• Title/Summary/Keyword: 온라인 환경

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UCC as Online Folklore : What Makes Users Generate More and Better Content? (사용자 제작 컨텐츠의 활성화를 위한 연구 : 구비문학의 이론을 중심으로)

  • Jung, Seung-Ki;Lee, Ki-Ho;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.656-663
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    • 2007
  • 최근 인터넷 공간에서 사용자가 직접 만들어 내는 컨텐츠, 즉 UCC (user created contents, 이하 UCC)에 대한 관심이 그 어느 때보다 증가하고 있다. UCC란 기존의 온라인 컨텐츠 제공업자와 달리 일반 사용자에 의해 만들어져 게시판과 같은 도구를 사용하여 온라인 상에 존재하였다. 그런데 UCC 가 최근 들어 더욱 관심을 받고 있는 이유에는 사용자들이 직접 컨텐츠를 만들어 개제하는 것이 용이하도록 변화된 환경의 조성 및 컨텐츠 제작을 쉽게 할 수 있는 저작도구가 지속적으로 만들어지고 확산되었기 때문이다. 결과적으로 사용자 측면에서는 다른 사람들과 소통하는 통로가 확대되었고, 사업자 측면에서는 보다 컨텐츠를 풍부하게 확보할 수 있는 환경이 열린 것이다. 본 연구는 구비문학의 이론을 통하여 UCC의 활성화에 영향을 미치는 요소를 탐색적으로 살펴보는 것을 목적으로 한다. 구비 문학은 텍스트를 향유하는 사람들 사이에서 공유되는 이야기로서 그 생산 환경의 매커니즘과 텍스트의 발전 양상이 UCC와 매우 유사하다. 따라서 본 연구에서는 자료의 분석과 이론적 모형의 수립 과정 전반에 있어 구비 문학의 이론과 접근 방법을 사용하였다. UCC가 매우 활발하게 생산되는 주제를 선정하여, 그 주제에 해당하는 커뮤니티의 특성, 사용자들 간의 관계, 사용자 정책 등 차이가 있는 세 온라인 커뮤니티를 선정하였다. 선정된 온라인 커뮤니티의 게시판의 포스트와 댓글을 프로그램을 통하여 수집하고 분석하였으며, 그 분석된 데이터를 바탕으로 사용자를 선정하여 심층 인터뷰를 진행하였다. 심층 인터뷰 데이터는 근거이론은 이용하여 분석하였다. 본 연구의 결과는 UCC 확산이라는 새로운 인터넷 패러다임 속에서 이를 구비 문학의 이론으로 분석했다는 점에서 학문적 의의가 있다. 또한 성격이 다른 세 개의 사이트에서의 UCC를 비교함으로써 UCC를 기반으로 한 사이트 설계의 가이드 라인이 될 수 있는 실용적 의의를 가진다.

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Privacy Behavioral Intention in Online Environment: Based on Protection Motivation Theory (온라인 환경에서 프라이버시 행동의도에 미치는 영향 - 보호동기이론을 중심으로 -)

  • Kim, Jongki;Kim, Sanghee
    • Informatization Policy
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    • v.20 no.3
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    • pp.63-85
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    • 2013
  • Drawing on Protection Motivation Theory(PMT), this study attempts to clarify antecedents that influence the intention to protect individuals' privacy on the Internet. Protection motivation forms through individuals' cognitive appeal involving threat and efficacy. Then protection motivation causes privacy behavioral change. Protection motivation factors are established privacy trust and privacy risk, which are related to privacy attitude and belief. This proposed model is empirically analyzed by utilizing structural equation analysis(SEM). According to the result of the empirical analysis, it is founded that almost paths have statistically significant explanatory power except path from efficacy to privacy risk and path from privacy trust to privacy behavioral intention. This study shows powerful evidence of antecedent factors based on protection motivation of individuals' privacy behavioral intention in online environment.

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Comparison of the effectiveness of SW-based maker education in online environment: From the perspective of self-efficacy, learning motivation, and interest (비대면 온라인 환경에서 SW기반 메이커교육의 효과성 비교: 자기효능감, 학습동기, 흥미도의 관점에서)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.571-578
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    • 2021
  • This study compares Online SW-based maker education in terms of self-efficacy, learning motivation, and interest after applying differently according to blended learning strategies. First, a SW maker program for blended learning was developed and applied as a live seminar-type class including real-time interactive and a support-providing class consisting of online content and Q&A. As a result of comparing the differences between students according to the two strategies divided into pre- and post- survey, in the self-efficacy part, there was a significant difference in the positive efficacy and the overall part, and in the learning motivation part, the live seminar form was significantly higher in the confidence part. In the interest part, the support-providing form showed a significantly higher average in the instrumental interest and nervous part. In order to maintain the effect of maker activities like existing face-to-face situations in Online learning, it is necessary to increase sharing time between students, an integrated learning environment, and sufficient provision of exploration time and learning materials.

A Case Study on College Mathematics Education in Untact DT Era (언택트(Untact) 디지털 전환(DT) 시대의 대학수학교육 사례)

  • Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa;Park, Kyung-Eun
    • Communications of Mathematical Education
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    • v.34 no.3
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    • pp.201-214
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    • 2020
  • In December 2019, new coronavirus (COVID-19) which was started from Wuhan caused a dramatic changes in college mathematics education around the world from the spring semester 2020. All classes in college was switched to online classes at once. As a result, many efforts were made to keep the quality of mathematics education in college. We have discussed the situation that we did experience and discussed a possible changes that future mathematics education and research can face in the post-corona era (after coronavirus, AC era). Finally, we discussed an evaluation method for student activities that can be used in online class evaluation.

Development and application of online physical computing curriculum for pre-service teachers (예비교사를 위한 온라인 피지컬 컴퓨팅 교육과정 개발과 적용)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.621-632
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    • 2021
  • This study is about development and application of a curriculum to implement physical computing education in an online environment for pre-service teachers. First, a 15-week software and physical computing curriculum was designed according to the ADDIE instructional design model. As a tool that can be used online, education was conducted on a program using various sensors using Pocket Code, an EPL based on a smartphone. As a result of the application of the program, Personal efficacy, Pedagogical knowledge, Technology teaching content knowledge, Result expectation, and Student belief were all significantly improved. In the software attitude part, Software interest and Software value part increased significantly, and the Perception of software engineers did not change. In general, in the case of physical computing, it is difficult to execute in an online environment because it involves a lot of manipulation activity. Through various studies that can continue education in a non-face-to-face environment or a blended environment in the post-corona era, it is hoped that it will be possible to provide a high-quality curriculum to pre-service teachers in charge of future education.

The Effect of University Students' Grit on Learning Satisfaction: The Mediating Effect of Family Strength (온라인 학습환경에서 대학생의 그릿이 학습만족도에 미치는 영향: 가족건강성의 매개효과)

  • Ryu, Hyunsook;Kim, Jiyoung
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.31-37
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    • 2022
  • The purpose of this study was to identify the effects of family strength as a parameter on the relationship between grit, and learning satisfaction of university students. The grit scale, family strength scale and learning satisfaction scale were applied to data from surveys conducted on 194 students recruited from a university in G gun, C province. This study examined the mediating effects of family strength in relation to grit and learning satisfaction using the hierarchical regression analysis. Results showed that family strength had partial mediating effects in the between grit and learning satisfaction. Therefore, it seems that grit directly and indirectly affect learning satisfaction through family strength. This result indicates that the importance of family strength for learning satisfaction and suggest that family strength should be included in developing learning satisfaction improvement programs.

Implementation of a Mobile One-Button Game (모바일 원-버튼 게임의 구현)

  • Oh, Sun-Jin;Choi, Se-Young;Lee, Young-Dae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.71-75
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    • 2008
  • The big issue according to the advance of wireless internet is the design of on-line game under mobile computing environment. The current mobile games have constraints in implementation of on-line game due to the low performance processor. small memory size and short battery time. Therefore, nowadays one-button games which are simple and easy to manipulate, have attracted great interests. In this paper, we designed and implemented the trandition Jeki-chaki game, which is a kind of one-line game, using a mobile handset.

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Protocol for Mobile On-line Conents in GVM Development Environment (GVM 개발환경에서 모바일 온라인 컨텐츠를 위한 프로토콜)

  • 김승훈
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.241-250
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    • 2004
  • In this paper, an application layer protocol between sewer and client is proposed for mobile on-line contents in heterogeneous distributed environments. The proposed protocol guarantees the global state consistency in the distributed environments and controls the flow of communication. The protocol reduces the overhead of handsets for flow control and does not need to maintain state information for contents. CPs, by using the proposed sealable protocol, can easily develop their contents as application processes.

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