• Title/Summary/Keyword: 정보 기술 유창성

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The Content Analysis of Informatics Education as a General Education Course in Universities in terms of Information Technology (IT) Fluency (IT 유창성의 관점에서 대학 교양과정의 정보교육 내용 분석)

  • Noh, Hyun-A;Kim, Ja-Mee;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.41-49
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    • 2012
  • It is required that university students acquire information technology in order to adapt to the information society. Therefore, it is inevitable for universities to provide students with an effective curriculum to improve IT fluency. The purpose of this study is to analyze the content of the informatics learning programs in universities in Korea in terms of IT fluency which is defined by National Academy of Science NRC99. Based on the information that the Academy Information Center announced, the content analysis was carried out from September 2010 to June 2011. According to the result of the analysis, 84 of 201 universities provide the informatics education as a mandatory course. 29 of them mainly provide the programs about word processors, spreadsheet, and presentation that are regarded as contemporary skills. These programs cover the fundamental concept, but the contents which require intellectual capabilities are rarely addressed. Moreover, the informatics education has mainly focused on elementary and secondary education. In this sense, it is valid to analyze the contents and current states of the informatics learning programs required in higher education.

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Fluency in Technology for Mathematics Education (수학교육에서 컴퓨터 환경이 지니는 유창성의 의미)

  • Kim, Hwa-Kyung
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.229-248
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    • 2006
  • In creative society, fluency in technology means the ability to reformulate knowledge, to express oneself creatively and appropriately, to produce and generate information in computer environment. Fluency in technology is essential for mathematics education with a point of constructivist view. In this paper, we study the meaning of fluency in technology, related to mathematics education. For this purpose, we suggest Papert's constructionism as a theoretical background and consider the principle of 'Learning through design' for fluency in technology. And we consider some principles for designing a mathematical microworld and implement a mathematical microworld for fluency in technology. With this microworld, we consider the after-school-program where students have participated a design activity.

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Digital Contents and Their Conceptual Fluency : Focusing on the Moderating Effect of Information Processing Style (콘텐츠명의 개념적 유창성이 콘텐츠 호감에 미치는 효과 : 정보처리성향의 조절효과를 중심으로)

  • Ko, Minjeong;Lee, Luri;Kim, Qurie
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.1-11
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    • 2021
  • The domestic content market has grown continuously. Furthermore, content consumption has rapidly increased in the COVID-19 era. For these reasons, it is necessary to investigate consumer behavior related to content business. This study focuses on content names as a key factor that induces consumers' interest in the content. In particular, this research examines if the conceptual fluency of the content name affects consumers' liking for the content. In addition, it explores the moderating effect of style of information processing (verbalizer vs. visualizer). The results of an experiment shows that the conceptual fluency on the content name is positively influential for liking content. Also, there was a significant interaction effect between verbalizers and conceptual fluency on content name. This study has important findings in terms of content marketing strategies. Above all, it has strong points because this research examines the style of information processing as an important consumer characteristic variable.

Public Key-based Authentication Technology for Electronic Commerce (전자 상거래를 위한 공개키 기반 인증 기술)

  • 임신영;유창열;송유진;함호상;박상봉
    • Review of KIISC
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    • v.7 no.3
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    • pp.77-98
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    • 1997
  • 암호화 기술의 확장성 측면에서 우수한 공개키 기반 하부구조(Public Key Infrastructure)는 전자 상거래 서비스에서 필요한 제반 인증 기술을 제공하고 있다. 공개키를 보증하는 기반 기술과 인증서의 안전한 사용 기술은 공개키 기반 전자 상거래의 기본 기술이다. 이러한 기본 기술 중에는 키 복구(Key Recovery) 및 비밀 분산(Secret Sharing) 기술이 포함되며 인증기관(Certificate Authority : CA)을 통한 키 관리 효율성 및 인증기관과 서비스 사용자간의 안전한 정보 교환 기술이 또한 요구된다. 본 논문에서는 인터넷 기반의 전자 상거래 시 사용되는 공개키 기반의 인증구조에 대하여 검토 분석한다.

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Authentication Technology of Public Key Infrastructure for Electronic Commerce (전자상거래를 위한 공개키 기반 하부구조의 인증 기술)

  • 유창열;임신영;송유진;함호상
    • Proceedings of the CALSEC Conference
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    • 1997.11a
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    • pp.167-184
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    • 1997
  • 암호화 기술의 확장성과 비도 측면에서 우수한 공개키 기반 하부구조(Public Key Infrastructure)는 공개키를 보증하는 기반 기술과 인증서의 안전한 사용 기술로 구성되어있으며, 전자상거래의 기본 기술중 하나이다. 이러한 기본 기술 중에는 키 복구(Key Recovery) 및 비밀 분산(Secret Sharing) 기술등이 포함되며, 인증기관(Certificate Authority: CA)을 통한 키 관리 효율성 및 인중 기관과 사용자 간 안전한 정보 교환 기술이 요구된다. 본 논문에서는 인터넷 기반의 전자 상거래 시 사용되는 공개키 기반 하부구조에 대하여 검토 분석한다.

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An Informatics Education Program for Enhancing Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 정보 교육 프로그램)

  • Lee, Young-Jun;Lim, Woong;Lee, Eun-Kyoung
    • The Journal of Korean Association of Computer Education
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    • v.13 no.1
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    • pp.1-8
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    • 2010
  • In the knowledge based society, it is very important to have an ability to solve problem with knowledge and information. In addition, the number of problems that can not be solved only with existing knowledge are increasing. Therefore, we developed an informatics education program that enhances creative problem solving abilities through systematic collection of information. This program designed to enhance both divergent thinking and convergent thinking. The developed program improves the problem solving ability with learner's internal knowledge as well as new information that is collected from external world. More practical and effective program can be provided through continuous program improvement.

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A Graph-Agent-Based Approach to Enhancing Knowledge-Based QA with Advanced RAG (지식 기반 QA개선을 위한 Advanced RAG 시스템 구현 방법: Graph Agent 활용)

  • Cheonsu Jeong
    • Knowledge Management Research
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    • v.25 no.3
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    • pp.99-119
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    • 2024
  • This research aims to develop high-quality generative AI services by overcoming the limitations of existing Retrieval-Augmented Generation (RAG) models and implementing an enhanced graph-based RAG system to improve knowledge-based question answering (QA) systems. While traditional RAG models demonstrate high accuracy and fluency by utilizing retrieved information, their accuracy can be compromised due to the use of pre-loaded knowledge without rework. Additionally, the inability to incorporate real-time data after the RAG configuration leads to a lack of contextual understanding and potential biased information. To address these limitations, this study implements an enhanced RAG system utilizing graph technology. This system is designed to efficiently search and utilize information. In particular, LangGraph is employed to evaluate the reliability of retrieved information and to generate more accurate and improved answers by integrating various information. Furthermore, the specific operation method, key implementation steps, and case studies are presented with implementation code and verification results to enhance understanding of Advanced RAG technology. This research provides practical guidelines for actively implementing enterprise services utilizing Advanced RAG, making it significant.

A Proposal Object Security Method and Management System by Policy Based for Interconnect Security (워게임 연동보안(連動保安)을 위한 정책기반(政策基盤)의 객체 보안(保安)화 방법과 관리(管理)시스템 제안)

  • Yu, Chang-Won;Lee, Hee-Jo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.739-742
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    • 2010
  • 본 논문은 국방 네트워크 환경측면에서 실 전략정보에 대한 접근/활용 범위가 확대되고, 정보의 신뢰성/가용성에 대한 중요도가 강조되고 있는 워게임 연동객체의 보안화 방안에 대해 기술한다. 연동객체는 HLA/RTI에서 시뮬레이션을 위한 페더레이터로 정의된다. RTI는 페더레이터간 정보교환, 접속 사양에 정의된 다양한 서비스를 제공하는 미들웨어이다. 정책을 기반으로 네트워크상에서 자원들에 대한 관리와 접근, 사용을 위한 다양한 기능과 안전하고 편리한 보안기능들이 널리 활용되고 있다. 본 논문에서는 RTI Security 인터페이스와 정책을 기반으로 한 자원접근 방법을 사용해서 페더레이터의 취약한 정보보호 기능을 강화하였다. RTI의 페더레이트 실 정보에 다계층 보안 수준을 적용하고 보안등급별로 필터링하여 연동객체 스스로가 정보를 보호(Self-protection)할 수 있도록 하는 환경을 구성하고 관리할 수 있는 시스템을 제안한다.

Development and Application of the STEAM Education Program Focused on the Sensor-Based Scratch Programming (센서 기반 스크래치 프로그래밍 중심의 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.65-74
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    • 2014
  • The STEAM education and the computer science education have become increasingly important with the advert of science technology that enhances the national competitiveness. The purpose of the research is to develop the STEAM education program focused on programming education. I introduced a programming activity utilizing a sensor that can trigger students' interest with relation to other school subject factors. I applied the education program to grade 4-5 students, then compared and analyzed effects of the education program by conducting pretest and posttest regarding the creativity, reasoning skills, and the affective domain in science learning. Overall, the analysis reveals that the STEAM education program developed in this study improved fluency, originality and creativity index of the students' creativity, reasoning skills and scientific attitudes.

Digital Citizenship Library Programming in Award-Winning Libraries of the Future: A case review of public libraries in the United States (공공도서관의 디지털 시민성 프로그래밍: 미국의 미래 도서관 수상 도서관을 중심으로)

  • Jonathan M. Hollister;Jisue Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.4
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    • pp.359-392
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    • 2023
  • Digital citizenship includes an evolving set of knowledge and skills related to effectively and ethically using technology, especially when interacting with other people, information, and media in the online context. As public libraries have long provided access to and training with a variety of technologies, this study explores how digital citizenship has been covered in public library programming to identify potential trends and best practices. A purposive sampling of public library recipients of the American Library Association (ALA) and Information Today Inc.'s Library of the Future Award over the past 11 years (2013-2023) identified 7 case libraries to review. The titles and descriptions of 337 relevant library programs for audiences of school-aged children (5 years old and up) to seniors were collected for a 2-month period from each library's website and analyzed using Ribble & Parks (2019) 9 elements of digital citizenship. The findings suggest that programming related to digital citizenship most often addresses themes connected to digital access and digital fluency through coverage of topics related to computer and technology use. Based on themes and examples from the findings, public libraries are encouraged to expand upon existing programs to integrate all elements of digital citizenship, strive for inclusive and accessible digital citizenship education for all ages, and leverage resources and expertise from relevant stakeholders and community partnerships.