• Title/Summary/Keyword: 통신교육

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The Effect of the Instructional Models for ICT on the Practical Ability in the Application of Information with Relation to the Levels of Self-Regulated Learning (자기조절 학습전략 수준에 따른 정보통신기술 활용수업 모형이 정보활용 실천력에 미치는 효과)

  • Kang Ohhan;Kim Kinam
    • Journal of KIISE:Software and Applications
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    • v.32 no.4
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    • pp.327-334
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    • 2005
  • Recently, ICT has emerged as an indispensable tool for teaching a variety of subjects in education systems. In this paper, we examine the effect of the instructional models for ICT on the practical ability in the application of information with relation to the levels of self-regulated learning strategies. Students were divided into 3 groups, according to the instructional model for ICT which were problem search learning, problem solution learning, and discussion learning. As an experimental tools, we did pretest using self-regulated learning strategies measurement questionnaire and did pretest and posttest using practical ability in the application of information measurement questionnaire. The results show that higher level of self-regulated teaming strategies group has high practical ability in the application of information than lower level group. Other interesting results are also provided.

A Study of Prevalence and Related Risk Factors of Osteoporosis for Employees (직장 근로자의 골다공증 유병실태와 관련요인 연구)

  • Hong, Sun-An;You, Si-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.4
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    • pp.631-637
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    • 2013
  • Background and Objectives: The study was performed to investigate the status of osteoporosis for S electronics workers in H hospital of G city form April 21 to May 31 2008. Material and Method: The result of this research is following. Results: As results of osteoporosis analysis based on general characteristic, for men, something of 21 was the most frequent and osteoporosis of 13 was the second most frequent, and for women, good of 12 was the most frequent and care was the second most. The results concludes that men have more problems with osteoporosis that women have. In age of 40 years or more, care level of 24(88.9%) was the most frequent and good level of 15 people was the second most. This result concludes that age of 40 year is target subjects for care. In position, senior has 14 people who have care level(42.4%) and 8 people(24.2%)of osteoporosis level. The result concludes than the senior has more osteoporosis than the employ has. Conclusion: In conclusion, the age, position, weight are related to osteoporosis.

Designing and Implementing AI Chat-bot System for Small-business Owner (중소상인을 위한 AI 챗봇 플랫폼의 설계 및 구현)

  • Lee, Dae-Kun;Na, Seung-Yoo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.3
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    • pp.561-570
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    • 2018
  • Artificial Intelligence is one of the technologies that are being discussed in the Fourth Industrial Revolution, attracting the attention from companies around the world and this technology is being applied to various industries such as education, finance, automobile, etc. AI integrated ChatBot is a system designed to respond to user questions according to defined response rules. This system is gradually expanded from simple inquiry responses for intelligent virtual assistant service, weather, traffic, schedule, etc. to service provisions through user pattern analysis, to solidify its position as a life-style service. As a result, research on AI integrated ChatBot platform has become necessary. Therefore, this study suggests the design and implementation of an intelligent chatbot service platform for small businesses.

Anytime Multimedia Service based on In-Home Storage (댁내 저장장치를 활용한 Anytime 멀티미디어 서비스)

  • 김광수;최태상
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.7B
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    • pp.1211-1219
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    • 1999
  • High quality real-time interactive multimedia services like VOD gained huge momentum by information technology industries during the middle of 1990, but failed successful commercial service deployment despite of the expectations. Among the number of reasons, lack of high bandwidth and QoS support from the network infrastructure have become main cause of the failure. On the other hand, the advance of computer industry-driven storage technologies has been reducing the price of in-home storage dramatically. This fact and the delivery of audio-visual material in a digital form to the home storage make very interesting multimedia service applications possible. It enables anytime content delivery (e.g., during off-peak time) without user interaction and anytime content play and, also, enhances utilization by reducing the loads applied to servers and networks using multicast network infrastructure. In this paper, we propose design and implementation of our anytime multimedia service system based on in-home storage, called IMPRESS-AMS.

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A Development Of Multi-sensor System For Location Determination Of Fixed-path Movement Attractions (고정경로 이동 어트랙션의 위치 판단을 위한 다중 센서 시스템의 개발)

  • You, Eun-Jae;Jeong, Hwi-Sang;Lee, Hyoun-Sup;Kim, Jin-deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.5
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    • pp.709-714
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    • 2018
  • Visual Reality technology is becoming more and more interesting as it attracts people's interest. VR technology is used in various markets such as games, animation, and education. However, there were many people experiencing motion sickness such as dizziness and headache due to the delay time between hardware such as a device for sending a video after experiencing a VR image and an HMD for reproducing an image. The system proposed in this paper focuses on the environment rather than the movement of the attraction and detects the dividing line existing on the path by the proximity sensor and accurately calculates the position on the path according to the user 's motion. Since the position of the user is synchronized with the VR image, the position error of the user is improved to 0.2%.

The Impact of the Motives of College Students for Choosing Majors on Career Decision-Making -Using Self-efficacy as a Mediation Effect (대학생들의 전공선택동기가 진로의사결정에 미치는 영향 -진로자기효능감을 매개효과로)

  • Kim, Sook-Ja
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.3
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    • pp.221-228
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    • 2018
  • This study aimed to analyze the impact of the motives of college students for choosing majors on career decision-making with self-efficacy used as a mediation effect, and to utilize the results as data for career counseling for college students. To do so, a research survey was conducted from November 1, 2017 to November 30, 2017, and based on the non-random convenience sampling technique, questionnaires were distributed to 1,300 students (2nd, 3rd, and 4th-year students) of five 4-year universities located in G Province. For frequency analysis and hypothesis testing, a multiple regression analysis and 3-step mediation effect analysis were used and the results of the analyses were as follows. The results of the analysis of the mediation effect of career self-efficacy on the impact of intrinsic motive on planning style showed that goal selection had a complete mediation effect. Given these results, it is necessary that educational institutions and society provide students, even during middle and high school years, with opportunities to discover their aptitudes and interests, and an educational system should be established to pave the way for students to be well prepared for and make decisions about the work they will do.

Sensing and Control Virtual Environment Using Zigbee Sensor Technology (지그비 센서를 활용한 가상현실 제어)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.243-247
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    • 2007
  • User interface is one of important factors to enhance one's presence in virtual reality systems. Due to the performance improvement of hardware, the virtual reality system is extensively utilized in games, broadcastings, educations, cultural contents, and so on. And, it is enlarged the necessity for researches on mobile interface to control the virtual reality system guaranteeing user's unrestricted movement. In this paper, we present a mobile interface, ZA sensor which is constructed with a Zigbee module and a Accelerometer to control the virtual environment. And, we propose a method of constructing the virtual reality system using the ZA sensor as a input device and practical applications of the system.

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홈쇼핑 매체별 소비자 인식 비교

  • 천종숙;양유영
    • Proceedings of the Korean DIstribution Association Conference
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    • 1999.11a
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    • pp.327-338
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    • 1999
  • 본 연구는 카탈로그와 케이블 TV, 인터넷 홈쇼핑 정보전달 매체별로 의류제품에 대한 소비자의 인식 및 기대 수준을 비교 분석하여 홈쇼핑의 정보전달 매체 개발에 기초적인 자료를 구축하기 위하여 설문조사를 실시하였다. 설문조사 대상자는 20세 이상의 카탈로그 홈쇼핑사 회원 219명, 케이블 TV 홈쇼핑사 회원 213명, 네티즌 972명이었다. 매체별 이용자의 분포는 카탈로그와 케이블 TV 홈쇼핑의 경우 여성과 기혼자가 많았고 직업은 주부와 사무직이 많았다. 반면 인터넷 이용자는 남성과 미혼자가 많았고 직업은 사무직이 많았다. 학력은 세 매체 모두 응답자의 절반 이상이 대졸 이상으로 교육수준이 높았다. 설문조사 결과 의류 홈쇼핑에 대한 매체별 소비자의 인식은 다음과 같았다. 1. 케이블 TV 홈쇼핑 이용자들은 케이블 TV를 통해 판매되는 의류제품이 디자인, 색상이 다양하며, 제품의 소재나 품질, 치수에 대한 정보도 충분하다고 느끼며 의류의 품질 신뢰도와 구매의사도 높은 것으로 나타났다. 2. 통신판매를 이용해서 의류를 구매해 본 경험이 있는 집단은 구매를 경험하지 못한 집단보다 구매의사도 높으며 통신판매에 대한 신뢰성도 높은 것으로 나타났다. 특히 케이블 TV 홈쇼핑을 통해 의류제품을 구매해 본 경험이 있는 집단이 의류제품 정보의 다양성에 대한 만족감과 품질 신뢰성이 가장 높았다. 3. 매체와 성별의 차이를 살펴본 결과 케이블 TV를 이용하는 여성은 의류제품의 다양성, 충분한 제품정보, 품질의 신뢰성, 구매의사에 가장 긍정적인 인식을 가지고 있는 것으로 나타났다. 4. 케이블 TV를 이용하는 기혼자와 고소득자가 다른 집단보다 의류제품의 다양성, 제품정보와 품질 신뢰성, 구매의사에서 가장 긍정적인 인식을 가진 집단이었다. 본 연구의 결과는 케이블 TV 홈쇼핑은 카탈로그와 인터넷에 비해 소비자의 욕구를 충족시키는 제품과 소개방식으로 의류를 판매하고 있으며, 특히 의류제품 구매 경험이 있고 고소득층이며 기혼인 여성들을 만족시킬만한 다양한 상품을 구비하고 자세한 제품정보를 제공하며 품질에 대한 신뢰를 심어 주어 긍정적인 구매의사를 갖도록 유도하고 있는 것으로 해석된다.

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Real 3-D Shape Restoration using Lookup Table (룩업 테이블을 이용한 물체의 3-D 형상복원)

  • Kim, Kuk-Se;Lee, Jeong-Gi;Song, Gi-Beom;Kim, Choong-Won;Lee, Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.5
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    • pp.1096-1101
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    • 2004
  • The 3-D shape use to effect of movie, animation, industrial design, medical treatment service, education, engineering etc.... But it's not easy to make 3-D shape from the information of 2-D image. There are two methods in restoring 3-D video image through 2-D image; First the method of using a laser; Secondly the method of acquiring 3-D image through stereo vision. Instead of doing two methods with many difficulties, I figure out the method of simple 3-D image in this research paper. We present here a simple and efficient method, called direct calibration, which doesn't require any equations at all. The direct calibration procedure builds a lookup table(LUT) linking image and 3-D coordinates by a real 3-D triangulation system. The LUT is built by measuring the image coordinates of a grid of known 3-D points, and recording both image and world coordinates for each point; the depth values of all other visible points are obtained by interpolation.

Development and Application of Meta-cognition-based App for Students with Learning Disabilities (학습장애학생을 위한 메타인지기반 앱 개발 및 적용)

  • Kwak, Sungtae;Jun, Woochun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.3
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    • pp.689-696
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    • 2015
  • In this study, a learning system based on smart learning is proposed so that students with learning disabilities can learn the effective use of meta-cognitive to solve problems arising during the learning process. The features of the proposed system are as follow. First, it is possible to achieve students' individualized learning by use of smart devices and smart education system. Second, it is possible to provide the constant repetition learning for students. Third, students can improve their achievement using the proposed app. The proposed smart education system using meta-cognition was applied to some learning disabilities students. The following results were obtained. First, the disabled students could have an interest in learning math and improve confidence. Second, the student's mathematical problem-solving skills have improved. Third, students' individualized and self-directed learning was achieved.