• Title/Summary/Keyword: 메타검증

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Automatic Generation of Group-type Community making efficient use of Metadata (메타데이터를 활용한 그룹형 커뮤니티의 자동생성)

  • Yoon Sun-Jung;Joo Woo-Suk;Yoon Tae-Soo;Kim Gi-Hong
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.250-252
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    • 2006
  • 본 논문에서는 근래에 폭발적인 성장을 하고 있는 1인 미디어의 대량의 데이터 가운데서 양질의 정보를 집중적으로 관리하고 효과적인 검색기능을 지원하는 그룹형 커뮤니티 시스템을 구축하기 위하여 메타데이터를 활용하는 것을 제안한다. 이를 위해 특별히 교육정보 만을 대상으로 하여 여기에 사용될 메타데이터 기술 요소를 개발하고 교육용 데이터에 적용 가능한 적정 카테고리를 개발하였으며 이를 검증하기 위하여 그룹형 교육 커뮤니티 EduLOG(Educational blog) 서비스를 구축하였다. 이 시스템은 새로운 교육용 커뮤니티를 개설하는 것이 아니라 기존의 많은 사용자층을 가지고 있는 1인 미디어를 활용하여 유용한 정보를 생성해 내고 공급하는 것이 가능하다는 것과 나아가 메타데이터 요소의 활용에 의해 인터넷 상에서 정확성과 신속성을 지원하는 검색 시스템 구축이 가능하다는 것을 보여준다.

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Exploring Sociodemographics and Personality of Metaverse Users (메타버스 이용자의 인구사회학적 속성과 성격에 관한탐구)

  • Yesolran Kim;Tae-eun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.217-227
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    • 2023
  • With the advent of the metaverse era, understanding individuals who engage in metaverse activities has become an important task for businesses and marketing practitioners. This study aimed to compare the socio-demographic and personality factors of metaverse non-users and users, and to ascertain the impact of these individual characteristics on use of metaverse. Cross-sectional data from 9,686 respondents aged 13 and above that extracted from the 2022 Korean Media Panel Survey were analyzed, revealing significant differences between metaverse non-users and users in terms of gender, age, education level, income level, marital status, employment status, openness to experience, extraversion, and conscientiousness. Gender, age, openness to experience, and neuroticism influenced the possibility of metaverse use. Age, education level, and openness to experience were found to impact the extent of metaverse use. These findings are expected to serve as foundational insights for businesses and marketing practitioners aiming to formulate strategies in utilizing the metaverse.

The Effects of Hypermedia Menu Types and Metacognition on Errors, Menu Search Time, and Achievements (하이퍼미디어 메뉴방식과 메타인지가 오류, 메뉴탐색 시간 및 학업성취에 미치는 효과)

  • Kim, Jeong-Rang
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.11-27
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    • 1997
  • The purpose of this paper is to examine some effects of four menu types: icon menu, icontext menu, pulldown menu, and bar selection menu. Each have been mainly used with hypermedia instruction, learners' metacognition on their errors, menu search time, and scholastic achievements. A further purpose of this paper is suggest some strategies for enabling each learner to select menus more efficiently in order to enhance the learner's own learning effectiveness in hypermedia instruction. There were 100 college students selected as subjects for This study. They had never had experience in Hanoi hypermedia instruction. They were required to use four menu types at random in this experiement. The results of this study are as follows. The menu types had a significant effect on the low metacognition regulation group. Icontext menu types, especially, had a significant effect on achievements. In constrast to this, the menu types did not have any significant effect on the high metacognition regulation group.

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Effects of Hyperemia Menu Types and Metacognition on Errors at Learning stages and Achievement (하이퍼미디어 메뉴방식과 메타인지가 학습시기에 따른 오류와 성취도에 미치는 효과)

  • Kim, Jeong-Rang;Park, Seon-Ju;Kim, Byeong-Gi
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.5
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    • pp.1059-1069
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    • 1996
  • The purpose of this paper is to examine some effects of four menu types: icon menu, context menu, pulldown menu, and bar selection menu. In order to find whether there are some effects of menu types or learning stages (the first, intermediate and the last stage) on skill-based errors, each of the menus has been studied in relation to hyperemia instruction, menu search time, scholastic a chievements and learners' metacognitionon their errors. A further purpose of this paper is to suggest some strategies for enabling learner to select menus more efficiently in order to enhance the learner's own learning effectiveness in hypere mia instruction.The results of this study are as follows. The menu types had a significant effect on the low metacognition regulation group. The context menu types had a significant effect on achievements. In contrast, it was also noticed he the menu types did not have any significant effect on the high metacognition regulation group. The bar-selection menu type and the icon menu type had a relatively significant effect on skill-based errors in the first stage of learning.

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The Effectiveness of Collaborative Learning in SW Education based on Metaverse Platform (메타버스 기반 협력적 소통 SW 교육 프로그램의 효과)

  • Son, Jungmyoung;Lee, Sihoon;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.11-22
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    • 2022
  • The educational environment, where the change to blended learning and AI convergence education through non-face-to-face is accelerating, is based on the cultivation of digital literacy. This study attempted to verify the effectiveness of future competencies by creating a collaborative SW education program on the metaverse platform that emerged by supplementing the problems through non-face-to-face. Twenty programs on how to design and create software were organized for small-scale elementary classes in the metaverse. In order to verify the effectiveness 4C competency tool presented as future educational competency was selected, and homogeneity test for the experimental group and t-test were conducted. The results showed the SW education programs based on metaverse was effective in improving collaborative communication skills, confirming the possibility of SW education through blended learning.

The Influence of Service Characteristic Factors of Metaverse Platforms on Intention to Use the Metaverse (메타버스 플랫폼의 서비스 특성요인이 메타버스 사용의도에 미치는 영향)

  • Kim, Hyojin;An, Myounga
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.173-190
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    • 2023
  • In recent times, with the development of virtual convergence technologies, the market for the Metaverse, a digitally virtual space that combines virtuality and reality, is experiencing significant growth. These Metaverses are realizing new value in both reality and virtual spaces through the development of diverse services and content. However, existing research on the Metaverse mostly revolves around its conceptualization and categorization, with limited exploration of intentions to use the Metaverse. Consequently, this study examined the impact of Metaverse service characteristic factors on trust and intention to use within the Metaverse. The results of this study are as follows. First, among the service characteristic factors of the Metaverse, presence, interactivity, and playfulness were found to have a positive impact on Metaverse trust. On the other hand, informativeness was found not to have a significant influence on trust in the Metaverse. Second, Metaverse trust was found to have a positive impact on intention to use the Metaverse. Based on the research results above, this study aims to propose effective communication strategies for activating the Metaverse and developing services within the Metaverse platform.

Metascreen Analysis Using Generalized Sheet Transition Conditions(GSTCs) and Babinet's Principle (Babinet의 원리와 Generalized Sheet Transition Conditions(GSTCs)를 이용한 메타스크린 해석)

  • Lee, Sun-Gyu;Lee, Jeong-Hae
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.29 no.9
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    • pp.685-692
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    • 2018
  • Using Babinet's principle and generalized sheet transition conditions(GSTCs), an analysis method for metascreens is proposed. First, the relation of a complementary screen between a metafilm and metascreen with the same dimensions was confirmed using Babinet's principle. These properties were verified by comparing the reflection coefficient of the patch and the transmission coefficient of the mesh. The patch and mesh are the basic structures of metafilms and metascreens, respectively. Based on these findings, it is also confirmed that the reflection coefficient of the patch surface calculated by GSTCs has the same value as the transmission coefficient of the mesh surface. It is expected that the proposed analysis methods can be applied to the magnitude, phase, and polarization of electromagnetic waves in the various unit structures of a given metasurface.

Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

The Effect of the Theme Centered Block Play Activities on Young Children's Metacognition and Sociality (주제중심 블록놀이 활동이 유아의 메타인지와 사회성에 미치는 영향)

  • Shin, Su Kyung;Kim, Hyun Jeong;Park, Yun
    • Korean Journal of Childcare and Education
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    • v.8 no.5
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    • pp.47-66
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    • 2012
  • The purpose of this study was to examine the effect of theme centered block play on young children's metacognition and sociality. The subjects of this research were a total of 60 five year old children from two classes in Gwangju. The average age of the subjects was 73 months. The subjects were randomly assigned to two groups. The experimental group participated in theme centered block play activities while the control group participated in free block activities. The collected data were analyzed by t-test using the SPSS program. The results of this study were as follows: The experimental group showed significantly higher improvement than the control group in young children's metacognition and sociality. Therefor, it might be concluded that theme centered block play activities contributed to the development of metacognition and sociality of young children.

Differential Transmission Spectra of Terahertz Metamaterial Resonances for Sensing Microorganisms (미생물에 의한 테라헤르츠 메타물질의 공명주파수 변화)

  • Park, S.J.;Ahn, Y.H.
    • Korean Journal of Optics and Photonics
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    • v.27 no.6
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    • pp.229-232
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    • 2016
  • Metamaterials operating in the terahertz frequency range show promising potential for use in highly sensitive microbial sensors that are capable of effectively detecting microorganisms in the ambient environment. We were able to detect extremely small numbers of microorganisms by measuring the differential transmission spectra (DTS) of the metamaterial resonances. This was possible because their sizes are on the same scale as the microgaps of the terahertz metamaterials. DTS depend critically on the number of microorganisms placed in the gap area, and their dielectric constant. In addition, these metamaterial microbial sensors are reusable, because the microorganisms can be completely removed by fungicide solution. Finite-difference time-domain simulations successfully reproduce our experimental data.