• Title/Summary/Keyword: 정보탐색활동

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Exploring Cancer-Specific microRNA-mRNA Interactions by Evolutionary Layered Hypernetwork Models (진화연산 기반 계층적 하이퍼네트워크 모델에 의한 암 특이적 microRNA-mRNA 상호작용 탐색)

  • Kim, Soo-Jin;Ha, Jung-Woo;Zhang, Byoung-Tak
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.10
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    • pp.980-984
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    • 2010
  • Exploring microRNA (miRNA) and mRNA regulatory interactions may give new insights into diverse biological phenomena. Recently, miRNAs have been discovered as important regulators that play a major role in various cellular processes. Therefore, it is essential to identify functional interactions between miRNAs and mRNAs for understanding the context- dependent activities of miRNAs in complex biological systems. While elucidating complex miRNA-mRNA interactions has been studied with experimental and computational approaches, it is still difficult to infer miRNA-mRNA regulatory modules. Here we present a novel method, termed layered hypernetworks (LHNs), for identifying functional miRNA-mRNA interactions from heterogeneous expression data. In experiments, we apply the LHN model to miRNA and mRNA expression profiles on multiple cancers. The proposed method identifies cancer-specific miRNA-mRNA interactions. We show the biological significance of the discovered miRNA- mRNA interactions.

Analyzing Learners' Activities in the Collaborative Learning Based Group Project Using the Wiki Environment: a Case of the Google Sites Use (위키 환경을 활용한 학습자의 협력학습 기반 그룹 프로젝트 활동 분석: 구글 사이트 활용 사례를 중심으로)

  • Jung, Young-Sook;Park, Ok-Nam
    • Journal of the Korean Society for information Management
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    • v.26 no.3
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    • pp.239-259
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    • 2009
  • The study aims at investigating students' behaviors and perceptions regarding the collaborative learning based group project using the wiki environment. The study utilized Google Sites as a case, and analyzed file unloads, the use of web pages, navigation bars, and comments as well as surveys. The study discusses main characteristics of students' activities in the collaborative learning group project, which are drawn from the analysis of students' behaviors and perceptions. The study also provides implications for improvement of wiki environment to support collaborative learning in education.

대학생의 창업교육이 창업준비행동에 미치는 영향: 계획된 우연기술에 의한 기회인식의 조절된 매개효과

  • Yang, Song-Lee;Yang, Yeong-Seok;Kim, Myeong-Suk
    • 한국벤처창업학회:학술대회논문집
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    • 2021.11a
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    • pp.41-45
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    • 2021
  • 대학생의 대부분은 진로에 대한 명확한 목표가 설정되지 않거나 졸업 후 진로 미결정으로 인해 어려움을 느낀다. 대학 생활 중 진로의 선택과 결정, 결정을 위해 정보를 수집하고 탐색하는 활동들은 매우 중요하며 대학에서는 진로를 '창업' 으로 결정한 학생들을 위해 다양한 창업교육 프로그램을 제공하고 있다. 정부의 적극적인 지원으로 창업교육은 양적 성장을 하였지만 실제 창업까지는 한계가 있다. 창업을 하기 위한 적극적 창업준비행동으로 이루어질 수 있는 창업교육의 개발이 필요하다. 본 연구는 대학생의 창업교육이 창업준비행동에 미치는 영향 관계를 분석하고 두 영향 관계에서 계획된 우연기술에 의한 기회인식의 매개적 효과를 조사·연구하고자 한다. 이를 위해 대학에서 지원하는 창업교육의 참여 형태, 교육 만족도, 참여횟수 등 창업교육의 실태를 파악하고 창업을 하기 위한 정보수집활동과 도구구비활동 및 목표달성을 위한 적극적 노력 등 창업준비행동을 분석한다. 본 연구를 통해 개인적 관점에서 '창업교육' 이라는 우연한 행동을 기회로 인식하고 창업준비에 긍정적으로 활용할 수 있도록 체계화된 창업교육의 필요성을 시사하며 대학의 취업만을 강조하는 교육 패러다임을 변화할 수 있는 창업교육의 질적 성장의 중요성을 제시하고자 한다.

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An Exploratory Study about the Activity Framework for 3D Printing in Education and Implementation (3D 프린팅 활용 교육 프레임워크 제안 및 적용의 탐색적 연구)

  • So, Hyo-Jeong;Lee, Ji-hyang;Kye, Bokyung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.451-462
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    • 2017
  • This study selected 3D printing that is highly likely to be adopted in schools. This research was conducted in two stages: 1) proposing the learning activity framework for utilizing 3D printing in education, and 2) exploring the potential of integrating 3D printing in the school field. The '3D printing learning activity framework' proposed in this study includes four phases that are categorized according to the complexity of problem-solving processes and collaborative interaction: Step 1 as production through replication, Phase 2 as means of imaginary expression, Phase 3 as near problem-solving, and Phase 4 as expanded problem-solving. Next, we conducted the field study with 23 students in the 6th grade math class where they learned the various solid shapes and volumes through 3D printing-integrated activities. The lesson was considered as Phase 1, which is the production through replication. Overall, the results showed that the participants had positive perceptions about the efficacy of 3D printing activities, the quality of learning experience, and satisfaction. On the other hand, it was found that the usability of 3D printers and CAD program needs further improvement The contribution of this study can be found in the learning activity framework that can guide 3D printing activity design in school, and in the exploration of enhancing the connection between 3D printing activities and curricular relevance beyond simple interest toward a novel technology.

How Do Firms' Innovation Behaviors Affect their Outputs in Korea? (기업의 혁신 활동이 기업성과에 미치는 영향)

  • Park, Jae-Min;Lee, Jung-Mann
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.339-350
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    • 2011
  • This study empirically investigates applicable possibility of open technology innovation with which the government is concerned, by figuring out the relationship between firms' innovation behaviors and innovation outputs and their utilization of information network. Empirical methodology was employed as logit regression to explain firms' innovation behaviors and the data set includes more than 2500 firms in the manufacturing sectors. First, empirical findings showed that firms' innovation competencies and behaviors can be explained as the trend of patent application, sales and innovation outputs significantly. The patents of small and medium-sized businesses are inclined to be positive to information sources of university and government-supported research institute and the sales increased when they had labs to concentrate on R&D. On the other hand, the existence of labor union turn out to be negative to their sales. Second, the types of information network which firms utilize turned out to be connected with their innovation behaviors and purposes. Third, four types of innovation, i.e., product, process, organization, and marketing innovation was employed and innovation behaviors and outputs are well connected.

A Study on the Current State of Library Assisted Instruction - Through an Analysis of Research Reports of Secondary Schools - (학교도서관 활용교육의 현상에 대한 분석 연구 - 연구학교보고서를 중심으로 -)

  • Kwon, Eun-Kyung
    • Journal of Korean Library and Information Science Society
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    • v.45 no.4
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    • pp.139-164
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    • 2014
  • Analyzing research schools' reports on school library activities, this paper identifies the characteristics and problems of library assisted instruction (LAI), and proposes areas and ways for improvement. Twenty three reports of secondary schools in Edunet were analyzed and their content were categorized into 13 educational activities. Most frequently implemented activities were collection development, reading programs, LAI, and Digital Library System (DLS). The verified positive impact of LAI include enhanced motivation for reading and improved ability for self-directed learning. Areas for improvement include LAI's excessive dependence on DLS and reading activities, insufficient time and library materials which hindered students' information activities. In order for LAI to be more effective in enhancing self-directed learning ability, it is suggested to connect LAI to specific educational experiences and develop customized and detailed content.

Context-Aware Modeling with User Demand in an Internet of Things Environment (사물 인터넷 환경에서 사용자 요구를 포함한 상황 인지 모델)

  • Ryu, Shinhye;Kim, Sangwook
    • KIISE Transactions on Computing Practices
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    • v.23 no.11
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    • pp.641-649
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    • 2017
  • As Internet of Things devices become pervasive, services improve to better assess the context and to alert other users to deal with emergencies. Such services use Internet of Things devices to detect the context around the user and promptly notify public institutions, hospitals or other parental users in emergencies. Most of these systems analyze an event when the value of the device is unchanged for a period of time or if it detects an abnormal value. However, just monitoring sensor values makes it difficult to accurately understand the context surrounding a user. Also if the device is inactive, it can not identify the context or provide services again. However, understanding the user requirements, services provided through other devices, information sent to other users lets, appropriate actions be taken. This paper, proposes a device search method and system based on a context-aware model that includes user demands. The proposed system analyzes the user's context and demands by using data collected from the internet of things devices. If user devices are inactive, they can recognize other devices by searching for other devices and providing services to users again. Through the proposed method, the user-centric services are provided. This method also analyzes and responds to requirements in various emergencies.

Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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The Design and Development of Online Learning Community for Teenagers (10대 학생들을 위한 온라인 학습 커뮤니티 설계 및 개발)

  • Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.79-89
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    • 2007
  • Considering the continuous increase of teenagers' Internet use and the high rate of their participation in online communities, educators need to devote efforts to minimize the negative function of teenagers' Internet use and to guide them to experience positive aspects of Internet. Through activities in online communities, teenagers can experience various socialities and explore their self-consciousness. However, on the other hand many communities do not provide teenagers with considerate care. This may cause conflict in their sense of value and mislead them. Through this study, online learning community is designed and developed, which can reflect teenagers' various needs and connect their needs with learning experiences. The community consists of the following categories: 'about e-Tivity'(community vision, general information, list of activities, Q&A), 'activity space for teens'(event hall, data park, e-Tivity center), 'administrative space for teachers and managers'(research room, management room), and 'teen's private space'(my room, my avatar).

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A Study on Use Motivation of SNS and Communication Behavior (SNS의 이용동기와 커뮤니케이션 행동에 관한 연구)

  • Kim, Hyung-Suk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.548-553
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    • 2012
  • The purpose of this study is to explore how use motivation of SNS influences communication activity and SNS media engagement. The major findings are as follows. First, three Factors are identified from the result of scale purification through exploratory factor analysis(EFA) on use motivation of SNS. Three factors of SNS use motivation are information/knowledge acquisition motivation (IKAM), communication/relationship maintaining motivation(CRMM), opinion/information presenting motivation(OIPM). It is found that a significant difference on CRMM between sex. Second, CRMM and OIPM are statistically significant to communication activity. Third, IKAM and CRMM are statistically significant to SNS media engagement.