• Title/Summary/Keyword: 통신교육

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Design of Educational Training System for Contents Specialist for development of cultural contents in Asia (아시아 문화콘텐츠 시장개척을 위한 교육지원시스템 설계 및 구현)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.47-55
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    • 2010
  • Cultural Content Industry, a core industry based on knowledge, is becoming an economic model making new benefits by adding human creativity, imagination, sensitivity and style in to information technology. Cultural Contents Industry representing cultures of each countries is facing major changes towards a new competitive industry of each nation. Cultural content of a country is upbringing new contents power developing into a new industry by flattening the barriers within nations. But cooperations face difficulties in launching the industry because of limited information about the current market and lack of understanding in cultural differences. In order to solve this problem, this paper aims to create global network leading to increase of export and creation of new market with cultural contents and train local specialists. In order to search for the ways to maintain Korean contents in other nations and expand exportation. cooperations invite leading cultural contents groups to South Korea, let the groups experience Korea's contents. Cooperations initiated invite training, dispatch training by Korean companies and international students training. The purpose of this paper is to support education system, ETS-CS(Educational Training System for Contents Specialist) and analyse practices applied in the field to develop a better cultural contents industry.

A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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Design and Implementation of Oracle Web Courseware for Problem Solving Learning (문제 해결 학습을 위한 오라클 웹 코스웨어 설계 및 구현)

  • Cho, Do-Eun;Lee, Jie-Young
    • The Journal of Information Technology
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    • v.5 no.2
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    • pp.95-106
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    • 2002
  • This study attempts to construct and manage the distance learning system by focusing on education institutins. However, they lack not only web-based courseware for information literacy but also the contents for the management technology. This study tried to design and implement the web-based courseware by using OCP(Oracle Certified Profession) based on the initial Oracle in distance learning. Learners' individual variations were considered based on problem solving learning. Also, the practical contents that could be applied in the educational field were selected. The learning type web-based courseware, using the technology of ASP, DHTML, JAVAscript, VBA, was designed and implemented into the framework that could be updated easily. The result of the study shows: first of all, this courseware induced a greater understanding of the Oracle language and the student's interests. Secondly, the student's had more control over the process of individual learning and achieved the goal more effectively through immediate feedback, finally, the students could learn wherever they have on-line connections to the web server.

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Performance Evaluation of Group Key Management Scheme Blocking Collusion Attack (공모공격의 차단기능을 갖는 그룹 키 관리기법의 성능평가)

  • Chung, Jong-In
    • The Journal of Korean Association of Computer Education
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    • v.9 no.2
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    • pp.111-124
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    • 2006
  • Multicast services are provided on the Internet in fast increasing. Therefore it is important to keep security for multicast communication. If a member of the group is removed, new group key has to be generated and distributed to all remaining members of group. Minimizing number of messages and operation cost for generation of the composite keys to be used to encrypting group key are important evaluating criteria of multicast key management scheme since generation and distribution of new keys for rekeying require expensive operation. Periodic batch rekeying can reduce these important parameters rather than rekeying sequentially in fashion one after another. In this paper, Hamming distance is calculated between every members to be removed. In batch rekeying the members with Hamming distance less than threshold are selected for rekeying procedure. With running the round assignment algorithm in the case of removing several members simultaneously, our scheme has advantages of reducing messages and operation cost for generation of the composite keys and eliminating possibility of collusion attack for rekeying. We evaluate performance of round assignment algorithm through simulation and show that our scheme is excellent after performance comparison of existent schemes and our scheme.

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Design and Implementation of E-mail Client based on Automatic Feeling Recognition (인간의 감정을 자동 인식하는 전자메일 클라이언트의 설계 및 구현)

  • Kim, Na-young;Lee, Sang-kon
    • The Journal of Korean Association of Computer Education
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    • v.12 no.2
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    • pp.61-75
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    • 2009
  • Modern day people can easily use an e-mail client for general communication, because of using Internet and cellular phone. The mail client for the purpose of private and business affair, advertisement, news searching, and business letter is widely used and has side effects. People could send an important document via an electronic mail client. It is important to support an e-mail client intelligent. We think that many kinds of techniques of natural language processing must be provided in the client with human's emotion. We consider to design a new mail client with six kinds of senders' emotional information; delight, angry, sad feeling and message to express, manner of talking, a discomfort index etc. Before sending an e-mail, we suggest a user to correct a bad word because we do not want to feel bad to a receiver. We present a proper process of sending/receiving for users with a new designed e-mail clients.

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Distributed Binding Update Scheme for Fast Handoff in Non-Nested Network Mobility Environment (비 중첩 네트워크 이동성 환경에서 빠른 핸드오프를 위한 분산 바인딩 갱신 기법)

  • Kim, Hoon;Song, Ui-Sung
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.81-88
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    • 2007
  • To support the movement of a mobile network consisting of several mobile nodes, the IETF NEMO working group proposed NEMO basic support protocol using bi-directional tunneling between the home agent and the mobile router. Since NEMO basic support protocol is based on bi-directional tunneling, all communications to and from mobile nodes are suffer from inefficient routing all the cases. To solve the routing inefficiency problem, several proposals are proposed. However, those proposals results in new problems, such as binding update storm and changes in existing protocol. Especially, binding update storm problem may cause the delay in binding update, this subsequently causes the difficulty for a real time service and the handoff delay on the movement of mobile network. In this paper, we propose a new binding update scheme which reduces binding update latency and the handoff delay through the distribution of the transmission time of binding update messages. The performance of the proposed scheme is also evaluated to demonstrate its efficiency. Simulation results show that the proposed scheme can efficiently reduce the binding update latency.

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리눅스 활성화 정책방향

  • 임종태
    • Communications of the Korean Institute of Information Scientists and Engineers
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    • v.18 no.2
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    • pp.4-7
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    • 2000
  • 이상에서 소개된 정보통신부 리눅스 활성화 방안을 요약하면 다음과 같다.1991년 개발된 리눅스가 최근 저비용 고효율 안정성 등의 여러가지 이점 때문에 대표적인 PC서버용 운영체제로 부각되고 있다. IBM, Intel, Sun 등 세계적인 하드웨어 및 소프트웨어 업체들이 공식적으로 리눅스 지원을 시작하면서 Windows NT에 대적하는 새로운 서버 운영체제로 부각되었고, 이에 따라 다른 여러 업체들도 리눅스 시장을 선점하기 위해 활발한 개발활동을 전개하고 있다. 본 활성화 방안은 국내에서 리눅스 활성화를 통해 다음의 목표를 달성하기 위해 마련되었다. 추진목표는 첫째, 저가격 고성능의 리눅스를 이용한 PC 보급 확산으로 인터넷 이용환경 구축 예산을 절감하고 교육정보화 등 정보화사업에 리눅스 적용을 통해 국민의 보편적 이용환경을 조성하는 데 있고, 둘째, 리눅스 기반기술 개발을 통해 소프트웨어 기술을 국제수준으로 향상시키고, 셋째, 리눅스의 보급 활성화를 통한 국내 소프트웨어 산업을 육성하는 데 있다. 구체적 추진전략은 다음과 같다. 첫째, 리눅스 한글환경 표준화 및 리눅스 기반기술 개발 등과 같은 원활한 리눅스 보급을 위한 연구개발을 추진한다. 둘째, 리눅스 환경하의 다양한 응용 개발 촉진체계를 구축한다. 셋째, 공공분야에 대한 리눅스 보급을 추진한다. 셋째, 공공분야에 대한 리눅스 보급을 추진한다. 정보화사업 추진 시 리눅스 활용을 적극 추진하고 교육정보화 사업의 기본장비로 활용하는 시범사업을 추진한다. 또한 산 학 연의 리눅스 전문가들로 리눅스 협의회를 구성하여 리눅스 보급 확산을 위한 활동을 추진하게 될 것이다. 이 과정에서 기업들의 요구사항 및 이용활성화에 대해서 협의가 이루어질 것이다. 새 천년에는 시작부터 국가간에 치열한 정보화 경쟁이 있을 것이다. 정보화 환경이 얼마나 저비용 고효율으로 잘 구축되었느냐, 그리고 정보화 인력을 얼마나 갖고 있느냐가 그러한 국제사회에서의 경쟁력을 좌우하게 될 것이다. 이러한 관점에서 리눅스의 활성화는 매우 중요하다. 본 활성화 방안이 성공적으로 수행되어 우리나라가 아시아의 리눅스 메카로 떠올라 새천년에 우리나라가 정보화 선진국에 진입하도록 정부에서는 최대의 노력을 기울일 방침이다.

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A Study on the Development and Evaluation of Partial Design Project for Computer Network Design Course Utilizing Software Simulator (소프트웨어 시뮬레이터를 활용한 네트워크설계 교과목의 요소설계 과제개발 및 평가에 관한 연구)

  • Choi, Dae-Woo
    • Journal of Engineering Education Research
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    • v.15 no.2
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    • pp.3-9
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    • 2012
  • Normally, people think the results of engineering design project can be seen and be touched, however, it's not easy to develop such design subjects at IT related program. This matter turns into an initiative of Seoul Accord corresponding to the Washington Accord. In this paper, an engineering design project is developed from the lecture course that can hardly develop a touchable project due to the lack of expanse or the own characteristics of the course in the IT related program that follows the Washington Accord. An open-ended design project with the pre-defined design components and realistic constraints is developed for the Computer Network Design course. Each team consisted of 2 or 3 students performs the project for more than 5 weeks utilizing a software simulator, the Packet Tracer. In order to analyze the effectiveness, we have used various evaluation tools such as final presentation, peer evaluation, survey results, and mid/final exams. We concluded that the hard and soft skills of students have been improved considerably through the project.

The Analysis of On-line Contents Application for Effective Operating Extra-Curriculum in ACHS (방송고 특별활동의 효과적인 운영을 위한 콘텐츠 적용 분석)

  • Chung, Jong-In;Jeong, Young-Sik;Kim, Mee-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.2078-2087
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    • 2009
  • The Air and Correspondence High School (ACHS) has played a key role as an organization of lifelong learning since 1974. However, extra-curriculum in ACHS has not been operated successfully due to lacks of educational supports and on-line contents. So we surveyed demands of the ACHS teachers and students for successful operation of extra-curriculum, found four subjects that students preferred in the developing activity area which is one of extra-curricular activities, and experimentally developed four on-line contents for extra-curriculum. And we also applied the developed on-line contents to the students of Chongju H.S. After the application, another survey and interview were carried out to measure learner's satisfaction, find out problems of learning with on-line contents and suggest the ways of improving extra-curriculum learning system.

Problem Analysis and Recommendations of CPU Contents in Korean Middle School Informatics Textbooks (중학교 정보 교과서에 제시된 중앙처리장치 내용 문제점 분석 및 개선 방안)

  • Lee, Sangwook;Suh, Taeweon
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.4
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    • pp.143-150
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    • 2013
  • The School Curriculum amend in 2007 mandates the contents from which students can learn the principles and concepts of computer science. Computer Science is one of the most rapidly changing subjects, and the Informatics textbook should accurately explain the basic principles and concepts based on the latest technology. However, we found that the middle school textbooks in circulation lack accuracy and consistency in describing CPU. This paper attempted to discover the root-cause of the fallacy and suggest timely and appropriate explanation based on the historical and technical analysis. According to our study, it is appropriate to state that CPU is composed of datapath and control unit. The Datapath performs operations on data and holds data temporarily, and it is composed of the hardware components such as memory, register, ALU and adder. The Control unit decides the operation types of datapath elements, main memory and I/O devices. Nevertheless, considering the technological literacy of middle school students, we suggest the terms, 'arithmetic part' and 'control part' instead of datapath and control unit.