• Title/Summary/Keyword: 보편적 리터러시

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An Exploratory Study on the Establishment and Provision of Universal Literacy for Sustainable Development in the Era of Fake News (가짜뉴스의 시대, 지속가능한 발전을 위한 보편적 리터러시의 구축 및 제공에 대한 실험적 연구)

  • Lee, Jeong-Mee
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.85-106
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    • 2021
  • The purpose of this study is to examine the concept and definition of fake news focusing on misinformation/false information and is to examine the ways in which our society can respond to the distortion of social reality and damage to democracy caused by information distortion such as fake news. To do this, the concept of fake news was examined based on the level of facticity and intention to device, and our social environment in which fake news was created and spread was examined from the perspective of datafication. In this environment, the library community, which plays a pivotal role in human access to and use of information, argued that it should strive to establish and provide universal literacy education in order to realize the Sustainable Development Goals of the UN 2030 agenda. The core of universal literacy education is to understand the society by investigating and analyzing data communication types according to the degree of datafication and the political, economic, social, and cultural background of society. For this reason, it was concluded that universal literacy should be implemented flexibly according to the degree of datafiation and users of each society.

Artificial Intelligence(AI) Fundamental Education Design for Non-major Humanities (비전공자 인문계열을 위한 인공지능(AI) 보편적 교육 설계)

  • Baek, Su-Jin;Shin, Yoon-Hee
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.285-293
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    • 2021
  • With the advent of the 4th Industrial Revolution, AI utilization capabilities are being emphasized in various industries, but AI education design and curriculum research as universal education is currently lacking. This study offers a design for universal AI education to further cultivate its use in universities. For the AI basic education design, a questionnaire was conducted for experts three times, and the reliability of the derived design contents was verified by reflecting the results. As a result, the main competencies for cultivating AI literacy were data literacy, AI understanding and utilization, and the main detailed areas derived were data structure understanding and processing, visualization, word cloud, public data utilization, and machine learning concept understanding and utilization. The educational design content derived through this study is expected to increase the value of competency-centered AI universal education in the future.

A Study of Social Meaning of Game Accessibility (게임접근성의 사회적 의미에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.111-122
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    • 2013
  • In accordance with mandatory enforcement action of the Web Accessibility, Web accessibility is increasing interest in society. People are facing with disability situations, and the elder people are facing with disability situation more and more. 'Everyone' is faced with disability situations. The value of the universality of accessibility oriented. The game is typical of modern society and culture activities, but society in Korea is still recognized as a special minority cultures. To understand about conflict over the game, we access game accessibility as a Despotic conditions. Game Accessibility implies a social meaning ; Cultural values of universal access to games, literacy games, new business creation, contents accessibility.

A study on Digital Literacy for University Liberal Education in the AI Era (AI 시대 대학 교양교육에 필요한 디지털 리터러시 연구)

  • Hye-Jin Baek;Cheol-Seung Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.539-544
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    • 2024
  • This paper examines the necessity and direction of digital literacy education as university education in the AI era. Digital literacy can be considered universal education about everyday culture in a digital environment, and its scope is expanding to cultivate the competencies necessary for citizens of a digital society, rather than simply the ability to use digital devices. In this paper, the university liberal arts curriculum has strengthened the information literacy area to reflect the changes of the times, but it is presented as a problem that it is still focused on the technical aspects of learning how to use digital devices and specific programs. It was suggested that the direction of digital literacy education in universities should not be limited to the technical and instrumental aspects of using digital devices, but that it would be desirable to focus on digital ethics considering the social impacts that may arise from the use of digital devices.

A Study on The Need for AI Literacy According to The Development of Artificial Intelligence Chatbot (인공지능 챗봇 발전에 따른 AI 리터러시 필요성 연구)

  • Cheol-Seung Lee;Hye-Jin Baek
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.3
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    • pp.421-426
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    • 2023
  • Among artificial intelligence convergence technologies, Chatbot is an artificial intelligence-based interactive system and refers to a system that can provide interaction with humans. Chatbots are being re-examined as chatbots develop into NLP, NLU, and NLG. However, artificial intelligence chatbots can provide biased information based on learned data and cause serious damage such as privacy infringement and cybersecurity concerns, and it is essential to understand artificial intelligence technology and foster AI literacy. With the continued evolution and universalization of artificial intelligence, AI Literacy will also expand its scope and include new areas. This study is meaningful in raising awareness of artificial intelligence technology and proposing the use of human respect technology that is not buried in technology by cultivating human AI literacy capabilities.

A Study on the User Welfare in the IPTV (IPTV 이용자 복지 증진을 위한 정책방안 연구)

  • Yu, Sae-Kyung;Kim, Mi-Sun;Kim, Suk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1342-1350
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    • 2009
  • In accordance with the development of broadcasting, the style of using medium by users has been personalized in the propensity to consume. Recent advent of media convergence allowed users of medium to decide the received environment for their needs, thereby the position of users has become more important in the medium consumption. IPTV has the most advanced form of personalized information media. However, IPTV was made by media convergence, which has relation with a variety of interested parties, so there are a few troubles among them in the way of commercializing IPTV. As a matter of fact, although users play a leading role in the IPTV industry, there are still few discussions on the welfare of users. IPTV should be remained the characteristic of the medium of personalized information, and it should include the welfare of users in various fields of media convergence. That is Universal Service. It is necessary to be guaranteed the access right and the variety of contents in using IPTV. Moreover, in terms of telecommunication, IPTV should insure the reasonable fare system as a pay-services. On the basis of the analysis in local and international IPTV circumstances, in terms of content as a medium of personalized information, in terms of fares as a pay-services, and in terms of digital literacy as a new medium of digital access, policies for welfare of users are suggested.

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Exploration on Secondary Education Undergraduates' SNS Communication Patterns and Perception : Focused on KAKAOTALK (사범계 대학생의 SNS 소통 행태 및 인식 탐색 : 카카오톡을 중심으로)

  • Park, Sun-Hee;Kim, Sung-Mi
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.27-37
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    • 2018
  • The purpose of this study is figure out secondary education undergraduates' communication patterns and perceptions of use in KAKAOTALK, one of the most frequently used Social Network Service(SNS). The mixed method research was conducted of survey about 86 students and in-depth interview 10 of them. The chief implication of research showed that it has been firstly functioning them to sustain public and private network and to be an universal tool of expression their opinion, idea, themselves, however, they still regard face-to-face communication important. Secondly, they think that KAKAOTALK is a part of their everyday lives and regarded a communication space to freely express themselves and to adjust and manage their image. Thirdly, they psychologically solved their loneliness and were encouraged, moreover, the contents of communication were different according to usd of public or private team chat room. It needs a follow-up study comparatively to analyze other generation's cognitive psychological values in SNS and to suggest digital culture literacy guideline.

Audience Cognitive Reconstruction of the Extended Meaning of Complex Mechanism Text : For Communication Education using Story Media Expressions (복합기제 텍스트의 확장 의미에 대한 수용자의 인지적 재구성 : 서사적 미디어 표현을 활용한 의사소통 교육을 위해)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.137-143
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    • 2021
  • This discussion can be said to be a qualitative study on the possibility of linking communication education for college students and literacy education for Korean language-linked educators based on the theory of interpretation of cognitive meaning of media text containing complex mechanisms. The implicit meaning of media content expression used as an interactive communication strategy will be accepted as a multilateral interpretation according to the individual learner's cognitive environment. If so, how is the general media content meaning intended by the content creator being accepted? These doubts are the starting point for discussion. To solve the problem, I leaned on the experimental pragmatic methodology of cognitive aesthetics and applied a model of relevance of cognitive linguistics to connect learners' creative cognitive environment and present content to find a contrast. As a result of the discussion, it was possible to establish a basic framework for learners to express their subjectivity and creative thinking that could connect the cognitive environment and present content themselves. In particular, active and positive learners also revealed direct descriptive expressions to build a new cognitive environment, such as suggesting a third alternative to argue the ability to question produced media texts and the validity of the meaning implied in the text. In the future, since media text containing complex mechanisms is an indirect and persuasive communication behavior that occurs easily through various media in modern society, the universal communication principle of reliable conversation between media text creators and audiences should exist.

Design and Application of Artificial Intelligence Experience Education Class for Non-Majors (비전공자 대상 인공지능 체험교육 수업 설계 및 적용)

  • Su-Young Pi
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.529-538
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    • 2023
  • At the present time when the need for universal artificial intelligence education is expanding and job changes are being made, research and discussion on artificial intelligence liberal arts education for non-majors in universities who experience artificial intelligence as part of their job is insufficient. Although artificial intelligence education courses for non-majors are being operated, they are mainly operated as theory-oriented education on the concepts and principles of artificial intelligence. In order to understand the general concept of artificial intelligence for non-majors, it is necessary to proceed with experiential learning in parallel. Therefore, this study designs artificial intelligence experiential education learning contents of difficulty that can reduce the burden of artificial intelligence classes with interest in learning by considering the characteristics of non-majors. After, we will examine the learning effect of experiential education using App Inventor and the Orange artificial intelligence platform. As a result of analysis based on the learning-related data and survey data collected through the creation of AI-related projects by teams, positive changes in the perception of the need for AI education were found, and AI literacy skills improved. It is expected that it will serve as an opportunity for instructors to lay the groundwork for designing a learning model for artificial intelligence experiential education learning.

UX Design Proposal for Educational Software Service Middle-aged and Elderly (중·고령층 키오스크 교육용 소프트웨어 서비스를 위한 UX 디자인)

  • Yoon, Yea-Jin;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.227-239
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    • 2021
  • The transition into a digital society has been accelerated in many aspects of our everyday social activities, and thereby, the unmanned order and payment system via kiosk has already has been seen commonly throughout the social community. Yet, the majority of the mid-to-elderly population have been experiencing difficulties utilizing this newly emerged unmanned system, resulting in the emergence of digital alienation among those age groups. In regard to this phenomenon, this study is intended to explore ways to improve the digital divide concerning the issues related to the unmanned order payment kiosks. In this process, the study involved close examination of various research perspectives on improving the digital divide and proceeded with the focus on both empirical and literature research on providing education on kiosk utilization. In addition, the study identified the limitations to the current kiosk education and proposed improved kiosk-education software UX that may help curtail the limitations. Through this, one was able to identify areas in which the efficacy of the education applied in kiosk usage and derived new measures that could improve the system. One anticipates having the results of this study put to use as research materials on educational service development to expand the opportunities of kiosk education for those mid-to-elderly age groups who experience a day-to-day digital alienation.