• Title/Summary/Keyword: 비대면 시대

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Comparison of the operation of SW gifted curriculum: Focusing on face-to-face and non-face-to-face classes (SW영재학급 교육과정 운영 비교 : 대면 및 비대면 수업방식 중심으로)

  • Lee, Jaeho;Song, Yongjun;Ga, Minwook
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.45-50
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    • 2021
  • In order for SW education to be established in the era of non-face-to-face caused by COVID-19, research on the efficiency of SW education according to face-to-face and non-face classes is needed. Therefore, this study classified the operation status of the curriculum of 30 SW gifted classes nationwide in 2020 according to the class method(face-to-face, non-face, and blended). Subsequently, the results of class time and production per person were compared and analyzed through quantitative analysis. According to the study, the type of classes that performed the most classes compared to the planned number of hours was non-face-to-face(90.9%), followed by face-to-face(84.2%) and the least was blended(80.5%). The average number of products per student was the highest in the face-to-face class(0.504), while the blended class(0.421) and non-face-to-face class(0.42). Based on the results of this study, the non-face-to-face approach is advantageous in securing the number of hours, but various measures should be prepared to solve this problem because teachers and students find it difficult to guide the output.

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A Study on the Design and Development of Interactive Non-Face-to-Face Real-Time Classes using EduTech : A Case Study of Christian Education Class (에듀테크를 활용한 상호작용적 비대면 실시간 수업 설계 및 개발 연구 : 기독교교육과 수업 사례를 중심으로)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.66
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    • pp.343-382
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    • 2021
  • This study is a case study in which the interactive non-face-to-face classes using Edutech were applied to the Department of Christian Education. The subjects were 20 students from the Christian education department of A University located in the metropolitan area. The course was 'Instructional Methods and Educational Technology' in the first semester of 2020. In theory, I studied non-face-to-face classes and interaction, and edutech and interaction. Afterward, it designed and developed interactive non-face-to-face classes using edutech. The interactive non-face-to-face classes using edutech were developed as a process of applying Flipped-PBL based interactive edutech. In addition, Edutech was selected for active interaction according to the Flipped-PBL process to be carried out in a non-face-to-face situation. In particular, in the process of developing the problem of PBL, it was built around the situation of the church. As a result of applying the class, first, learners showed high satisfaction and interest in the class. Second, positive transference appeared in the space of learning and the space of living. Third, interactive non-face-to-face classes using Edutech have generated active interaction. In particular, interactive edutech and learning methods have become the main factors enabling active interaction. Through this, learners have improved learning efficiency, immersion, and satisfaction. Also, as an alternative to face-to-face classes, I was able to experience online classes. In other words, the satisfaction and interest of learning, and the transference of learning space, were also possible through active interactions generated through learning methods using interactive Edutech used in class. Furthermore, disabilities in the online communication(Internet) environment and learners' unfamiliarity with the online environment have been found as factors that hinder learning satisfaction and interaction. During learning, obstacles to the online communication environment hinder the utilization of interactive Edutech, preventing active interactions from occurring. This results in diminishing satisfaction and interest in learning. Therefore, we find that designing interactive non-face-to-face classes using Edutech requires sufficient learner learning and checking of the online communication(Internet) environment in advance for Edutech and learning methods. In response, this study confirmed the possibility by applying interactive non-face-to-face classes using Edutech to Christian education classes as an alternative method of education that allows active interaction and consistent transference of learning and life. Although it is a case study with limited duration and limitations of the number of people, I would like to present the possibility as an alternative Christian education method of an era where the direction of online classes should be presented as an alternative to a face-to-face class.

Determinants of Hotel Customers' Use of the Contactless Service: Mixed-Method Approach (호텔 고객의 비대면 서비스 이용의도의 영향요인에 대한 연구)

  • Chung, Hee Chung;Koo, Chulmo;Chung, Namho
    • Knowledge Management Research
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    • v.22 no.3
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    • pp.235-252
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    • 2021
  • The development of information and communication technology and COVID-19 have caused an unusual change in the hotel industry, and the demand for the contactless services such as service robots from hotel customers has surged. Therefore, this study investigates the perception of hotel customers on contactless services by applying a mixed-method analysis. Specifically, this study identified the causal correlations between variables through the structural equation model, and further applied the fuzzy set qualitative comparison analysis to derive patterns of variables that form the intention to use the non-face-to-face services. As a result of the analysis, it was shown that service experience co-creation, palyfulness, personalization, and trust had a significant effect on intention to use through the contactless service use desire. On the other hand, in the results of fuzzy-set qualitative comparison analysis, playfulness was derived as a core factor in all patterns. Based on these analysis results, this study provides academic basis for in-depth understanding of hotel customers' perception of contactless service and specific guidelines for hotel managers on the contactless service strategies in the era of COVID-19 pandemic.

A Study on Everyday Life Information Seeking and User Experience of Public Library in Contactless Society (비대면 시대의 지식정보취약계층 일상생활 정보요구와 도서관 이용 경험에 관한 연구)

  • Lee, Jungyeoun;Kim, Hyunae
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.1
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    • pp.223-246
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    • 2021
  • Based on the Everyday Information Seeking Behavior Theory, this study investigates information activities and library experience of 66 elderly or people with disabilities in Autonomous District A. In addition, this study analyzes contextual circumstances of daily information activities through in-depth interviews with a subset of 11 people. Although community welfare centers provide basic welfare, the elderly and people with disabilities seek to learn and socialize in cultural welfare centers, particularly in libraries. This study shows that libraries can fulfill their top three of Maslow's hierarchy of needs: Self-Actualization, Esteem, and Love and Belonging. Specifically, digital literacy education has been identified to be highly demanded. They seek to distinguish correct online information and to socialize using digital technologies in this contactless society. This study proposes a detailed plan for public libraries to offer cultural and information welfare in order to reduce the information gap within the local communities.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.

A case study on service activation strategy of online and offline integration stores in the non-face-to-face era (비대면 시대의 온·오프라인 통합매장의 서비스 활성화 전략에 관한 사례 연구)

  • Lee, Jae-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.299-305
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    • 2021
  • This study is a case study for revitalizing services of integrated online and offline stores in the non-face-to-face era. The retail apocalypse crisis has deepened due to COVID-19, and to overcome this, the physital strategy of providing online experiences to offline stores is attracting attention. However, the response of domestic retailers is at an early stage, and strategic research is needed to improve consumer access and revitalize offline stores. Three strategies were identified through theoretical considerations according to technological development, and four strategies were summarized by investigating and analyzing domestic and foreign precedents. By categorizing the derived strategies, three core strategies were presented in conclusion. This study is a study based on literature and case studies, and is expected to be helpful in establishing strategic basic data for revitalizing online and offline integrated stores in the future.

A Study on the Necessity and Cases of Non-Face-to-Face Online Craft Education Programs (비대면 온라인 공예 교육 프로그램의 필요성과 사례 연구)

  • Jang, Ji-Su;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.277-282
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    • 2021
  • The purpose of this thesis is to suggest the direction of various online education media to be developed in the future by studying the necessity and cases of non-face-to-face online craft education programs. To this end, among the online class platforms currently operated in Korea, four places that contain craft education programs were selected and analyzed for comparison. Class101, Hobbyful, Conects-Hobby Class, and Air Klass are examples. As a result of the study, the common features and advantages of the convenience of accessing contents and the diversity of class composition were found. However, there was a limitation in that the real-time inquiry and response system was not systematically implemented in most online class platforms. In particular, as the number of users of the online class platform is gradually increasing in the untact era caused by Covid-19, continuous research and development will be required to ensure that interaction, the most important characteristic of face-to-face, can also be performed well on online platforms.

A Study on the Promotional Media Strategy of Non-face-to-face and Martial Arts Events

  • Kim, Bo-kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.271-278
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    • 2020
  • This study looked at the World Martial Arts Mastership's 'non-face promotional media strategies and methods' after the Corona-19 fandom, and found out if they could be applied to other sports events. As a method of research, the promotional media strategy of martial arts mastership was divided into types and in-depth interviews with media agents were conducted. According to the study, hosting an online martial arts competition, building an untact convention platform, and a base education facility can be a successful contest with budget support. Martial arts branding, popularization and industrialization can be a new attempt if ideas and execution personnel are sufficient. If IT technology and Chungbuk martial arts infrastructure are combined, they will be able to pioneer a new model called 'non-face-to-face-to K-sports'.

Product Recommendation Using Survey And Skin Type (피부 상태 문진을 활용한 개인화 맞춤형 화장품 추천에 관한 연구)

  • Park, Hakgwon;Lim, Young-Hwan;Lin, Bin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.435-439
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    • 2022
  • Many of the industry was changed because of the pandemic of covid 19. It combined with the tendency of modern people to pursue convenience. The industry of Cosmetics also changed business channel from offline to online. Before, people can not get suggestions after they complete the survey. This paper research how to suggest some cosmetics products with their skin type and skin data. We will develop Beauty Concierge system that can get suggestion after the survey. It's will make people attend activity and can make more benefit to the people.

Life-sports Revitalize Plan for after COVID-19 (포스트 코로나 시대 생활체육 활성화 방안)

  • Jang, Jun-min;Kim, Taehong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.170-171
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    • 2021
  • Experts predict that even after the COVID-19 virus is completely over, it will be difficult to return to the pre-COVID state. As the non-face-to-face trend continued due to the prolonged COVID-19 crisis, sports activities were contracted and the amount of exercise of the people decreased. Demand for non-face-to-face services is increasing as the use of multi-use facilities is gradually restricted due to the higher level of social distancing. This study examines the actual conditions of participation in life sports and considers ways to revitalize sports for life suitable for the post-corona.

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