• Title/Summary/Keyword: 디지털 기반 교육

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A Study on Improvement for Organizing Construction Bill of Quantity based on Digital Quantity Take-Off (디지털 수량산출에 기반한 건축공사 내역서 구성에 대한 연구)

  • Song, A-Reum;Kang, Ki-Su;Yun, Seok-Heon
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2014.05a
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    • pp.198-199
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    • 2014
  • In construction management the estimation procedure of construction expanses follows a series of submission phases: production of drawings, the assessment report, and the expanse report. In South Korea, it is a widely known issue that the expanse report only includes the net expanses at each construction phase and part, which makes it difficult to trace detailed basis from the records. This issue with inefficient record management should pose a number of problems, which result from discontinuation of construction record, unproductiveness for reproduction of records at each construction and submission phases for construction management, and failure to perform fair management among the contracting parties. Thus, the amendment in which the assessment report and the quantity estimation report reflect common codes to share throughout types of construction, space, and parts should be applied into practices so as to model production of acceptable reports and record.

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A Survey Research on Information Literacy Level in Korean University Students (우리나라 대학생의 정보 리터러시 수준에 대한 실태조사)

  • Lee, Soo-Sang
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.1
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    • pp.85-103
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    • 2007
  • Information literacy which is related various forms of literacy can be defined as a vital competency of individuals in digital based knowledge information society. This basic survey research is aimed to assess information literacy level of the undergraduate students. For this study a proper model of information literacy is used which based 5 Performance processes and 12 performance abilities. The result of this survey is as follows: 1) Among the S performance process elements.'result evaluation' element showed high level competency than other elements. 2) There were high correlations within performance Process elements and performance ability elements. 3) Those items such as academic grade, first experience of information retrieval, and experience of information literacy instruction affect the difference in the level of information literacy.

Current Status and Trends in Library and Information Services in USA (미국 도서관정보서비스의 현황과 동향)

  • Kim Suk-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.32 no.1
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    • pp.27-43
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    • 1998
  • This article examines the current status and future trends in library and information services in USA, with particular emphasis on the library automation system, library cooperation, Internet andinformation services, activities of information services organizations. Client/server computing and integrated Web-based technology make it possible for libraries to build a new generation of automated library systems, and digital libraries project is the highest priority. As a cooperative effort among libraries, they formed consortia such as ARL/AAU on the national level. and CIC on the regional level, and GALILEO, LLN, OhioLink, Texshare, VIVA, ILLINET on the state level information netwok. The Internet and the World Wide Web have a huge impact, so American libraries are developing new skills to provide value-added information services using Internet resources. Lastly, recent information activities of the LC, NAL, NLM, ERIC, NTIS are described.

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The Study on Design of Korean Classical Literature Ontologies for Popularization (고전문학의 대중화를 위한 온톨로지 설계에 관한 연구)

  • Park, Ok Nam
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.3
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    • pp.267-290
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    • 2015
  • Diverse researches such as referring to classical literature for liberal arts courses, transformation of classical literature into cultural content and understanding classical literature through digital media have been engaged in an effort to spread the diachronic value of classical literature to the public in general, which should be based on clear understanding of authorship of classical literature. Thus this study aims to design ontology in order to establish knowledge structure of classical literature. For this purpose, the BIBFRAME model and OWL have been utilized while a variety of classical literature and related studies have been analyzed. This led to 19 classes of Work, Instance, Authority, and Annotation, instance, each of which has been provided with property and indexing examples. The classical literature ontology designed through this study is expected to serve as the foundation for development of a classical literature system in future.

A Learning System for English Based on Android Platform (안드로이드 기반 실시간 영어 학습 시스템 구현)

  • Noh, Hye-jin;Lee, Sue-jin;Lee, Sue-hyeon;Yoon, Yong-ik
    • Annual Conference of KIPS
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    • 2012.04a
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    • pp.1410-1413
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    • 2012
  • 최근 스마트 시대에 디지털 컨버젼스(digital convergence)의 대표기기로 대두되고 있는 태블릿 PC는 휴대전화와 컴퓨터의 기능을 바탕으로 장소의 제한 없이 네트워크에 접속할 수 있다. 이는, 개인의 일상생활에서 큰 영향을 미치고 있는 실정이다. 10년 이상 e러닝이 주도해 온 IT교육시장에서 스마트러닝으로의 변화는 새로운 플랫폼을 구축하는 그 이상의 의미를 가진다. 스마트 러닝은 기존의 수직적인 학습방식을 수평적, 참여적, 지능적, 그리고 상호작용적인 방식으로 전환하여 학습의 효과를 높였다. 이러한 트랜드를 반영하여 스마트러닝의 장점을 극대화 시킬 수 있는 학습자 중심의 컨버젼스 러닝시스템(learning system)을 구현하고자 하였다. 또한, 영어의 중요성이 대두되면서 영어 인증시험에 대한 관심이 날로 커지고 있다. 그리하여 바쁜 일상생활 중에서 시간과 장소에 구애 받지 않고 태블릿 PC를 통하여 영어 인증시험을 공부할 수 있는 어플리케이션을 기획하였다. 본 LEMON(Learn English Mobile ON-air) 앱(application)은 영어 학습 시간이 충분하지 않은 대학생 및 직장인 등을 대상으로 TOEIC, TOEFL, TOEIC SPEAKING 영어 인증시험에 대한 학습이 가능하도록 구현하였다.

A Study on the Present Situation and Solutions of Older Adults' Smartphone Digital Divide (노년층의 스마트폰 정보격차 현황 및 해소방안에 관한 연구)

  • Paek, Kihun;Shin, Yongtae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.871-874
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    • 2014
  • Promoting nationwide informatization by means of personal computer and wired Internet since the mid-1990s, the Republic of Korea has systematically dealt with the digital divide of older adults which has been lessened year by year. However, since the introduction of smartphone in Korea in 2009, the smartphone digital divide of older adults has been serious again. Therefore, this research will focus on the present situation and problems of smartphone digital divide of over-65 years old people and will suggest the proper policy solutions such as the enforcement of policy infrastructure, the expansion of smartphone education, the development of UI and contents, and the expansion of silver fare system and silver smartphone.

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Analysis of Research Papers Related to the Fourth Industrial Revolution (4차 산업혁명 관련 연구 논문 분석)

  • Cho, Kyoung Won;Woo, Young Woon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.268-270
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    • 2019
  • In this paper, we analyzed the papers related to the "4th Industry". In order to analyze the papers, total of 685 papers were collected by searching with the keyword "4th industry" in Korea Journal Index(KCI) from 2016 to 2019. We used Python-based web scraping program to collect papers. As a result of analysis, it was confirmed that artificial intelligence, big data, Internet of things(IoT), digital, network and so on have emerged as the major technologies, and it was confirmed that research has been utilizing the major technologies in various fields related to the 4th industry such as industry, government, education field, and job.

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Competitive Advantage Strategy of Educational Service Quality on Digital Transformation : Focusing on W-Company (디지털전환 기반의 교육서비스품질 경쟁우위전략 : W사를 중심으로)

  • Chin, Hee Soo;Lee, Dong Won;Lee, DonHee
    • Journal of Korean Society for Quality Management
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    • v.50 no.4
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    • pp.843-861
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    • 2022
  • Purpose: This study explores the impact of digital transformation (DT) strategies on gaining a competitive advantage in interactive educational services. Methods: We develop a service value proposition model by analyzing educational service elements to confirm the impact of DT in the classroom through case studies. This study focuses on educational services that DT has a positive impact on organizational competitiveness by providing opportunities for customers to engage in operational processes. This case study summarizes competitiveness using SWOT (strengths, weaknesses, opportunities, and threats) analysis. Results: The findings of the case study indicate that DT-enabled competitive factors contribute to an organization's competitive advantage. The study results present key resource as social cloud services, data combination, content sharing, and products/services. The online application that collects user data about education and shares class and evaluation information creates a new class operational process in the field of educational service for a value proposition of collection-merging-sharing with social cloud function. Conclusion: The results of this study can be used as a good guideline for educational service providers interested in applying DT for improved customer satisfaction and educational organizations' competitiveness. In addition, the study findings provide theoretical and practical implications on SWOT approaches to changing the educational service provision ways through digital transformation.

VR Smart Factory Training Content Production for XR Content UI/UX Evaluation (XR 콘텐츠 UI/UX 평가를 위한 VR 스마트 팩토리 교육훈련 콘텐츠 제작)

  • Lee, YoungWoo;Leem, EekSu;LEE, Su Min;Kim, Hyun Sik;Kang, Mingoo;Lee, Chang-kyo;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.259-261
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    • 2021
  • In this paper, VR smart factory XR content tailored to process execution scenarios was produced to reflect the characteristics of XR content, which is highly dependent on HDM, unlike general-purpose content software for UX/UI design and usability evaluation of digital twin-based XR content in manufacturing. HMD equipment called Qculus Quest2 was used to perform the process execution task scenario for XR content, and content production was made through Unity Engine and SteamVR Plugin.

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Motion-Based User Authentication for Enhanced Metaverse Security (메타버스 보안 강화를 위한 동작 기반 사용자 인증)

  • Seonggyu Park;Gwonsang Ryu
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.3
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    • pp.493-503
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    • 2024
  • This paper addresses the issue of continuous user authentication within the metaverse environment. Recently, the metaverse plays a vital role in personal interaction, entertainment, education, and business, bringing forth significant security concerns. Particularly, vulnerabilities related to user identity verification have emerged as a major issue. This research proposes a novel method to verify identities by analyzing users' character movements in the metaverse through a pose estimation model. This method uses only video data for authentication, allowing flexibility in limited environments, and investigates how character movements contribute to user identification through various experiments. Furthermore, it explores the potential for extending this approach to other digital platforms. This research is expected to significantly contribute to enhancing security and innovating user identity verification methods in the metaverse environment.