• Title/Summary/Keyword: 사이버 학습

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Development of Instructional Model for Activation of K-MOOC: Based on Metaverse (K-MOOC 활성화를 위한 교수법 수업모형 개발 : 메타버스를 중심으로)

  • Dongyeon Choi
    • Journal of Christian Education in Korea
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    • v.74
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    • pp.273-294
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    • 2023
  • The purpose of this study is to use K-MOOC, which has limitations in utilization because it is centered on theory delivery, to derive tasks to activate the teaching methods of instructors, and to implement the derived tasks using the metaverse platform. to develop a prototype. According to the purpose of the study, the study was conducted as follows. First, from October 4 to November 15, 2022, a Delphi survey was conducted on 21 experts with experience of consulting, research, class development, and operation related to the K-MOOC project. Second, in order to realize the tasks in the teaching method field derived from the Delphi survey, matching with the teaching method class model elements to result of Delphi survey was applied was carried out. Finally, based on the results of expert Delphi and the elements of the class model applicable to the metaverse platform, a teaching method was developed. Through the process of the study, a total of 16 detailed items were derived for the teaching method-related tasks for the activation of K-MOOC: support strategic tasks, teaching method competency, aspect of class design, evaluation and sharing of learning outcomes. By applying the metaverse, the teaching model elements for K-MOOC revitalization were derived from four categories: self-directed repetition, individualized problem solving, practice opportunity expansion, and immediate feedback, and matched with the first 16 detailed items. A four-step teaching model was completed: course attendance (step 1), mission analysis by individual level (step 2), sharing of mission solutions (step 3), and mission evaluation and feedback (step 4). Through the results of this study, the possibility of using the metaverse as a teaching practice platform was confirmed even in terms of the introduction and development of specialized techniques.

Enhancing Throughput and Reducing Network Load in Central Bank Digital Currency Systems using Reinforcement Learning (강화학습 기반의 CBDC 처리량 및 네트워크 부하 문제 해결 기술)

  • Yeon Joo Lee;Hobin Jang;Sujung Jo;GyeHyun Jang;Geontae Noh;Ik Rae Jeong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.1
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    • pp.129-141
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    • 2024
  • Amidst the acceleration of digital transformation across various sectors, the financial market is increasingly focusing on the development of digital and electronic payment methods, including currency. Among these, Central Bank Digital Currencies (CBDC) are emerging as future digital currencies that could replace physical cash. They are stable, not subject to value fluctuation, and can be exchanged one-to-one with existing physical currencies. Recently, both domestic and international efforts are underway in researching and developing CBDCs. However, current CBDC systems face scalability issues such as delays in processing large transactions, response times, and network congestion. To build a universal CBDC system, it is crucial to resolve these scalability issues, including the low throughput and network overload problems inherent in existing blockchain technologies. Therefore, this study proposes a solution based on reinforcement learning for handling large-scale data in a CBDC environment, aiming to improve throughput and reduce network congestion. The proposed technology can increase throughput by more than 64 times and reduce network congestion by over 20% compared to existing systems.

Strategies for Revitalizing E-Learning Through Investigating the Characteristics of E-Learning and the Needs of Distance Learners in the Domestic Universities in Korea (국내 대학 e-러닝의 운영 특징 및 수강자 요구 조사를 통한 활성화 방안)

  • Min, Kyung-Bae;Shin, Myoung-Hee;Yu, Tae-Ho;Kwak, Sun-Hye
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.30-39
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    • 2014
  • The purpose of this study is to suggest the feasible strategies to vitalize e-learning through investigating the characteristics of e-learning and the evaluations of distance learners on online courses in the domestic universities in Korea. First, in order to accomplish this, 10 Universities and 17 Cyber Universities were selected to explore their characteristics and main projects of e-learning for the administration level investigation. Secondly, content analysis of the bulletin board systems(BBS) and in-depth interviews on distance learners in Cyber Universities were conducted for the user level investigation. The results revealed that Universities in Korea were focused on establishing mobile or smart campuses, diversifying online educational contents, enhancing online interactive systems, and educating e-learning system and smart device utilization. However, distance learners reported that mobile e-learning lacked stability when taking online courses despite its convenience for purpose of academic administration. In addition, distance learners requested the social application workshops to improve on their learning experience as well as the interactions among peers. Therefore, it is important to focus more on how to establish the education-oriented e-learning environment rather than how to implement the administrative projects to animate e-learning in the domestic universities in Korea.

The basic study on extracting experiential type safety education programs for establishing safety-experience-education-facilities - focused on 「school safety education 7 standards」 - (학생 안전체험교육시설 구축을 위한 체험형 안전교육프로그램 도출 기초연구 - 「학교 안전교육 7대 표준안」을 중심으로 -)

  • Cho, Jin Il;Song, Byung Joon;Park, Sung Chul;Jang, Jea won;Bang, Young Hyun;Yoon, Hyoung Uk
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.15 no.2
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    • pp.1-12
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    • 2016
  • This study was conducted to extract the student-centered experiential safety education activities in order to establish safety-experience-education-facilities based on "School safety education 7 standards" announced by the Ministry of Education in 2015. For this purpose, we established the concept of safety-experience-education-facilities, and conducted surveys twice targeting experts of each 7 fields based on the learned results of 758 sessions through "School safety education 7 standards". First, through the surveys, it was organized by 150 sessions out of 758 education class that extracted from safety-education-program sessions on experts, conducted a second expert survey for the validation of selected educational programs in Delphi format, the result of 5 sessions of the program is deleted, and 145 sessions was surveyed to be maintained. It was ascertained that 145 sessions of education program, 21 sessions of life safety area, 22 sessions of traffic safety area, 18 sessions of violence and personal safety area, 5 sessions of drugs and cyber addiction area, 36 sessions of disaster safety area, 10 sessions of occupation safety area, 33 sessions of first-aid area, is the experiential safety education activities that have to be applied to the safety-experience-education-facilities.

Artificial Intelligence Algorithms, Model-Based Social Data Collection and Content Exploration (소셜데이터 분석 및 인공지능 알고리즘 기반 범죄 수사 기법 연구)

  • An, Dong-Uk;Leem, Choon Seong
    • The Journal of Bigdata
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    • v.4 no.2
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    • pp.23-34
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    • 2019
  • Recently, the crime that utilizes the digital platform is continuously increasing. About 140,000 cases occurred in 2015 and about 150,000 cases occurred in 2016. Therefore, it is considered that there is a limit handling those online crimes by old-fashioned investigation techniques. Investigators' manual online search and cognitive investigation methods those are broadly used today are not enough to proactively cope with rapid changing civil crimes. In addition, the characteristics of the content that is posted to unspecified users of social media makes investigations more difficult. This study suggests the site-based collection and the Open API among the content web collection methods considering the characteristics of the online media where the infringement crimes occur. Since illegal content is published and deleted quickly, and new words and alterations are generated quickly and variously, it is difficult to recognize them quickly by dictionary-based morphological analysis registered manually. In order to solve this problem, we propose a tokenizing method in the existing dictionary-based morphological analysis through WPM (Word Piece Model), which is a data preprocessing method for quick recognizing and responding to illegal contents posting online infringement crimes. In the analysis of data, the optimal precision is verified through the Vote-based ensemble method by utilizing a classification learning model based on supervised learning for the investigation of illegal contents. This study utilizes a sorting algorithm model centering on illegal multilevel business cases to proactively recognize crimes invading the public economy, and presents an empirical study to effectively deal with social data collection and content investigation.

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A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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Fuzzy Expert System for Detecting Anti-Forensic Activities (안티 포렌식 행위 탐지를 위한 퍼지 전문가 시스템)

  • Kim, Se-Ryoung;Kim, Huy-Kang
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.47-61
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    • 2011
  • Recently, the importance of digital forensic has been magnified because of the dramatic increase of cyber crimes and the increasing complexity of the investigation of target systems such as PCs, servers, and database systems. Moreover, some systems have to be investigated with live forensic techniques. However, even though live forensic techniques have been improved, they are still vulnerable to anti-forensic activities when the target systems are remotely accessible by criminals or their accomplices. To solve this problem, we first suggest a layer-based model and the anti-forensic scenarios which can actually be applicable to each layer. Our suggested model, the Anti-Forensic Activites layer-based model, has 5 layers - the physical layer, network layer, OS layer, database application layer and data layer. Each layer has possible anti-forensic scenarios with detailed commands. Second, we propose a fuzzy expert system for effectively detecting anti-forensic activities. Some anti-forensic activities are hardly distinguished from normal activities. So, we use fuzzy logic for handling ambiguous data. We make rule sets with extracted commands and their arguments from pre-defined scenarios and the fuzzy expert system learns the rule sets. With this system, we can detect anti-forensic activities in real time when performing live forensic.

멀티미디어 정보시스템을 이용한 기업체 교육의 효과요인 도출을 위한 실증적 연구

  • 김병곤;이동만;박순창
    • Proceedings of the CALSEC Conference
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    • 1999.11a
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    • pp.280-293
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    • 1999
  • 본 연구는 경영학 관련 분야에서 멀티미디어 기술의 경영학적 측면의 응용에 관한 연구의 중요성이나 필요성을 많은 학자들이 인식하고 있음에도 불구하고 아직 멀티미디어에 관한 연구가 전무한 실정에서 시도한 초기연구라는데 연구의 의의가 있다. 이러한 시점에서 교육공학과 경영정보학을 접목시킨 멀티미디어에 관한 연구는 상당히 중요할 것으로 판단된다. 이와 같이 본 연구는 경영정보학 분야에서 멀미미디어에 관한 연구로서는 초기의 연구로서, 본 연구가 가지는 연구의 필요성이나 중요성에 대해서는 우리들이 충분히 인식할 수 있을 것이다. 지금까지 국내외적으로 멀티미디어 정보시스템을 이용한 교육의 효과에 관한 연구는 몇 편의 탐색적 논문이 발견되고 있으나, 멀티미디어를 이용한 교육의 효과를 구성하는 요인이 무엇인지를 밝히기 위한 연구는 거의 전무한 실정이다 이러한 상황에서 멀티미디어를 이용한 교육의 효과를 구성하는 요인이 무엇이며, 구성요인 중 어떤 요인이 기업이나 학습자에게 가장 큰 효과를 가져다주는지를 밝히기 위한 연구는 현실적으로 상당히 중요하며 의미 있는 연구로 받아들여진다. 본 연구는 멀티미디어 정보시스템을 이용한 기업체 교육훈련의 효과요인을 도출하기 위하여 문헌연구와 실증적 연구를 병행 수행하였다. 우선 멀티미디어 정보시스템에 관한 문헌연구를 통하여 멀티미디어를 이용한 교육의 22가지 효과항목을 도출하였다. 다음으로 멀티미디어 정보시스템을 갖추고 있는 국내 5대 재벌 그룹연수원의 멀티미디어 교육실에서 교육을 받은 517명의 기업체 사원들을 대상으로 약 2개월간 설문조사를 실시하여 자료를 수집하고, 통계분석 패키지를 이용하여 자료를 분석하였다. 방식을 결합한 하이브리드 형태이다.인터넷으로 주문처리하고, 신속 안전한 배달을 기대한다. 더불어 고객은 현재 자신의 물건이 배달되는 경로를 알고싶어 한다. 웹을 통해 물건을 주문한 고객이 자신이 물건의 배달 상황을 웹에서 모니터링 한다면 기업은 고객으로 공간적인 제약으로 인한 불신을 불식시키는 신뢰감을 주게 된다. 이러한 고객서비스 향상과 물류비용 절감은 사이버 쇼핑몰이 전국 어디서나 우리의 안방에서 자연스럽게 점할 수 있는 상황을 만들 것이다.SP가 도입되어, 설계업무를 지원하기위한 기본적인 시스템 구조를 구상하게 된다. 이와 함께 IT Model을 구성하게 되는데, 객체지향적 접근 방법으로 Model을 생성하고 UML(Unified Modeling Language)을 Tool로 사용한다. 단계 4)는 Software Engineering 관점으로 접근한다. 이는 최종산물이라고 볼 수 있는 설계업무 지원 시스템을 Design하는 과정으로, 시스템에 사용될 데이터를 Design하는 과정과, 데이터를 기반으로 한 기능을 Design하는 과정으로 나눈다. 이를 통해 생성된 Model에 따라 최종적으로 Coding을 통하여 실제 시스템을 구축하게 된다.the making. program and policy decision making, The objectives of the study are to develop the methodology of modeling the socioeconomic evaluation, and build up the practical socioeconomic evaluation model of the HAN projec

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Experience of Participation in Educational Community in Early Childhood Mathematics Education Using Storytelling and its Meaning (스토리텔링을 활용한 유아수학교육 교육공동체 참여경험과 그 의미)

  • Kim, Kyung-Eun
    • Journal of Convergence for Information Technology
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    • v.11 no.2
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    • pp.219-228
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    • 2021
  • The purpose of this study was to examine the experiences of participation in the educational community through cooperative relationships between early childhood teachers and researchers in early childhood mathematics education using storytelling, and to find out the meaning of those experiences. Reputable researchers began with the formation of the educational community on March 14, 2016, and continued until July 26, 2016, and collected transcripts of discussions of educational community meetings, reflective journal data of teachers and researchers, and transcript of individual interviews by teachers. As a result of the study, first, the experience of participating in the educational community in early childhood mathematics education using storytelling shared personal mathematics experiences and mathematical situations, understood and learned mathematics content knowledge through sharing, and communicated through the educational community. Second, looking at the meaning of the experience of participating in the early childhood mathematics education educational community using storytelling, learn together through mathematical errors and learn the direction of better instruction through sharing. Grown up as a teacher who enjoys the mathematics exploration process, and promoted joint practice through cooperation in early childhood mathematics education using storytelling.

Comparative Study of Anomaly Detection Accuracy of Intrusion Detection Systems Based on Various Data Preprocessing Techniques (다양한 데이터 전처리 기법 기반 침입탐지 시스템의 이상탐지 정확도 비교 연구)

  • Park, Kyungseon;Kim, Kangseok
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.11
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    • pp.449-456
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    • 2021
  • An intrusion detection system is a technology that detects abnormal behaviors that violate security, and detects abnormal operations and prevents system attacks. Existing intrusion detection systems have been designed using statistical analysis or anomaly detection techniques for traffic patterns, but modern systems generate a variety of traffic different from existing systems due to rapidly growing technologies, so the existing methods have limitations. In order to overcome this limitation, study on intrusion detection methods applying various machine learning techniques is being actively conducted. In this study, a comparative study was conducted on data preprocessing techniques that can improve the accuracy of anomaly detection using NGIDS-DS (Next Generation IDS Database) generated by simulation equipment for traffic in various network environments. Padding and sliding window were used as data preprocessing, and an oversampling technique with Adversarial Auto-Encoder (AAE) was applied to solve the problem of imbalance between the normal data rate and the abnormal data rate. In addition, the performance improvement of detection accuracy was confirmed by using Skip-gram among the Word2Vec techniques that can extract feature vectors of preprocessed sequence data. PCA-SVM and GRU were used as models for comparative experiments, and the experimental results showed better performance when sliding window, skip-gram, AAE, and GRU were applied.