• Title/Summary/Keyword: 이고그램

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The Integration of heterogeneous applications through Plug-and Play (플러그 앤드 플래이(Plug-and-Play)개념을 이용한 이형 응용 프로그램의 통합 기법)

  • Baek, Sun-Cheol;Choe, Jung-Min;Jang, Myeong-Uk;Park, Sang-Gyu;Min, Byeong-Ik;Im, Yeong-Hwan
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.6
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    • pp.947-959
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    • 1995
  • In this paper, we discuss an effort to develop a multi-agent architecture through which heterogeneous applications communicate and cooperate by means of plug-and play mechanism. Three componets are created in order to challenge the plug-and-play mechanism : meta-information, PnP agent module, and ICM. The meta- information is used to automatically set up a suitable configuration for a new plugged application, eliminating the need for direct addressing among heterogeneous applications. The PnPagent module is a homogeneous controller that operates on an application to ensure that its activities are coordin ated with those of the others within the community, provides a homogeneous communication envelope for all heterogeneous applications. The combination of these three components is used to meet the desire for implementing the plug-and-play mechanism. In this distributed, open architecture, one should be able to simply plug in a new application and it should work.

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Development of Teacher Training Programs for Game Addiction Treatment (게임 중독 치료를 위한 교사 연수 프로그램 개발)

  • Lee, Ha-Na;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.139-148
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    • 2010
  • This study aimed to develop the teacher training programs to prevent and treat of game addiction. First, we analyzed the existing training programs concerning game addiction and searched for various strategies applicable to game addiction prevention and treatment education programs. On this ground, training programs were divided into three courses that were the prevention program for normal students, the treatment program I for students in the potential-risk group, and the treatment program II for those in the high-risk group. For the prevention program, commonalities were drawn and developed from the existing studies and training programs; and for treatment programs, game addiction clinic centers were analyzed to draw various useful strategies and contents. We also developed the details of those programs in consultation with experts. As a result of content validity about the developed teacher training program to prevent and treat of game addiction, this program was generally appropriate and acceptable. We expect that the developed programs help to treat a student who has game addiction effectively.

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A Bibliotherapy Program Case Study for the Responsibility Promotion of Alienated Youth (소외 청소년들의 책임감 증진을 위한 독서치료 프로그램 사례연구)

  • Lim, Seong-Gwan
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.1
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    • pp.87-110
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    • 2016
  • In Korea, only a small study based on the bibliotherapy program for responsibility promotion of at risk or alienated youth has been performed. The purpose of this proposed study is to further examine the challenges and effects of a group bibliotherapy program on alienated youth to determine the degree of success in terms of "responsibility" and/or positive results. The current research program included a relatively small sample size of 11 young people (2 boys, 9 girls) in the Suwon Youth Center from November to December, 2015. The alienated youth program consisted of 8 sessions in the correct activity center with or having levels of insight, application, and verification measured using the Lee Sang Ro et al. (1989), Developmental Responsibility Examination (Scale of Responsibility). As a result, this study will confirm that the program to raise the level of alienated youth responsibility produces positive effects. These results will provide additional theoretical rationale and implications capable for applying "responsibility" education for alienated youth to the overall field encompassing youth education. Based on this, it will be necessary to extend various identified methods in depth to achieve this overall goal.

The Effects of Hypermedia Structure and Cognitive Style on Learning Performance in Elementary Schools (하이퍼미디어 학습 프로그램 구조와 학습자 인식양식이 초등학생 학업성취에 미치는 효과)

  • Kim, Sung-Wan;Hwang, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.7 no.3
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    • pp.57-66
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    • 2004
  • The purpose of this study is to determine the relationship among the hypermedia structure(hierarchical and network), learner's cognitive style(field-independent and field-dependent), and learning performance in the elementary school. 128 students(4th graders) having field-independent and field-dependent cognitive style were randomly allocated into hierarchical and network structures of hypermedia learning program. There was not significant interaction between hypermedia structure and cognitive style in learning performance. The students in the hierarchical hypermedia structure showed higher learning performance than ones in the network hypermedia structure. Field-independent students significantly got higher results than field-dependent ones. It is concluded that instructional designers should consider hypermedia structure, learner's cognitive style, and learning outcomes when they plan and design hypermedia learning program.

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Development of Online Education Program and Feasibility Study on Cyberbullying Response in Schools since COVID-19 (코로나-19 이후 증가한 학교 사이버폭력 대응에 대한 온라인 교육 프로그램 개발과 타당성 연구)

  • Choi, Eunsun;Park, Namje
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1071-1082
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    • 2021
  • COVID-19 has changed a lot in our daily lives, where school classes and remote classes have been combined or converted to remote classes. Many students spent more time online, and cyberbullying, such as indiscriminate disclosure of their personal information, bullying of their classmates online, increased. In this paper, we propose an online education program as a countermeasure against cyberbullying. This program is designed for elementary, middle, and high school students and can also be used for informatics or ethics classes in the 2015 curriculum. The proposed program is divided into four major themes: 'Cyberbullying,' 'Information Security,' 'Cyber Crime,' and 'Language Violence,' and is divided into a total of ten topics according to its connection. It was organized to teach the topics evenly by grade. Also, the program's feasibility was verified by experts on the selection of educational contents and organizing of contents. In the future, it will be necessary to apply for this program and conduct an effectiveness analysis to measure whether it has effectively contributed to the decrease in cyberbullying rates among students and the improvement of coping skills.

The Development of Altruistic behavior Enhancement Program based on the Maumgram (마음그램을 기반으로한 이타행동증진 프로그램 개발)

  • An, Kwan-su;Cho, Sang-joong
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.123-135
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    • 2018
  • The purpose of this study is to develop an altruistic behavior enhancement program for middle school students based on the Maumgram. To do this, we conducted basic research on the altruistic behavior program by collecting and analyzing related literature. The contents of the survey are related to the factors necessary for program analysis and content analysis. It has been validated twice in total by eight experts on the composition and content of the program. The program design consisted of three stages of observation, conversion, and relationship orientation, and selected contents suitable for altruistic programs and conducted them once a week for middle school students, self-inspection, understanding, empathy and communication. However, further study is needed to verify the effect of applying the program in the future. This study will provide basic data on the character education of middle school students by promoting the tendency of altruistic behavior through adjusting training of selfishness.

Change of the Age of TV Cooking Programs (TV 요리 프로그램의 시대적 변화에 대한 연구)

  • Chung, Tae-Sub
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.379-386
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    • 2019
  • It is a study of the changing times of cooking programs that were broadcast and aired on TV. The media has shown a lot of changes in appearance, and it's also showing a lot We want to look at various changes and changes in the times through programs on cuisine and food that many people now prefer. In the preceding study, we looked at changes in media formats and changes in social changes and programs until the 2000s. Based on this analysis, the changes of the cooking program were analyzed according to the changes of the times. For the purpose of this study, changes were divided into cooking and historical changes, which were divided and examined by the period. Through this study, we were able to see the change in the cooking program in an era where changes in diet are mixed with changes in culture. It was possible to see the change through programs that consumers could feel, not unilateral delivery of information, and to see the change from the era of experts to culture. Further, through the introduction and challenge of local culture through food, subsequent research aims to see changes and social phenomena caused by the division of programs.

Investigation of English Program in Korea: Focusing on the possibility of VR use in orientation and training programs (EPIK프로그램 분석: 오리엔테이션 및 교육 프로그램에 VR 활용방안의 가능성을 중점으로)

  • Park, Seong-Man;Im, Hee-Joo
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.159-166
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    • 2021
  • The introduction of the communicative approach in the English language education brings in a Korean the English Program in Korea (EPIK), which is a Korean government sponsored program established 1995. by the Korean Ministry of Education improve Korean students' and teachers' communicative competency in English within the public school system in Korea. For this goal, EPIK invites English speakers from 7 major English-speaking countries. However, the effectiveness of this program has been questioned in Korea. Thus, the objective of this paper is to explore the current status, problems, and the directions for the program to be aimed at, and for the effectiveness of EPIK through investigation of the program. Then this paper presents some possible solutions and suggestions including the possibility of VR use in orientation and training programs in order to empower both Korean teachers of English and English native teachers in Korea.

A study on DVB-SI based additional information transmission method of data service linked with movie information TV program (영화정보 프로그램 연동형 데이터서비스의 DVB-SI 기반 부가정보 전송 방법에 관한 연구)

  • Kwangilm KO
    • Convergence Security Journal
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    • v.22 no.2
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    • pp.91-98
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    • 2022
  • Because the movie has the characteristics of a cultural product where experience is important, a promotional strategy is used to convert viewers into movie audiences by providing indirect experiences of movies through professional movie information programs. Considering that the movie information program is a strategic publicity medium that raises the audience's intention to watch a movie, a study on the data service that provides useful additional information to the viewer in conjunction with the movie information program is meaningful. Against this background, this study contains the core research contents in the development of data service linked with movie information program. Specifically, additional information of the movie information program was defined. And to provide the additional information to the data service, the digital broadcasting international standard DVB-SI-based additional information transmission method was devised.

Deterministic Testing of Java Multi-Threaded Programs through Program Transformation (프로그램 변환을 통한 Java 다중 스레드 프로그램의 결정적 테스팅)

  • Chung, In-Sang
    • Journal of KIISE:Software and Applications
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    • v.27 no.6
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    • pp.607-617
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    • 2000
  • Concurrent programs, which are composed of threads that can operate concurrently, are intrinsically nondeterministic. Therefore, we can not directly apply classical testing or debugging techniques developed for sequential programs to concurrent programs because of the nonreproducibility due to nondeterminism. In this paper, we present a source tranformation method to guarantee the reproducibility of multi-threaded programs written in Java programming language. Once a mutli-threaded program has been transformed according to the transformation rules, we can force the program's execution to follow the given sequence of synchronized methods repeatedly and reduce the efforts to find the source of the errors. In addition, we present a method for checking the feasibility of the synchronized method sequence to be replayed.

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