• Title/Summary/Keyword: 웹 기반 게임

Search Result 164, Processing Time 0.023 seconds

Developing LCMS-Based e-Learning System utilizing Component-Based Development (컴포넌트 기반 개발을 이용한 LCMS 기반의 e-Learning 시스템 개발)

  • 최상균
    • The Journal of Society for e-Business Studies
    • /
    • v.9 no.1
    • /
    • pp.61-81
    • /
    • 2004
  • Learning Contents Management System(LCMS) manages the contents and the process of teaming by incorporating the both in a flexible system to help learners to be able to utilize them efficiently. The e-Learning comprises all types of educations based on electronic technologies as well as the Web. The existing e-Learning system is a simple information system providing Web based contents, therefore, it cannot support flexibility for both learners and teachers. The core part of the e-Learning system should be a remote education system which creates bilateral response between the learners and teachers, by providing substantial contents based on the LCMS. In this paper, a new e-Learning system is constructed with reusable modules generated by Component-Based software Development(CBD). Furthermore, creates new contents groups and enables to develop learning courses utilizing the Learning Objects. And also, observing the SCORM standard, lecture contents are designed and prepared to support learners Learners are supported to produce profiles which enables themselves to manage, measure, and evaluate their own capabilities, so that they can develop themselves properly in accordance with their levels, build prototypes for self development. Also a system that comprises all these individual components is suggested.

  • PDF

SDN/NFV Based Web Cache Consistency and JavaScript Transmission Acceleration Scheme to Enhance Web Performance in Mobile Network (모바일 네트워크에서 SDN/NFV 기반의 웹 성능 향상을 위한 웹 캐시 일관성 제공과 JavaScript 전송 가속화 방안)

  • Kim, Gijeong;Lee, Sungwon
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.39B no.6
    • /
    • pp.414-423
    • /
    • 2014
  • The number and size of resource constituting the web page has been increasing steadily, and this circumstance leads to rapidly falling quality of web service in mobile network that offer relatively higher delay. Moreover, Improving the quality of a web services protocol is difficult to provide network function because the current network architecture has closed structure. In this paper, we suggest schemes to enhance web performance in mobile network, which are Check Coded DOM scheme and Functional JavaScript Transmission scheme, and then try to seek idea which can be provided suggested schemes as a network function using NFV(Network Function Virtualization). For the performance evaluation and analysis about the suggested schemes, we perform network simulation using SMPL library. We confirm that suggested schemes offer better performance in term of page loading time, the number of message and the amount of traffic in the network than HTTP Protocol.

A Comparative Study on the Machine Translation Accuracy of Loanword by Language (기계 번역기의 언어별 외래어 인식 정확도 비교 연구)

  • Kim, Kyuseok
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2021.05a
    • /
    • pp.319-322
    • /
    • 2021
  • 4차 산업혁명 시대에는 빠른 무선 네트워크와 빅데이터를 기반으로 다양한 기술과 서비스들이 생겨나고 있다. 이런 환경 속에서 우리는 언제 어디서나 스마트폰을 통해 음악을 듣고, 게임을 하며, 웹서핑을 하는 등 PC에 버금가는 다양한 활동을 할 수 있다. 누구든 쉽게 전세계의 웹페이지에 접속하고 SNS를 통해 외국인 친구들과도 쉽게 연락을 할 수 있다. 기계 번역 기술 또한 이렇게 사용자가 늘어나는 만큼 빅데이터를 기반으로 그 정확도가 향상되고 있다. 그러나 일반 명사나 구문과는 다르게 은어, 외래어 등의 사용빈도가 상대적으로 낮은 단어들에 대한 기계 번역 정확도는 여전히 개선이 필요하다. 본 연구에서는 국내에서 가장 많이 사용되는 기계 번역기인 papago 번역기와 Google 번역기의 외래어 인식 정확도에 대한 비교 연구를 진행하였다. 추후, 본 연구 결과를 통해 앞으로의 새로운 연구 방향을 제시한다.

Implementation and Design of EJB Based on Seat Reservation System for Effective E-Business (효율적인 E-Business구축을 위한 EJB기반의 좌석예약 시스템 설계 및 구현)

  • Jeong, Hwa-Young
    • Journal of Korea Game Society
    • /
    • v.2 no.2
    • /
    • pp.113-119
    • /
    • 2002
  • With development of internet technology, digital economy that advance rapidly formed much leagues of B2B, B2C, A2B etc, according to the application part. Also, electronic commerce system implementation technology is introduced by Component based on development method in object oriented technique base depending on customer's requirement, and development environment changes by 3- Tiers, Web-Based architecture etc. in existent C/S (Client/Server) environment and is introduced. Thus, In this research, I implemented seat reservation and confirmation system that can be used in electronic commerce in multi-server environment. This, for improve efficiency in distribute environment, relevant importance logic used server component model EJB, and implemented through JSP and Java that use Servlet of Resin Server environment for Main Server. Therefore, through independence component using EJB, I did so that can improved independence between electronic commerce system logic, and reduce server's overhead calling relevant method through discrete EJB server, and manage each logic resources efficiently.

  • PDF

Direction Presentation of Development of Web-based Architectural Design Site (웹 기반의 건축설계 사이트 개발의 방향 제시)

  • Ahn, Seong-Hye;Choi, Jang-Myung
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.2
    • /
    • pp.132-139
    • /
    • 2008
  • The aim on this thesis is to develop virtual construction designing experience web-site in order to help non-professional to predict the actual construction working result by self-construction design, provided by virtual reality program, sharing knowledge of architectural design and materials on internet to solve certain problems. The way of study is using case of virtual reality technology which is practically using in architecture era recently; in construction design, deducting realizable virtual reality technology of limitation and its solution; analyze case of construction designing program which is currently used by professionals; constitute required essential functions as UI(User Interface) when constructing. Followed by result of study, as a proposal, in service, technical, and UI sectors are the way to construct its objectives for internet based virtual construction experience web-site.

The Design and Implementation of On-Line Quiz Game Learning System for Learning Motivation (학습동기 유발을 위한 온라인퀴즈게임형 학습시스템의 설계 및 구현)

  • 한병래;구정모
    • Journal of the Korea Computer Industry Society
    • /
    • v.4 no.12
    • /
    • pp.911-922
    • /
    • 2003
  • Nowadays, we can easily find student who study through computer in e-teaming environment. But, although e-teaming system has strong point that overcomes limitation of distance and time, many students give up their study through on-line learning. In this study, we developed On-Line learning motivation model, and designed and developed on-line quiz game loaming system. Thus we can find student's teaming motivation was grow up through student's interaction. Also, we find on-line quif game learning system had many information that explain student's status about their knowledge.

  • PDF

An Instructional Learning Effectiveness of Network Concept by Problem-Oriented Learning for Computer Education in Elementary Schools (초등컴퓨터 교육에서 문제중심 학습을 이용한 네트워크 개념의 교수학습 효과)

  • Rim, Hwakyung
    • The Journal of Korean Association of Computer Education
    • /
    • v.7 no.3
    • /
    • pp.91-99
    • /
    • 2004
  • Elementary school students have a great deal of interest in Internet games which provide integrated multimedia and so they become to know well the terminology used in network such as game server, Internet service, transfer time, etc. In addition, they are used to understand the technological phenomena occurring in internet. They, however, have difficulty understanding concepts and principles regarding the phenomena mentioned above because the educational contents in elementary school computer textbooks consist of only ICT education and its applications, i.e., tool-based technology. In this paper, we apply educational learning on network concepts which are the basis on the internet to classroom instruction by using problem oriented models. We conclude that the educational contents in elementary school computer education should be transferred to the area with principles and concepts.

  • PDF

On Securing Web-based Educational Online Game Using SSL Protocol (SSL 프로토콜을 이용한 안전한 웹기반 교육용 온라인 게임)

  • Yani, Kadek Restu;Priyana, Yoga;Rusmin, Pranoto H.;RHEE, Kyung-Hyune
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.28 no.3
    • /
    • pp.790-798
    • /
    • 2016
  • Currently, web-based online games is becoming popular in supporting learning process due to their effective and efficient tool. However, online games have lack of security aspect, in particular due to increase in the number of personal information leakage. Since the data are transmitted over insecure channel, it will be vulnerable of being intercepted by attackers who want to exploit user's identity. This paper aims to propose an online web-based educational game, Vidyanusa which allows the students to register their personal information using a unique code, a user name and a password. It manages the users according to their schools, subject teachers and class levels. In addition, by adopting a unique code, the confidentiality of the user identity can be kept away from attackers. Moreover, in order to provide a secure data communication between client and server, Secure Socket Layer (SSL) protocol is adopted. The performance of the system after implementing SSL protocol is examined by loading a number of requests for various users. From the experiment result, it can be concluded that the SSL protocol can be applied to web-based educational system in order to offer security services and reliable connection.

The facial expression generation of vector graphic character using the simplified principle component vector (간소화된 주성분 벡터를 이용한 벡터 그래픽 캐릭터의 얼굴표정 생성)

  • Park, Tae-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.9
    • /
    • pp.1547-1553
    • /
    • 2008
  • This paper presents a method that generates various facial expressions of vector graphic character by using the simplified principle component vector. First, we analyze principle components to the nine facial expression(astonished, delighted, etc.) redefined based on Russell's internal emotion state. From this, we find principle component vector having the biggest effect on the character's facial feature and expression and generate the facial expression by using that. Also we create natural intermediate characters and expressions by interpolating weighting values to character's feature and expression. We can save memory space considerably, and create intermediate expressions with a small computation. Hence the performance of character generation system can be considerably improved in web, mobile service and game that real time control is required.

The Influencing Factors on the Online-Based Interpersonal Relationships Formation of the SNS Users (SNS 사용자의 온라인기반관계 형성에 미치는 영향 요인)

  • Heo, Song-Ji;Kim, Ja-Young;Jang, Hee-Jin;Park, Su-E;Ko, Hye-Young
    • Journal of Korea Game Society
    • /
    • v.12 no.2
    • /
    • pp.101-113
    • /
    • 2012
  • In this paper, our goal is to investigate the influencing factors on the online-based interpersonal relationships formation of the SNS users. To achieve this, first, we collected the influencing factors on the online-based interpersonal relationships, conducted survey, and then we analyzed the data with the PLS(Partial Least Square) and structural equation. As a result, we verified the main cause of factors as personal, relational and environmental factors and 8 kinds of detailed factor as social attraction, physical attraction, informational post, reciprocality, similarity, contents quality, web appearance and perceived spatiality are the influencing factors on the online-based interpersonal relationships dimensions. Finally, these factors were proposed as the influencing factors on the online-based interpersonal relationships formation of the SNS users.