• Title/Summary/Keyword: 정보탐색활동

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Study on the Development Direction of Domestic Proptech Company: Focusing on the Real Estate Platform Information Provision Function (국내 프롭테크 기업의 발전방향에 대한 연구: 부동산 플랫폼 정보제공 기능을 중심으로)

  • Lee, Jungyun;Oh, Kyong Joo;Ahn, Jae Joon
    • Knowledge Management Research
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    • v.22 no.2
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    • pp.55-76
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    • 2021
  • The real estate market is a representative imperfectly competitive market. Real estate information is characterized by being collected and utilized in a closed environment, and market participants have to pay a lot of time, effort, and costs to acquire such information. Korea's real estate public data is increasing year by year, but it is scattered by relevant ministries. So it is difficult to search and analyze, and the level of development of the industry using it is low. In the recent 4th industrial revolution, the proptech industry has developed as an industry to efficiently provide necessary information to the real estate market. In this study, based on the case of major companies in the real estate platform field among proptech companies, we looked at the types of information provided to users, and on the contrary, explored ways to utilize the data collected from users. The results of this study are expected to provide theoretical and practical implications for ways to reduce information asymmetry in the real estate market and contribute to the development of the real estate industry.

Exploring the Impact on Problem Solving Ability according to the Level of Structuring of Curriculum Tasks in PBL Activities (PBL 활동에서 교육과정 편성 과제의 구조화 정도가 문제해결력에 미치는 영향 탐색)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.282-291
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    • 2020
  • This study was conducted to explore the effects of students' problem solving ability according to the level of structuring of curriculum tasks in PBL activities. The study was conducted on 60 college students in curriculum classes. Problem solving ability was measured at the beginning of the semester. And after the midterm exam, PBL activities were conducted. 30 experimental groups performed unstructured tasks. 30 comparison groups performed semi-structured problems. After the task was completed, problem solving ability was measured at the end of the semester. Collected data were analyzed using ANCOVA. As a result, it was verified that the experimental group had a statistically significant improvement in information collection, evaluation, and feedback level than the comparative group.

A study on the effective utilizing methods of e-NIE in e-learning environments (이러닝 환경에서 e-NIE의 효과적인 활용방안 탐색)

  • Park, Ji-Yeon;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.263-268
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    • 2010
  • 다양한 사회의 문제를 여러 각도에서 담고 있는 신문은 교과서의 한계를 보완하고자 하고 다양한 교수학습방법을 필요로 하는 교육계의 요구와 결합하며 NIE학습을 등장시켰다. 정보통신기술의 발달과 시대적 요구에 의해 종이 신문은 인터넷 신문으로 변화하였고, NIE학습은 정보통신기술의 인프라 기반이 완비된 학교, 가정에서 지식정보화 사회의 급변하는 환경 변화에 능동적으로 대응해 나갈 수 있는 창의적이고 전문적인 인적자원의 육성을 목적으로 하는 이러닝(e-learning)의 학습방법과 결합하여 e-NIE로 발전하였다. e-NIE학습이 이루어지기 위한 필요조건을 알아보고, 기존의 NIE학습이 가지고 있던 장점을 살리면서 이러닝의 환경 속에서 보다 효과적으로 활용할 수 있는 e-NIE의 학습 활동 종류를 4가지 영역으로 나누어 각 영역의 활동을 구체적으로 제시해 보았다.

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Design and Implementation of Cooperative Web Courseware for Expansing Problem Solving Ability (문제 해결 능력 신장을 위한 협동적인 웹 코스웨어의 설계 및 구현)

  • Kong, Woo-Kon;Lee, Jong-Chan;Yoo, Bong-Gil;Kim, Eung-Gon;Heo, Yeoug-Nam
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.04a
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    • pp.1056-1061
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    • 2000
  • 대부분 학습용 코스웨어는 CD타이틀로 구성되어 전형적인 일대일 학습 형태를 띄고 있어 학습자에게 금방 지루함을 느끼게 하기 쉽다. 또한 인지적 능력이 부족한 초등학생에게 단순한 교과서식의 웹코스웨어를 적용하는 것은 학습 효과를 높이는데 한계가 있다. 본 논문에서는 초등 교육 현장에 웹을 활용하여 아동들의 다양한 협력 활동을 통해 정보를 탐색하고 조사 활동을 할 수 있는 초등학생 수준에 맞는 협력 학습을 위한 웹기반 사이버학습 교재를 개발 적용한다. 이를 활용하여 교과 시간은 물론 일상 생활에서도 주어진 과제 해결에 필요한 정보 자료를 수집, 분류하고, 웹기반에서 토론하여 일반화된 결과를 도출해 내어 문제 해결 능력을 신장시키는 자료를 개발하였다.

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A Study on the Subjectivity of Semi-Professional Athletes on Talent Donation Activities

  • Young-Seol Yu
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.169-177
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    • 2024
  • The purpose of this paper is to explore the meaning of talent donations by semi-professional Athlete using Q methodology. This Q factor analysis finally identified 3 factors: The first factor, The type of donation cautious, They represent an understanding the need for donation, needing to prepare for donation, information about donation targets, careful attitude toward talent donation. The second factor, The type of donation authenticity, They represent departure from good mind, premise of authenticity to donation, necessity of program for donation activities. The final factor, The type of trust for endowment institution, They represent trust in the target organization to donate, interest in donation-related incidents, necessity of various donation methods in sports field.

Using Mobile Agents for Database Directory Management in the Distribute Heterogeneous Databases (이기종 분산 데이터베이스에서의 모빌 에이전트를 이용한 데이터베이스 디렉토리 관리)

  • 윤선희;윤종필
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10b
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    • pp.93-95
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    • 1998
  • 본 논문에서는 기존의 파일 시스템을 이용한 모빌 에이전트가 아나라, 분산된 서로 다른 데이터베이스 환경에서 효과적인 데이터 탐색을 위한 디렉토리와 옐로우 페이지를 모빌 에이전트를 이용하여 설계하고 구현하였다. 그리고 개발 환경은 서로 다른 Windows NT와 유닉스 시스템을 혼용하였고, 플랫폼에 독립적인 Java 언어와 통합 모질 에이전트 환경을 지원하는 ASDK를 사용하였다. 이러한 기능을 전투 상황이라는 시나리오에 적용하였다. 신속하게 여러 부대 가용자산 정보를 수집해야 하는 긴박한 상황 속에서 이미 Traffic Jam 상태에 있는 제한되어있는 통신망은 요구하는 속도를 충족시키기 곤란할 것이다. 이러한 상황 속에서 모빌 에이전트의 활발한 활동은 필요한 데이터를 지속적으로 갱신, 탐색 할 것이며, 특히 모빌 컴퓨팅 환경과 결합되어 더욱 효율적인 결과를 나타낼 것이다.

Design of Web-based Project Learning Models in Computer Education (컴퓨터 교육을 위한 웹 기반 프로젝트 학습 설계 모형 탐색)

  • Jang, Young-Jin;Lee, Mi-Wha
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.249-254
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    • 2006
  • 본 연구는 초등학교 컴퓨터 교과의 제재를 주제로 한 웹 기반 프로젝트 학습을 설계하는데 목적이 있다. 이에 따라 본 연구에서는 프로젝트 학습과 웹 기반 프로젝트 학습에 대한 제이론을 고찰하고 이를 바탕으로 웹 기반 프로젝트 학습 모형을 설계하여 초등학교 컴퓨터 교과의 주제를 중심으로 웹 기반 프로젝트 학습을 설계하였다. 설계 단원은 초등학교 6학년 컴퓨터 교과(재량교과)의 '정보의 이해와 윤리', '컴퓨터 기초', '소프트웨어의 활용' 영역을 예비 학습으로 학습하고, 주제별로 그룹별 프로젝트 활동을 함으로써 학습자 중심의 학습이 가능하도록 하였다.

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Event Cognition-based Daily Activity Prediction Using Wearable Sensors (웨어러블 센서를 이용한 사건인지 기반 일상 활동 예측)

  • Lee, Chung-Yeon;Kwak, Dong Hyun;Lee, Beom-Jin;Zhang, Byoung-Tak
    • Journal of KIISE
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    • v.43 no.7
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    • pp.781-785
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    • 2016
  • Learning from human behaviors in the real world is essential for human-aware intelligent systems such as smart assistants and autonomous robots. Most of research focuses on correlations between sensory patterns and a label for each activity. However, human activity is a combination of several event contexts and is a narrative story in and of itself. We propose a novel approach of human activity prediction based on event cognition. Egocentric multi-sensor data are collected from an individual's daily life by using a wearable device and smartphone. Event contexts about location, scene and activities are then recognized, and finally the users" daily activities are predicted from a decision rule based on the event contexts. The proposed method has been evaluated on a wearable sensor data collected from the real world over 2 weeks by 2 people. Experimental results showed improved recognition accuracies when using the proposed method comparing to results directly using sensory features.

An Explorative Study on the Features of Activity Trackers as IoT based Wearable Devices (사물인터넷 기반 웨어러블 디바이스인 활동량측정기의 특성에 대한 탐색연구)

  • Hong, Suk-Ki
    • Journal of Internet Computing and Services
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    • v.16 no.5
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    • pp.93-98
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    • 2015
  • IoT (Internet of Things) is recently burgeoning as business applications as well as ICT itself. Among the business applications of IoT, wearable devices are recognized as a leading area of customer devices. This research first identifies customer needs of activity trackers (fitness trackers), as one of representative wearable devices, and mapping the identified needs with the well-known marketing model of marketing mix (4 P's: Product, Price, Promotion, and Place). Survey was applied to university students for identifying current and potential needs for activity trackers. The needs were classified by 4 P's, and according to the results, different from other IT devices, activity trackers has more potential needs. Moreover, reliable distribution channels, offline and company owned shops were preferred, rather than online shopping mall by third parties. The results would provide some valuable implications to not only designers of activity trackers but also business management.

The Ways of Savoring for Promoting Exercise Participation in Middle-aged Women: Focused on Savoring theory in Positive Psychology (중년여성의 운동참여 촉진을 위한 향유방식: 긍정심리학의 향유 이론을 중심으로)

  • Kwon, Oh-Jung
    • 한국체육학회지인문사회과학편
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    • v.58 no.3
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    • pp.123-141
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    • 2019
  • The purpose of this study is to explore the ways of savoring of physical activities in middle-aged women based on the savoring theory of positive psychology. The first step was to understand the background of exercise participation experience and to provide basic information about savoring method. In the second stage, we used the open questionnaire to collect the savoring methods used during the exercise, and then, in-depth interviews were used to specify the savoring method. Open questionnaires were categorized according to the similarity of content and then nominated based on the savoring method. In-depth interviews were conducted to explore the cases of each method in detail. As a result, middle-aged women were found to use the savoring methods such as sharing with others, celebrating, comparing, feeling fine, blessing, expressing with behavior in physical activity. Through in-depth interviews, each case of savoring was embodied based on the savoring theory of positive psychology. Based on the results of the study, the possibility of applying the savoring method in the field of exercise instruction of middle-aged women and possibility of developing the savoring related program were discussed.