• Title/Summary/Keyword: 컴퓨터 활용 교육

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Effect of Walking Tour Experience on Tourist satisfaction and Revisit Intention (도보관광의 체험요소(4Es), 만족도, 재방문 의도에 관한 연구)

  • Kim, Seung-Lee;In, Ok-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.5
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    • pp.99-107
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    • 2014
  • In the past decade, Pine & Gilmore set out the vision for a new economic era, the experience economy, in which consumers are in search for extraordinary and memorable experiences. The purpose of this study is to investigate the relationships among walking tourist's experiences, walking tourist satisfaction and revisit intention as the social interest on walking tour has risen. A total of 250 respondents completed a survey. Using structural equation modeling (SEM) technique, the results reveal the effects of Esthetics(indulged in environments) and Escapism(diverging to a new self) that impact on walking tourist satisfaction and on revisit intention indirectly. Overall, finding of this study enhance the theoretical progress on the experiential concept in walking tour and offer important implication for walking tour marketers.

A study on non-face-to-face 5AL teaching and learning method applying extended reality (XR)

  • Lee, Byong-Kwon;Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.125-132
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    • 2021
  • At a time when non-face-to-face classes are being held for a long time due to Corona (COVD-19), research on non-face-to-face teaching and learning methods is needed. Existing teaching and learning methods are limited in their application to non-face-to-face classes as they present face-to-face practical and experiential teaching methods. In this study, we present a method of utilizing the extended reality (XR: eXtended Reality) technology for the 5AL (5 Activity Learning) teaching method, which is a teaching and learning method selected by the Institute for University Education Innovation. The 5AL teaching method consists of PBL Learning, Havruta Learning, Flipped Learning, Smart Activity Learning, and Gamification Learning. In this study, a method of combining the released extended reality contents with 5AL was presented. In addition, we developed content that integrates the 5 learning methods of 5AL and confirmed the learning effect through testing.

Web Assembly System Architecture Model (웹 어셈블리 시스템 아키텍처 모델)

  • Park, Jin-Tae;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.23 no.4
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    • pp.328-332
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    • 2019
  • Advances in web technology have enabled technical convergence in various system environments to be carried out through the web interface. The Web can be categorized from the Web 1.0 to the 4.0, depending on its role, it has the characteristics of connects information, connects people, connects knowledge, and connects intelligence. In addition, various technological needs occurred through the mobile app during the 4th Industrial Revolution, and functions such as 3D, virtual reality, augmented reality, video/audio processing were enabled on the web, which was a simple means of providing information. Technical standards have been studied to support these period needs. In this paper, I would like to mention one of the Web assembly. We will explore ways to link and fuse Web assembly with existing web systems (or platforms) and analyze their technical implications through a variety of examples. In addition, we will conduct a study on the architecture that can fuse the existing javascript with the web assembly, and discuss the future direction of the study.

NCS based Leveled Micro-Degree Certification Model for Training Practical Cyber Security Experts

  • Kim, Jeong-Sham;Lee, Kyu-Chang;Choi, Sang-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.123-133
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    • 2022
  • In this paper, we propose a Leveled Micro-Degree Job Competency Certification Model that considers the level of the job based on the job defined in the NCS. There is a mismatch of manpower due to the problem of university education that cannot keep up with the rapidly changing technological environment caused by the 4th Industrial Revolution. The Nano-Degree and Micro-Degree systems designed to solve this problem are used for job competency certification of cyber security personnel. NCS sub-categorized job field is defined as Micro-Degree and detailed job by ability unit is defined as Nano-Degree, the level of the ability unit defined by level is equally applied to the Micro-Degree. And it is a system that certifies the job competency corresponding to the degree-based university academic background. By applying this system to the curriculum of Cyber Security School, Yeungnam University College, we proposed a method to configure the Nano-Degree course based on NCS duties. The method proposed in this paper can be used as a method for verifying job competency of Nano-Degree and Micro-Degree, which are recently introduced by many universities.

The Effects of Live Commerce's Experience Economy Factors on Consumer's Flow, Attitude, and Purchase Intention

  • Na-eun Jung;Hyung-Seok Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.55-66
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    • 2024
  • The purpose of this study was to identify the experience factors (4Es) of live commerce that provide differentiated value for consumers based on Pine & Gilmore's experience economy and analyze the relationships between experience factors, flow, attitude, and purchase intention. This study conducted an online survey to collect live commerce user responses and employed a path analysis to test the research hypotheses, using Smart PLS 4.0. The results of the study were as follows: 1) all experience factors had significant effects on flow, 2) both entertainment experience and educational experience had significant effects on attitude, while esthetic experience and escapist experience did not have significant effects on attitude, 3) flow had a significant effect on attitude and purchase intention respectively, and 4) attitude had a significant effect on purchase intention. The findings of the study are expected to provide the implications for further research and marketing strategies grounded on the understanding of the experience factors in live commerce.

Exploring Predictive Models for Student Success in National Physical Therapy Examination: Machine Learning Approach

  • Bokyung Kim;Yeonseop Lee;Jang-hoon Shin;Yusung Jang;Wansuk Choi
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.113-120
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    • 2024
  • This study aims to assess the effectiveness of machine learning models in predicting the pass rates of physical therapy students in national exams. Traditional grade prediction methods primarily rely on past academic performance or demographic data. However, this study employed machine learning and deep learning techniques to analyze mock test scores with the goal of improving prediction accuracy. Data from 1,242 students across five Korean universities were collected and preprocessed, followed by analysis using various models. Models, including those generated and fine-tuned with the assistance of ChatGPT-4, were applied to the dataset. The results showed that H2OAutoML (GBM2) performed the best with an accuracy of 98.4%, while TabNet, LightGBM, and RandomForest also demonstrated high performance. This study demonstrates the exceptional effectiveness of H2OAutoML (GBM2) in predicting national exam pass rates and suggests that these AI-assisted models can significantly contribute to medical education and policy.

An Empirical Study on Visitors' Experiences with the <Game Society>

  • Bo-A Rhee;You-min Im;So-Eun Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.175-184
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    • 2024
  • This study sheds light on the viewing experiences with ≪Game Society(2023)≫ through literature review and quantitative methodology to analyze the perceived value, the perceived experience quality, the attitude toward the exhibition, and the intentions to use of the exhibition. Survey participants demonstrate a tendency to rate the entertainment value higher than the esthetic and educational values. The aforementioned hedonic value shows a significant positive correlation with the degree of satisfaction, while educational and esthetic values exhibit negative corr)elations. Regarding the perceived experience quality, the attractiveness of the exhibition themes significantly influences the degree of satisfaction. Hypothesis testing results indicate that the five detailed factors related to the intention to use of the exhibition are significantly positively correlated with both the degree of satisfaction and the degree of immersion.

The effects of the whole language approach through ICT Education on reading ability of children with intellectual disorders (ICT를 활용한 총체적 언어접근법이 정신지체아동의 읽기능력에 미치는 효과)

  • Chang, Oh-Sun;Kang, Chang-Wook
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.201-211
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    • 2013
  • The purpose of this study is to identify the educational effects of Whole language approach through ICT Education to see children with intellectual disorders's change after praticing this program. It's specially meant determine specially, It's impact on reading ability. by focusing reading comprehension. (comprehension of detail contents and memorizing of detail contents.) that is differences of other existing research. The subjects are 14-16 years old who are with intellectual disorders and This study utilized a single case. (1) Is there any effects of the whole language approach through ICT Education on comprehension of detail contents, (2) Is there any effects of the whole language approach through ICT Education on memorizing of detail contents. The result showed the following: First, the Whole language approach served to increased comprehension of detail contents of children with intellectual disorders. Second, the Whole language approach served to increased memorizing of detail contents of children with intellectual disorders. Third, the Whole language approach given to positive influence about maintenance that comprehension of detail contents and memorizing of detail contents of children with intellectual disorders.

A study on the effect of design education on the operating of the long distance education -Focused on the Multimedia department of Seoul Digital University- (원격교육의 강의 운영에 따른 디자인 학습효과에 관한 연구 -서울디지털대학교 멀티미디어학부를 중심으로-)

  • Jung, Dong-Bae
    • Archives of design research
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    • v.17 no.4
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    • pp.279-288
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    • 2004
  • There are 17 cyber universities granted by the Ministry of Education & Human Resources Department. Most of them have Design department and their educational purpose is practical education. However, their educational process is limited of teaching how to operate computer or production tools and has not offered practical training to students for pre-designer. But it does not mean that students in cyber university are lacking in capability of design. About hundreds of students will graduate from cyber university with a certificate of the completion of a design course on February in 2005. They look for achievement contrary to negatively social view. Because according to the record of 2004 Multi-media major in Seoul Digital University, 73% of them has worked in design field. The purpose of Cyber university is not to instruct a designer but do a lifelong education. I studied how to educate students in cyber university. In other words, I researched an educational methodology in cyber university for practical skill in design, an educational effect in various design contents, an educational process for current designers and beginners, a required education in reality, an limitation of online and an unique contents for design education. And then, I discussed how students in cyber university accept the value of design in online contents and improve their design abilities.

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The Spatial Composition for Animation Competency Education -By Focusing on the Studio Environment and Spatial Composition of Walt Disney (애니메이션 분야 역량기반 교육을 위한 공간구성 -Walt Disney스튜디오 작업환경과 공간구성 사례를 중심으로)

  • Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.46
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    • pp.1-22
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    • 2017
  • The practical learning requires the new paradigm in its content of education and environment along with the rapid development of information communication technology and the expansion of digital content industry. Especially, the animation education, core area of digital content industry, has attempted to improve the content and method of education by focusing on creativity, convergence and practical education. However, education environment in the previous form of computer laboratory has not been reflected the characteristics of animation education. In the light of this, this research would suggests the effective education environment implemented animation job competency and the characteristics of animation production. Firstly, the problem of previous educational environment will be explored through looking at computer rooms of domestic Universities. The characteristics of animation production consisted of Pre-production, Main-production, Post-production and elements of animation job competency will be reviewed by focusing on three phases of production, Pre-production, Main-production and Post-production, and six particular jobs, concept art, modeling & texturing, animating, lighting, VFX and compositing. Secondly, 6 types of space adapted from space syntax, possibly explored the embedded meaning of the structure of space and environment, will be reviewed by focusing on integration, separation and interaction. Thirdly, based on the characteristics of animation production, the element of animation job competency, 6 types of space, analytical tools about animation project education will be deducted, and the case study regarding animation studio, Walt Disney studio, will be processed by focusing on its production environment and spatial composition by focusing on Pre-production, Main-production, Post-production. Fifthly, the effective spatial composition for animation project education will be explored based on the interpretation of literature reviews and case study. In regard to this, the research addresses the spatial composition reflected the characteristics of practical learning and job competency in animation education, which differs from the previous form of standardized education spaces.