a game, sharing and assess.

Alternate Reality Game Based Education in College (대학에서 대체현실게임기반 교육방법)

  • Chang, Hee-dong
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.415-422
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    • 2019
  • The college students who are in the game generation have different cognitive characteristics from the previous generations, and the phenomena of attention loss in the existing education methods such as lectures are generally seen. This results in a problem that the satisfaction of the university education is lowered. To solve this problem, it is possible to improve students' interest and concentration by using game-based educational methods. In this paper, we propose a method of university education using alternative reality game. The prototype was implemented and tested to verify that the proposed method is suitable for the university environment and can be operated. Through the test results, we confirmed that the proposed method meets the requirements of the university education field and that the required functions are functioning normally. In addition, according to the results of the questionnaire surveyed for the students, it shows that the proposed alternative game method based on the alternative reality game will be more effective in attracting students and improving concentration than the current education method.

Digital Media Design Curriculum: Focusing on Planning and Evaluation in Design Process (디지털미디어 디자인학과의 교과 과정 현황 및 교과 과정 제안: 계획 및 평가 프로세스를 중심으로)

  • Yoon, Young-Doo
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.190-196
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    • 2010
  • Digital media has evolved in different areas as a result of the development of media and communications technology. The development of such media has also affected design in general as well as the design process systems focused on computer systems. Specifically, study of digital media design is based on a variety media and the development of computers due to social and environmental changes. Additionally, study is required on the convergence of variety of research including business, computer science, and human ergonomics. Nevertheless, most curricula in domestic universities are biased towards training practical manpower rather than creative/analytical manpower. For this reason, interchange between and study in multidisciplinary courses is desirable. Therefore, this study analyzes the curricula of departments of multimedia design of major universities and suggests enhanced curricula based on an analysis of the current state and understanding of the problem.

A Study on the Learning Model Based on Digital Transformation (디지털 트랜스포메이션 기반 학습모델 연구)

  • Lee, Jin Gu;Lee, Jae Young;Jung, Il Chan;Kim, Mi Hwa
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.765-777
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    • 2022
  • The purpose of this study is to present a digital transformation-based learning model that can be used in universities based on learning digital transformation in order f to be competitive in a rapidly changing environment. Literature review, case study, and focus group interview were conducted and the implications for the learning model from these are as follows. Universities that stand out in related fields are actively using learning analysis to implement dashboards, develop predictive models, and support adaptive learning based on big data, They also have actively introduced advanced edutech to classes. In addition, problems and difficulties faced by other universities and K University when implementing digital transformation were also confirmed. Based on these findings, a digital transformation-based learning model of K University was developed. This model consists of four dimensions: diagnosis, recommendation, learning, and success. It allows students to proceed with learning by diagnosing and recommending various learning processes necessary for individual success, and systematically managing learning outcomes. Finally, academic and practical implications about the research results were discussed.

취재일기 / 전문지와 업체의 공생관계에 대한 단상

  • Baek, Seung-O
    • Digital Contents
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    • no.12 s.91
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    • pp.14-15
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    • 2000
  • 최근에는 각 산업별로 전문지가 왕성한 활동을 보이고 있다. 경제, 금융, 식품, 법률, 행성, 정보통신, 해양, 에너지, 교육 등 이루 열거하기도 벅찰 만큼 매체들이 많다 그중에는 오랜 전통으로 그 분야의 역사를 한눈에 알아볼 수 있을 정도로 단단한 기반을 가지고 있는 매체가 있는가 하면 최근에 창간돼 이름조차 생소한 매체들도 상당수 있다.정보통신 분야만 보더라도 (정확한 통계는 낼수 없지만, MS사 등 업체들이 발간(뉴스레터 형식의 서비스를)하는 매체를 포함해서) 온라인과 오프라인을 합쳐 70여개의 매체가 있다고 추산되고 있다.

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2005년 2분기 데이터베이스 산업 실버라이닝 기대

  • Kim, Jeong-Mi
    • Digital Contents
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    • no.5 s.144
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    • pp.112-114
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    • 2005
  • 데이터베이스 산업은 정보의 생산, 가공, 유통과 이를 지원하는 각종 컨설팅, 교육 등을 포함하는 거대 산업군(群)으로서 지식기반 사회의 핵심이다. 지난해에는 지속적인 경기 불황과 이에 따른 투자 · 이용 감소로 데이터베이스 산업은 많은 어려움을 겪었다. 그러나 최근 한국데이터베이스진흥센터에서 실시한‘데이터베이스 산업 기업경기 실사지수(DB-BSI) 및 이용환경지수(DB-CSI) 조사’에 따르면, 2분기 경기가 호전될 것으로 전망되고 이용자 만족도도 높게 나타나,2005년 국내 데이터베이스 산업의 재도약이 기대된다.

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Broadcast Program Distribution System of PKI Certificate-based (PKI 인증서기반 방송 프로그램 유통시스템)

  • Park, Ki-Chul;Lee, Joo-Young;Nam, Je-Ho;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1760-1766
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    • 2009
  • Digital broadcasting and digital CATV and IPTV will continue in the competition, regardless of how the content of the program was broadcast over the Internet distribution and the damage of piracy is also growing. Excellent quality of the content of the digital CATV sales of DVD and high-density storage media because there is no difference in content and quality is the problem of illegal distribution. However, users can record and reuse program in the position of the guaranteed rights, and the purpose of training in fair and illegal recording and distribution needs to be separate from it. In this paper using a digital certificate recorded by the user and the process to ensure the purpose of illegal distribution of pharmaceutical distribution system design and implementation of the program was broadcast.

Study on Education Content Delivery System in Hybrid P2P based Computing Environment (혼합형 P2P 기반 컴퓨팅환경에서의 교육 컨텐츠 전송 시스템에 대한 연구)

  • Kim, Jin-Il
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.658-661
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    • 2005
  • Internet-based client/server architecture of Contents Delivery System suffers from frequent disconnections and security treats caused by dependency of the server or overload. But, We reached the limit to the increase of the server because a contents quality enhance and Internet user explosively increase. Therefore, a P2P based computing methods are used for sloving these issues. In this paper, We implement and design the Education Content Delivery System for cyber education system using idle Computing Power in P2P computing to share computing resources. We implement not only Internet infrastructure but also satellite infrastructure system, and designed to transfer real-time or non real-time contents.

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