Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.12
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pp.182-191
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2020
This study is about the educational motivations of highly educated adult learners in order to understand the phenomenon of educational participation by highly educated adult learners and to analyze their characteristics. The analysis of this study used phenomenological methods. The findings are as follows. First, as a result of examining the motivations for education, both case 1 and case 2 show goal-oriented features. Second, as a result of examining the nature of education, case 1 was able to grasp the in-depth meaning of education and the nature and meaning of detailed education. In case 2, a learning-oriented characteristic is shown, unlike the goals presented in the motivation for education. Third, as a result of examining the changes in meaning of social welfare after learning about social welfare, case 1 was an opportunity to understand various areas of social welfare, and case 2 was able to explain the expertise of social welfare workers and the poor social welfare practice field. Fourth, an online university cited spatial and temporal flexibility, compared to offline universities, and explained that it has characteristics of self-directed learning.
The purpose of this study is to improve and develop the quality of non-face-to-face classes according to the types of presence by analyzing the effects of teaching presence and learning presence on the learning satisfaction of the non-face-to-face classes that have been suddenly conducted due to COVID-19. For this purpose, a survey on online classes of H University in Gwangju Metropolitan City was conducted to analyze learning satisfaction, teaching presence (learning design, direct promotion), and learning presence (cognitive presence, social presence). The results of the analysis showed that the learning contents of cognitive presence, which is a sub-factor of learning presence, were understood (=.589, p<.001), the direct promotion (=.420, p<.001), and the learning design (=.397, p<.01), which are the sub-factors of teaching presence, were influential in order.This means that the suddenly changed teaching method should have an attitude to improve the intimacy between the instructor and the fellow learners with positive emotional exchange or interaction. The instructor should try to overcome the limitations of time and space through blended learning that is both online and offline for high quality learning design, but the learning medium and learning method considering the physical fatigue of the learner should be developed.
With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.
The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.
Journal of the Korea Society of Computer and Information
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v.28
no.10
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pp.85-92
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2023
In this paper, we propose a method for automatically generating story-based abbreviated summaries from long-form dramas and movies. From the shooting stage, the basic premise was to compose a frame with illusion of depth considering the golden division as well as focus on the object of interest to focus the viewer's attention in terms of content delivery. To consider how to extract the appropriate frames for this purpose, we utilized elemental techniques that have been utilized in previous work on scene and shot detection, as well as work on identifying focus-related blur. After converting the videos shared on YouTube to frame-by-frame, we divided them into a entire frame and three partial regions for feature extraction, and calculated the results of applying Laplacian operator and FFT to each region to choose the FFT with relative consistency and robustness. By comparing the calculated values for the entire frame with the calculated values for the three regions, the target frames were selected based on the condition that relatively sharp regions could be identified. Based on the selected results, the final frames were extracted by combining the results of an offline change point detection method to ensure the continuity of the frames within the shot, and an edit decision list was constructed to produce an abbreviated summary of 62.77% of the footage with F1-Score of 75.9%
So-Hyun Lee;Ilwoong Kang;Yoonhyuk Jung;Hee-Woong Kim
Information Systems Review
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v.21
no.3
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pp.1-26
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2019
Now we are facing with a possibility of having crimes, which have been only possible offline, in cyber spaces as well.Especially, a recent growth in the use of SNS, promoted by popularization of smart phones, also has led an abrupt increase in cyber crime. It would be important to have a understanding of cyber crime and its characteristics by type as well as factors associated with each type of cyber crime in order to devise appropriate preventive measures against cyber crime. However, most of the previous studies on cyber crimesolely made through literature review or indirect approaches. Therefore, this study has been designed to conduct the interview with actual suspects(criminals) of cyber crime to address factors of cyber crime and to devise specific preventive measures and countermeasures against cyber crime. Especially, among various types of cyber crime, this study aims at addressing the 'trades' and 'financial transaction' of crimes committed using the information and communication network and the 'cyber libel/insult'of crimes committed using unlicensed contents, which have been soared recently and become significant issues. The findings of this study could be beneficial for the society since it has managed to conduct the interview and reveal relationships among major factors of cyber crime. The findings of this study could be used for devising and developing proper preventive and countermeasures against cyber crime, in turn reducing and preventing its damage.
The accelerated pace of change in the business environment and the advent of new information and communication technologies since the onset of the pandemic have had a profound impact on the way in which work is conducted. These developments are also affecting the nature of secretarial roles, with the adoption of digital workplaces rendering online-based work that transcends physical time and space the norm. The role of the secretary is also undergoing a transformation, with the capacity to utilize digital technology and communicate in person emerging as crucial competencies. The objective of this study is to provide an exploratory account of the evolving work environment and the newly required competencies of secretaries in the digital workplace. The research methodology comprised in-depth interviews with current assistants, the objective of which was to explore the cultural, spatial, technological, and workplace changes and the new competencies required. The study revealed that the role of secretaries in the digital workplace is undergoing a significant transformation. This is characterised by a decline in traditional face-to-face work, an increased reliance on digital platforms, and the digitisation of information management. The competencies deemed essential for success in this evolving environment include digital literacy, proficiency in text-based communication, the ability to maintain a consistent attitude towards online and offline work, and the capacity to adapt to new situations. The findings of this study contribute to the academic understanding of the digital workplace for secretaries and provide a useful basis for the development of practical secretarial education and career development programs. Furthermore, this study aims to provide a more comprehensive examination of secretarial work in the digital workplace and to identify areas where secretaries may require additional support.
Park, Su-Hong;Jung, Ju-Young;Hong, Jin-Yong;Kim, Seong-Ok;Ryu, Young-Ho;Kang, Eun-Kyeong
Journal of The Korean Association of Information Education
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v.12
no.1
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pp.9-22
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2008
The purpose of this research is to develop a prototype of the support system in order for team building associated with web-based project learning having applied Kolb's learning style. To accomplish this purpose, the following research tasks were performed. First, core idea in order to embody the system's value, key activities, tools that will support pertinent activities and the strategy so as to develop guidelines, etc. were devised and prepared. Second, a system was designed on the basis of structural model of teaching design, then after, interface was developed. The core factors in this system are inspection of learning style, organizing a team and team building. Above all, it is required to make learners know about learning environments, of which they are in favor, and also its distinctive features through inspection of learning style, and then focusing on learning style, a team should be organized insomuch as to accommodate a variety of learning styles as much as possible. For the purpose of team building, after learning style of each constituent member of the team has been made known, then the roles will be divided among the constituent members of the team so as to suit their individual characteristics referring to each of their learning styles that have been exposed. To verify the value of this system developed and efficiency thereof, a focus group interview was conducted. The focus group consisted of professionals, all from related fields. After the interview, the points required to make further improvements were elicited and taken care of by follow-up actions as needed. And having reflected such improvements made, the final system was developed. With this newly developed system, learners can get the results of inspection of learning style so quickly by performing inspection any time any where, and based on the results from such inspection, a team comprising dissimilar constituents who exhibit a variety of different propensities will be automatically organized. Thus, this system may be used not only for web-based project learning having unspecified persons elected as constituents, but in the offline space also.
The purpose of this study is to develop a on-line design tool for effectively coping with e-Business environment, or product design process into a Cyber model for traditional manufacturers which attempts new product development under such environment. It was finally developed as a model named $\ulcorner$Design Vortal Site; e-BVDS) that was based on the structure and style of internet web site. Results of the study can be described as follows ; \circled1 e-Business is based on the Internet. All processes in the context of e-Business require models whose structure and method of use are on-line styles. \circled2 In case that a traditional manufacturing business is converted into e-Business, it is better to first consider Hybrid Model that combines resources and advantages of both such traditional and digital businesses. \circled3 The product design process appropriate for e-Business environment has to have a structure and style that ensure utilization of the process as an Internet web site, active participation by product developers and interactive communication between participants in designing and designers. \circled4 $\ulcorner$e-BDVS) makes possible the use of designers around the wend like in-house designers, overcoming lack in creativity, ideas and human resources traditional business organizations face. However, the operation of $\ulcorner$e-BDVS$\lrcorner$ requires time and budget investments in securing related elements and conditions. \circled5 Cyber designers under $\ulcorner$e-BDVS$\lrcorner$ can easily perform all design projects in cyber space. But they have some limits in playing a role as designers and they have difficulty in getting rewards if such projects completed by them are not finally accepted. \circled6 $\ulcorner$e-BDVS) ensures the rapid use of a wide range of design information and data, reception of a variety of solutions and ideas and effective design development, all of which are not possible through traditional processes. However, this process may not be suitable to be used routine process or tool. \circled7 $\ulcorner$e-BDVS$\lrcorner$ makes it possible for out-sourcing or partners businesses to overcome restrictions in time and space and improve productivity and effectiveness. But such they may have to continue off-line works that can not be treated on-line.
Journal of the Korean Institute of Landscape Architecture
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v.46
no.3
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pp.1-13
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2018
Landscape Architecture is a minority manpower field that requires wide knowledge and experience. Therefore, the service market is narrower than other fields, and education service for practitioners is lacking. The purpose of this study is to propose e-learning content development methodology that can provide customized landscaping practical education according to the level of education and increase the economic efficiency of the development process. First, in theoretical review, the ADDIE model was modified to select the curriculum development model that pursues efficiency and introduced the concept of reusing learning objects in the SCORM-based model. In particular, to overcome the problems presented in the precious studies, the analysis and design stages have been strengthened and faculty designers with integrated knowledge of Landscape Architecture and ICT have led the overall phase. The actual development process is based on a step by step procedure--analysis of landscaping practitioners needs and environments, etc., teaching and learning procedures and the design of activities considering contents reuse, the first development such as actual shooting and editing, and the second development reusing the first development content--and was done in the order of evaluation and revision of professionalism and satisfaction. As a result of the study, the space-based courses composed of modular learning objects were first developed as 216 courses in 8 subjects, as 208 courses in 3 subjects in total, in which the modularized learning object are crossed and combined in units and difficulty-based courses were second developed in 216 courses with 3 subjects in total. As a result of the evaluation the satisfaction assessment of the overall satisfaction was 4.20 and the average value of the eight measures was 3.97, both being close to 4.0. For the professional assessment, the scores of 8 subjects were very high at 84.8 to 96.4 points. in context, the scores of 5 subjects were equal to from 89.9 to 96.4 points. In conclusion, as the study was conducted based on a clear understanding of the digital characteristics of e-learning contents and general characteristic of the landscaping industry, it was possible to develop a curriculum by developing a course composed of modular learning objects and reusing learning objects by unit. In particular, it has been proven to be effective in conveying professional knowledge and experiences via general procedures and provided an opportunity to overcome some analog problems that may occur in offline education. In the future, further studies need to be done by expanding the content and by focusing on segmented subjects.
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