• Title/Summary/Keyword: 온라인 지도

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Analysis of Online Game Addciton with fMRI (fMRI를 이용한 온라인게임 중독 특성 분석)

  • Nam, Sang-Chun;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.35-42
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    • 2010
  • In this paper, the characteristics of online game addiction have been analyzed using fMRI. The fMRI images are taken from six target subjects who are around 20 years old, right-handed, and undergraduate male students with online game stimulations. The images are processed using SPM5, and statistical analysis showed following characteristics. First, online game stimuli produces an activation in BA18 of brain, and the Pearson correlation coefficient between the activation intensity of BA18 area and the addiction index value is very highly as .94. Second, the Pearson correlation coefficient is .75 between addiction index of subjects and activation index of the mesencephalon. From these observations, we found that the online game stimuli were processed as visual stimuli by subjects' brain, and the subject's brain with bigger addiction index processes more actively from the online game stimuli. Also, the online game stimuli activate the mesolimbic system, and therefore these findings may contribute for comparing the mechanism between general addiction and online game addiction.

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An Analysis of Effect of Online Education on Software Education for pre-service elementary teacher (초등 예비 교사들을 위한 소프트웨어 교육에 대한 온라인 교육 효과 분석)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.643-652
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    • 2020
  • Since the 21st century knowledge and information society 20 years ago, online education has been emphasized. Online courses at online universities or universities have been activated in developed countries. But to this day, online lectures have not been activated at education colleges and have been used as supplementary educational materials. Since February 2020, the company has been forced to provide online education due to external factors of the coronavirus. In this study, the results of the results of the first semester of 2020 by organizing the online lectures in the same way as the offline lectures for the 2019 prospective teachers are as follows. Online education can be seen as effective in terms of understanding the achievement criteria, in terms of developing teaching materials, in terms of evaluation data development and evaluation methods, and in terms of students' ability to provide software education.

The Effect of Selective Exposure of Political Orientation on Online Political Participation: Focusing on the Mediating Effect of Attitude Polarization (유튜브 정치성향에 따른 선택적 노출이 온라인 정치참여에 미치는 영향: 태도극화의 매개효과를 중심으로)

  • Lee, Min Kyu;Kim, Jung Hoon
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.261-272
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    • 2022
  • This study investigated the relationship between selective exposure, attitude polarization, and online political participation among 420 YouTube political video users. Additionally, the mediating effect of attitude polarization on the relationship between selective exposure and online political participation was examined. The main results were derived by conducting exploratory factor analysis, correlation analysis, and structural model analysis using the SPSS 21.0 program and AMOS 21.0 program. The results were presented as follows. First, selective exposure had a positive effect on attitude polarization. Second, selective exposure had a positive effect on online political participation. Third, attitude polarization had a positive effect on online political participation. Fourth, attitude polarization was found to mediate the relationship between selective exposure and online political participation. In summary, it was confirmed that selective exposure to YouTube political videos increased attitude polarization and online political participation, and the more the attitude polarization was strengthened by selective exposure, the more it led to online political participation.

The Influence of Online Psychiatric Nursing Practicum including Virtual Simulation on Goal Commitment, Self-Efficacy, Critical Thinking Disposition and Problem-Solving Ability (가상 시뮬레이션을 포함한 온라인 정신간호학실습이 목표몰입, 자기효능감, 비판적 사고성향 및 문제해결능력에 미치는 영향)

  • Park, Keumok;Chung, Su Kyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.60-67
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    • 2021
  • The purpose of this study is to investigate the effect of online psychiatric nursing practicum including virtual simulation on goal commitment, self-efficacy, critical thinking disposition, and problem solving ability of nursing students in the COVID-19 situation with difficult clinical practice. The subjects of this study were collected using an online questionnaire for third-year nursing students located in A city, and 31 students participated in the final. The results of this study showed that goal commitment and critical thinking disposition were improved in the post-test compared to the pre-test, but were not statistically significant. Self-efficacy (t=4.222, p<.001) and problem solving ability (t=6.807, p<.001) were signifincantly improved after than before online practicum. This findings indicate that online psychiatric nursing practicum including virtual simulation is effective in improving self-efficacy and problem solving ability. As it is difficult to perform nursing practice directly in the clinical field due to the recent COVID-19, it is expected that the limitations of online practicum can be overcome by utilizing various online contents including virtual simulations in online psychiatric nursing practicum.

An On-line Electronic Coin Model Enhanced the Authentication and its Simulation (인증 기능이 강화된 온라인 전자 화폐 모형과 시뮬레이션)

  • 이성렬;주재훈
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.521-523
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    • 1998
  • 본 연구에서는 인터넷 기반의 전자 상거래에서 극소액 지불을 지원하고, 원격지에서의 계정 개설과 관리 등을 용이하게 할 수 있도록 지불인과 수취인을 쉽게 인증할 수 있는 인증이 강화된 전자 현금 모형의 지불 프로토콜을 개발하고, 프로토타입을 통해 그 효과성을 실험하였다. 또한 본 연구에서 개발하고자 하는 온라인 전자현금인 OnCash에서는 기존의 전자 현금인 Ecash나 Netcash와 마찬가지로 공개키 암호방식과 비밀키 암호방식을 이용하여 메시지 기밀성을 유지하고 전자 화폐의 이중사용을 방지하고, 적정한 수준의 익명성을 유지할 수 있도록 하였다.

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A Study on the Multimedia Library Information System (멀티미디어 도서관 정보시스템 구현에 관한 연구)

  • 김연희
    • Proceedings of the Korean Society for Information Management Conference
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    • 1995.08a
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    • pp.83-86
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    • 1995
  • 본 연구에서 구축된 멀티미디어 도서관 정보시스템은 대학도서관을 기본 모형으로 하여 설계하였다. 이 시스템은 7 개의 모듈 즉 참고문헌제공 전문가시스템, 학술지 브라우징, 멀티미디어 데이타베이스, 텍스트 데이타베이스(온라인 열람목록, OPAC), 외부데이타베이스(온라인/CD-ROM/인터넷 데이터베이스), 도서관 이용안내, 시스템이용법으로 구성된다. 시스템의 구현 환경은 IBM 컴퓨터 466DX2/Dp을 사용하고 시스템 개발도구로는 하이퍼텍스트 기능이 첨가된 멀티미디어 저작 도구인 멀티미디어 툴북을 이용하고 이용자 인터페이스는 메뉴방식을 채택하였다.

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The evolution of a global collaborative system in online game industry: A focus on Korea and China (온라인 게임산업의 글로벌협업시스템의 진화 : 한국과 중국을 중심으로)

  • Lee, Jae-Hak;Park, Cheol
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.573-576
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    • 2009
  • 온라인게임에서 협업시스템은 유저와 기업, 기업과 기업, 기업과 유통, 기업과 정부, 유저와 유저 간 등에서 활발하게 작동된다. 이와 같은 협업시스템은 온라인게임의 개발과 시장진입과정에서 주도적인 역할을 한다. 온라인게임이 해외수출이라는 새로운 계기를 맞게 되면서, 한정된 공간에서 운용되던 로컬 협업시스템은 글로벌이라는 새로운 환경변화에 따라 변화하게 되었다. 각 국가별로 구조화된 협업시스템은 네트워크를 통해 확장되고 정교화되며, 글로벌과정을 통해 최적화된다. 본 논문에서는 한국과 중국의 온라인게임 산업의 글로벌 협업시스템이 각 산업 내부에서 어떻게 구조화되고 최적화하며, 해외진출 과정에서 어떻게 변화하고 진화하는 지 살펴봄으로써 한국 온라인게임 기업의 해외진출에 새로운 대안을 제시하고자 했다.

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Online SLAM algorithm for mobile robot (이동 로봇을 위한 온라인 동시 지도작성 및 자가 위치 추적 알고리즘)

  • Kim, Byung-Joo
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.6
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    • pp.1029-1040
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    • 2011
  • In this paper we propose an intelligent navigation algorithm for real world problem which can build a map without localization. Proposed algorithm operates online and furthermore does not require many memories for applying real world problem. After applying proposed algorithm to toy and huge data set, it does not require to calculate a whole eigenspace and need less memory compared to existing algorithm. Thus we can obtain that proposed algorithm is suitable for real world mobile navigation algorithm.

Development and Application Analysis of On-line Lesson Planner System (온라인 전자 지도안 시스템의 구축 및 활용에 관한 연구)

  • Cheon, Jong-Pil;Paek, Jang-Mi;Han, Sun-Gwan;Lee, Chul-Hwan
    • The Journal of Korean Association of Computer Education
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    • v.6 no.1
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    • pp.79-86
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    • 2003
  • The researchers developed On-line Lesson Planner System so that teachers can make a lesson plan using ICT(Information & Communication Technology) on line. Developed On-line Lesson Planner System can make ICT using lesson plans store in the database, manage them systematically and help maximize share, use and storage of the lesson plans. It can contribute to the school informatization. It is important to suggest solution through analyzing the educational effects and problems appeared during applying to this developed system in real fields. Thus, this study suggests first, procedure of designing the lesson plan using ICT for the development of this system, second. the summary of designing and embodying methods, and third, the improvement and analysis of the effects and problems revealed in elementary school fields. This study provided educational grounds of the solution to the problems and consideration of this On-line Lesson Planner system.

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A study of consumer content experience on Korean online premium food market (국내 온라인 프리미엄 푸드마켓에 대한 소비자 경험 연구)

  • Kim, Sung Hee;Kim, Hyun Suk
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1413-1422
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    • 2018
  • As the online food market is becoming major channel and fragmented, online premium food market is also emerging and growing. The purpose of this study is to clarify the experience factors of consumers in online premium food market and define the differences with offline. It is suggested that the online premium food market should be differentiated in terms of providing contents and services by revealing the differences in experience of cognitive, aesthetic and emotional experience with offline premium food market. In addition, the channel that consumers use in the online premium food market has a combination of online and offline experiences, so it is necessary to provide a consistent experience to the consumers. The consumer experience derived from this study is intended to be used as a basic data for providing content and services from the consumer perspective in the service design of online premium food market.