Journal of the Korea Society of Computer and Information
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v.14
no.11
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pp.145-157
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2009
OSGi enables services to be dynamically discovered through its service registry for fostering interactions among themselves, positioning itself as one of the most prominent SOA technologies. Web Services also provide a mature technical base of open business services being employed over the Internet and allow more value-added applications to be built up from component services. In this paper, we propose a new architecture, built on the concept of dynamic service binding, to support interbred service compositions of OSGi and Web Services. Web Services are imported into OSGi domains, and the compositions are described in WS-BPEL language. The support for crossbred compositions of OSGi services and Web Services opens up a new opportunity of a wider range of applications beyond their respective traditional target domains of home gateways in LAN environments and business applications in global Internet environments.
Journal of the Korea Society of Computer and Information
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v.14
no.1
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pp.47-55
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2009
The purpose of this study is to ermine the effect of digital storytelling as a strategy of programming education to improve students' learning motivation and achievement. To overcome the difficulty of programming education in elementary school and find teaching method which derives the students' motivation, we used a digital storytelling in programming class. Digital storytelling that is considered as an important factor of edutainment gives interest to learners with interaction and stories for programming materials. The result is that elementary school students are more interested in programming and attend actively and their motivation and achievement is improved. Therefore it can gives elementary school students a positive experience with programming that will hopefully contribute to a more positive attitude towards computer science.
A systemic approach to behavior on the basis of human psychology is needed for behavior-centered space design. Also, the recognition that human and environment, in all, have complementarity is needed- human and space shall be understood as a general phenomenon, supposing interaction. Design of behavior-oriented space means configuration and coordination of physical subjects as well as understanding, analysis and reflection of psychological and behavioral phenomena. It is analysis of a private individual as well as understanding of interaction between human groups, as well. In respect of space recognition, analysis not on material movement but on energy circulation and variable is important. It means that the understanding of user's behavior and psychology does not orient reasonable purpose just for convenience. That is, such understanding intends to understand behavioral patterns and psychological phenomena between space and human beyond the decomposition of structure of human and space into physical elements and the design based on standardized data. Thereby, more human-oriented space design might be implemented by the understanding of behavioral essence. Also, a user-centered design process from another viewpoint might be created, and the general amenity among man, space and environment - better environmental quality - might be produced. For this, the consciousness of human activity that is, activity system shall be ahead of it, and the approaches for design shall be implemented into a process not in predictive ideas but in semi-scientific system. On the basis of the above view, this study was attempted to investigate the orientation of design to recognize space as another life, and explore a process where it is drawn into a design language on the basis of human behavior. If the essence of space behavior and the activity system are analyzed through user observation and it is reflected upon a space design program and then developed into a formative language, a new design process on human and environment might be produced. In conclusion, the reflection of user's behavior and psychology into design, contrary to existing public space design based on physical data, can orient quality improvement of human life and ultimately be helpful to the proposition, 'humanization of space'.
This study was designed to find out the determinants of types of bullying behavior, and the effects of types of bullying behavior on the bullies. For this purpose, a hypothetical model which explains the relationships among 6 environmental factors, 5 types of bullying behavior, and 5 outcome variables for the bullies was developed. Using the data collected from 177 junior and high school students who have bullied the other students, the hypothetical model was tested. For data analysis, a path analysis was used, and the best-fitting model was found (df=78, GFI=0.953, CFI=1.00). As a result of analyzing the model, types of bullying behavior were found to be determined by the different environmental factors: Isolation was determined by 2 factors (feeling of isolation from friends, exposure to bullying), social bullying by 2 factors (lack of support from parents, exposure to bullying), verbal bullying by conflicts with parents, physical bullying by 3 factors (lack of support from parents, exposure to isolation and exposure to bullying), and instrumental bullying by lack of support from parents. On the other hand, the pleasure that the bullies feel after bullying behavior was increased by isolation, verbal bullying and physical bullying, while decreased by instrumental bullying. Guilt feeling was decreased by isolation and instrumental bullying, while increased by physical bullying. Isolation increased the tendency of blaming the victim. Isolation and instrumental bullying increased bullies' self-esteem, while social bullying decreased self-esteem. Verbal bullying increased the extent of bullying, while instrumental bullying decreased the extent of bullying. Based on the findings, the intervention strategies to change the bullies' attitudes toward victim, and to increase social support from the significant others as well as the effective ways to reorganize the school environment in order to reduce and prevent bullying behavior were suggested.
Purpose: This research was a descriptive study of nursing activities observed in nursing simulation during a senior nursing student practicum. Content and frequencies of nursing activities during the simulation practice were identified. Methods: Thirty-six episodes of pediatric nursing simulation were videotaped. Both verbalizations and descriptions of nonverbal behaviors were recorded from the videotapes. The data were coded and analyzed. The coded nursing activities were evaluated for frequency and purpose of interaction. Results: Average time per simulation episodes was 27 minutes and ranged from 3.30 to 32.54 minutes. Nursing activities in these simulation episodes included nursing assessments such as vital sign measurement, associated symptom assessment, and check of patient condition, nursing interventions such as medication, tepid water massage, fluid therapy, provision of oxygen, suctioning, hyperglycemia and hypoglycemia management, communication such as parent education, procedure guidance, and communication among providers. Activities in assessment were most frequent, and among them, vital sign measurement and check of patient condition were more frequent than others. Conclusion: Students showed enhanced nursing activities such as more frequent nursing assessment, communication and interventions in their simulation experience. Therefore simulation experience can be considered as one strategies to provide nursing students with better and more intense practicum experience.
Song Yong-Uk;Hong June-Seok;Kim Woo-Ju;Lee Sung-Kyu;Youn Suk-Hee
Journal of Intelligence and Information Systems
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v.12
no.2
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pp.67-81
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2006
While the existing Web focuses on the interface with human users based on HTML, the next generation Web will focus on the interaction among software agents by using XML and XML-based standards and technologies. The inference engine, which will serve as brains of software agents in the next generation Web, should thoroughly understand the Semantic Web, the standard language of the next generation Web. As abasis for the service, the W3C (World Wide Web Consortium) has recommended SWRL (Semantic Web Rule Language) which had been made by compounding OWL (Web Ontology Language) and RuleML (Rule Markup Language). In this research, we develop a backward chaining inference engine SMART-B (SeMantic web Agent Reasoning Tools -Backward chaining inference engine), which uses SWRL and OWL to represent rules and facts respectively. We analyze the requirements for the SWRL-based backward chaining inference and design analgorithm for the backward chaining inference which reflects the traditional backward chaining inference algorithm and the requirements of the next generation Semantic Web. We also implement the backward chaining inference engine and the administrative tools for fact and rule bases into Java components to insure the independence and portability among different platforms under the environment of Ubiquitous Computing.
Recently it is important to understand service supply chain because the economy moves from manufacturing to services. However, most of existing supply chain research focuses exclusively on the manufacturing sector. To overcome this situation, it needs to investigate and analyze service supply chain. Simulation is one of the most frequently used techniques for analysis and design of complex system. Service supply chain is complex and large systems that require an accurate designing phase. Especially, it is important to examine closely the dynamically interactive behavior of the different service supply chain components in order to predict the performance of the servcie supply chain. In this paper, we develop a conceptual model of service supply chain. Then, we present a new procedure to develop simulation model for the developed conceptual model of service supply chain, based on the UML analysis and design tools and on the ARENA simulation language. The two main characteristics of the proposed procedure are the definition of a systematic procedure to design service supply chain and of a set of rules for the conceptual model translation in an ARENA simulation language. The goal is to improve the knowledge on service supply chain management and support the simulation model development efficiency on service supply chain.
The Journal of Korean Association of Computer Education
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v.18
no.2
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pp.1-9
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2015
Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.
The purpose of the study was to investigate the effects of task presentation methods (animation vs. picture) on verb naming abilities as a function of verb argument structures for normal elderly adults. Participants were categorized into the two groups: animation group(n=21) vs. picture group(n=21). Data for the animation group were from obtained from Sung and Choi (2012). Percent of accuracy for the verb naming task served as a dependent measure for statistical analyses. After the years of education was controlled as a covariate, a two-way mixed ANOVA was performed with the group as a between-subject factor and the argument structure(1-, 2-, and 3-place) as a within-subject factor. Results revealed that there was a significant interaction between the group and argument structure, whereas there were no main effects for either of the factors. The animation group performed better than the picture group for one-place verb, whereas the opposite pattern was observed for the three-place verbs. The results suggested that the presentation methods are one of the critical factors that influenced verb naming abilities in elderly adults.
Diadochokinesis (DDK) aims to identify the evaluating the oral mitor ability and the moter coordination ability. There are few DDK normative data on elementary school students in Korea, The purpose of this study was to investigate the characteristics of the speed and regularity of DDK in first- and second-grade students in elementary school. The subjects were a total of 194 students in first- (45 males, 50 females) and second-grade (47 males, 52 females) in elementary schools in Gwangju Metropolitan City. As evaluation tasks, AMR task 'p?', 't?', and 'k?' and SMR task 'p?t?k?' were performed. The speed and regularity of DDK was measured using Motor speech profile (Model 5141, KayPENTAX) and Praat (v6.0.3.6). The results of this study, First, there was a statistically significant difference by grade in AMR speed for 'p?', 't?', and 'k?' and the AMR speed was faster in second grade group. And, there was no statistically significant. Second, AMR regularity showed a statistically significant difference in 'p?', 't?', and 'k?' according to sex and was found to be more regular in female student group. There was no significant difference in regularity by grade. Third, the SMR speed showed statistically significant difference in 'p?t?k?' by grade and was faster in second grade group. And there was no statistically significant difference by sex. The results of this study showed that the DDK performance ability in first- and second-grade students in elementary school was slightly different according to grade and sex. In future research, it is necessary to investigate the correlation between the articulation accuracy and linguistic intelligibility, and to find out the usefulness of DDK in articulation evaluation.
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