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Development of Virtual Classroom for Computer System Architecture based on the Flash ActionScript (플래시 액션스크립트 기반의 컴퓨터 시스템 구조 가상 학습실 개발)

  • Seo Ho-Joon
    • Journal of Engineering Education Research
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    • v.7 no.4
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    • pp.16-21
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    • 2004
  • According to the appearance of various virtual websites using multimedia technologies for engineering education, the internet applications in engineering education have drawn much interests. But unidirectional communication, simple text/image based webpages and tedious learning process without motivation etc. have made the lowering of educational efficiency in cyberspace. Thus, to cope with these difficulties this paper presents a web-based educational Flash movies based on ActionScript language for understanding the principles of the computer system architecture. The proposed Flash movies provides the improved learning methods which can enhance the interests of learners. The results of this paper can be widely used to improve the efficiency of cyberlectures in the cyber university. Several sample Flash movies are illustrated to show the validity of the proposed learning method.

Development of EDUTAINMENT Application on DMB Data Service (DMB 데이터 서비스에서의 유아 대상 EDUTAINMENT 어플리케이션 개발)

  • Kong, Shin;Kim, Hyo-Yong;Park, Tae-Jin;Choy, Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.223-228
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    • 2007
  • 근래 주목받는 키워드인 유비쿼터스(Ubiquitous), UCC(User Created Contents) 등은 기술적 발달과 함께한 사람들의 행동 양식 변화를 잘 반영하고 있다. 기술적인 측면에서 모바일 환경으로의 진화는 사람들에게 시공간적 제약을 없애주었으며, '호모 루덴스'로 표현된 유희적 인간의 개념은 현대인의 행동 양식을 잘 표현했다. 이중 지상파 이동 멀티미디어 방송(Digital Multimedia Broadcasting, DMB)은 방송에 있어서 시공간적 제약을 없앤 대표적인 사례이며, 'EDUTAINMENT(에듀테인먼트)'는 교육에 유희를 결합한 실례라고 하겠다. 특히 DMB는 정보와 유희의 욕구를 기본적으로 충족시킬 수 있는 방송이라는 매체를 이용한다는 점에서 에듀테인먼트의 기술적 기반이 될 수 있으며, 이를 통해 저 연령의 학습자에게 유희와 교육을 동시에 제공함으로써, 학습효과를 높일 수 있는 장점이 있다. 본 논문에서는 DMB 시스템을 위한 유아 대상의 에듀테인먼트 어플리케이션을 설계하고, 구현한다. 이 어플리케이션을 위해 스토리텔링, 음악과 악기 선택 시스템, 타임라인 및 자유표면 게임 시스템 등 DMB 시스템에 적절하며, 에듀테인먼트의 조건을 충족하는 몇 가지 방법론을 제안하여 방송을 통해 콘텐츠와 대상자가 서로 상호작용 할 수 있도록 한다. 이를 위해서는 기존 방송의 음성, 영상 서비스를 넘어 상호작용의 필수적인 요소라고 할 수 있는 데이터 서비스를 요구하며, 이는 MPEG-4 Part 11: BIFS(Binary Format for Scenes) 기술을 기반으로 그 구현에는 VRML에 기초한 BT(BIFS Text) 언어를 사용한다.

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The Implications of Content Schemata for Standardized Reading Tests

  • Lee, Jong-Hee
    • English Language & Literature Teaching
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    • v.9 no.spc
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    • pp.79-98
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    • 2003
  • This article reports that a testee's content schemata have detrimental effects on the validity of standardized reading comprehension tests. in case that the reading passages constitute his prior background knowledge framed by regular academic pursuits focused on a major field of study. The empirical research findings on such a reliability issue have shown that the Korean subjects' familiarity with the content domain of the reading materials may substantially enhance their test performance, operated as unfair advantages over the other participants at the same level of English proficiency who do not possess technical knowledge closely related to the contents of the test passages. Based on these results, it may be argued that the reading text should be composed of maximally neutral contents to every testee to avoid the possible overlapping between a test-taker's content schemata and the content domain of the materials. Therefore, this article claims that the tenets of schema theory with its long-standing foundation on culturally predetermined content and formal schemata need to be expanded to cover professional knowledge structures, like those acquired by higher education, as the hard-wired framework of an individual's original culture-specific background knowledge.

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A Study on Modelling Readability Formulas for Reading Instruction System (독서교육시스템을 위한 텍스트수준 측정 공식 구성에 관한 연구)

  • Choe, In-Sook
    • Journal of the Korean Society for information Management
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    • v.22 no.3 s.57
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    • pp.213-232
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    • 2005
  • The purpose of this study is to determine factors affecting text difficulty and to model objective formulas which measure readability scores. Some readability-related factors such as total number of letters, total number of syllables, total number of unique syllables, total number of sentences and total number of paragraphs were found through correlation analysis. Some regression equations with these factors as their variables were produced through regression analysis. A model estimating readability score from total number of unique syllables was a good formula, while a model with two factors, total number of unique syllables and new syllable occurrence ratio, was a better enhanced one. The readability score represents detailed level so we can recommend students read texts corresponding to their reading levels.

Distinguishing Referential Expression 'Geot' Using Decision Tree (결정 트리를 이용한 지시 표현 '것'의 구별)

  • Jo, Eun-Kyoung;Kim, Hark-Soo;Seo, Jung-Yun
    • Journal of KIISE:Software and Applications
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    • v.34 no.9
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    • pp.880-888
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    • 2007
  • Referential expression 'Geot' is often occurred in Korean dialogues. However, it has not been properly dealt with by the previous researchers of reference resolution, since it is not by itself the referential expression like pronoun and definite noun phrases, and it has never been discriminated from non-referring 'geot'. To resolve this problem, we establish a feature set which is based on the linguistic property of 'geot' and the discourse property of its text, and propose a method to identify referential 'geot' from non-referring 'geot' using decision tree. In the experiment, our system achieved the F-measures of 92.3% for non-referring geot and of 82.2% for referential geot and the total classification performance of 89.27%, and outperformed the classification system based on pattern rules.

A Program-Plagiarism Checker using Abstract Syntax Tree (구문트리 비고를 통한 프로그램 유형 복제 검사)

  • 김영철;김성근;염세훈;최종명;유재우
    • Journal of KIISE:Software and Applications
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    • v.30 no.7_8
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    • pp.792-802
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    • 2003
  • Earlier program plagiarism check systems are performed by using simple text, attribute or token string base on match techniques. They have difficulties in checking program styles which have nothing to do with program syntax such as indentation, spacing and comments. This paper introduces a plagiarism check model which compares syntax-trees for the given programs. By using syntax-trees, this system can overcome the weekness of filtering program styles and have advantage of comparing the structure of programs by syntax and semantic analysis. Our study introduces syntactic tree creation, unparsing and similarity check algorithms about C/C++ program plagiarism checking for internet cyber education and estimate plagiarism pattern.

Clustering of Web Document Exploiting with the Co-link in Hypertext (동시링크를 이용한 웹 문서 클러스터링 실험)

  • 김영기;이원희;권혁철
    • Journal of Korean Library and Information Science Society
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    • v.34 no.2
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    • pp.233-253
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    • 2003
  • Knowledge organization is the way we humans understand the world. There are two types of information organization mechanisms studied in information retrieval: namely classification md clustering. Classification organizes entities by pigeonholing them into predefined categories, whereas clustering organizes information by grouping similar or related entities together. The system of the Internet information resources extracts a keyword from the words which appear in the web document and draws up a reverse file. Term clustering based on grouping related terms, however, did not prove overly successful and was mostly abandoned in cases of documents used different languages each other or door-way-pages composed of only an anchor text. This study examines infometric analysis and clustering possibility of web documents based on co-link topology of web pages.

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An analysis of the writing tasks in high school English textbooks: Focusing on genre, rhetorical structure, task types, and authenticity (고등학교 1학년 영어교과서 쓰기활동 과업 분석: 장르, 텍스트 전개구조, 활동 유형, 진정성을 중심으로)

  • Choi, Sunhee;Yu, Ho-Jung
    • English Language & Literature Teaching
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    • v.16 no.4
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    • pp.267-290
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    • 2010
  • The purpose of this study is to analyze the writing tasks included in the newly developed high school English textbooks in the aspects of genre, rhetorical structure, task type, and authenticity in order to find out whether these tasks could contribute to improving Korean EFL students' writing skills. A total of nine textbooks were selected for the study and every writing task in each textbook was analyzed. The results show that various types of genres were incorporated in the tasks, but very few opportunities were provided for students to acquire characteristics of specific genres. In terms of rhetorical structure of text, narration, illustration, and transaction were required most, whereas not a single writing task asked students to use classification or cause and effect. Many of the writing tasks analyzed offered linguistic and/or content support through the use of models, which displays traces of the product-based approach to teaching writing. Lastly, most of the tasks lacked authenticity represented by explicit discussion of purpose and audience. Implications for L2 writing task development and writing instruction in the Korean EFL context are discussed.

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An Evaluation of Effort for Developing the RIA-Based Cyber Education System (RIA 기반 가상교육 시스템의 개발 노력 평가)

  • Lee Bu-Kwon;Yoo Kyeong-Jong;Seo Yeong-Geon
    • Journal of Digital Contents Society
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    • v.4 no.1
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    • pp.91-99
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    • 2003
  • With the improvement of the web-technology, web-based cyber education is progressing from the text-based to the hyper-based including multimedia, and from one way of simply giving the contents to the learner to another way of providing mutual interaction between instructors and learners. There are several fields using the dynamic application and multimedia contents. RIA(Rich Internet Application), which. is the new paradigm of the web, provides clients with more effective and rich contents, combining the dynamic application and multimedia contents. With the existing web script language, a lot of time and efforts will be very needed to provide learners with various and rich contents. In this paper, we compare the efforts in developing the RIA based education system with the Non-RIA based education system, then experiment the characteristics of the RIA based education system

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Design and Implementation of a Character Agent based Multimodal Presentation Authoring Tool (캐릭터 에이전트 기반 멀티모달 프리젠테이션 저작도구 설계 및 구현)

  • 정성태;정석태
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.5
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    • pp.941-948
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    • 2003
  • Character agent based Multimodal Presentation Markup Language(MPML) has been developed to increase the efficiency of the presentation using a computer. However, authoring of a presentation by using MPML is not simple because MPML describes only the behavior of the character agent. It describes the presentation background by importing HTML documents. This paper proposes EMPML(Extended MPML) which describes not only the behavior of the character agent but also the presentation background. And an authoring tool for the EMPML has been designed and implemented. By integrating the editing of the presentation background and character agent behavior, the proposed authoring tool supports WYSIWIG(What You See Is What You Get) mode designing. By using the proposed authoring tool, users can make a multimodal presentation without knowing the details of EMPML.