• Title/Summary/Keyword: 통신교육

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A Content Analysis of Webtoon Advertising: Focused on Narrative and Expressive Characteristics (웹툰 광고 내용분석 : 내러티브와 표현 속성을 중심으로)

  • Kim, Woon-Han;Kim, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.293-301
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    • 2017
  • This study collects 112 webtoon advertisements by Google extended search to reveal the narratives of webtoon in persuasive communication context. The results of content analysis are as follows. First, product categories are found relatively more in number such as content and game, cosmetics, public service announcement than other products. Second, the number of webtoon advertisements has increased these seven years; rather drastic increase is found in 2013. Third, as for the origin, brand webtoon is the largest number of all types. Fourth, there is a significant difference between public interest products and commercial products in absurdity advertising number. Commercial products use a variety of genres such as romance, drama, everyday life, including absurdity, while public interest products focus mainly on everyday life.

Implementation of Educational Game to Accompany Exercising and Generating (운동과 발전을 동반하는 학습게임 설계 및 구현)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.47-55
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    • 2010
  • In this paper, we implemented a serious game system for study to accompany exercising and generating to keep on computer game side effect. The implemented serious game system was divided into the game part and the athletic part. The athletic part for whole body exercising was composed of health bicycle for lower body exercise and additional apparatus for upper body exercise, that was attached to the rear side of health bicycle and several generator was attached to the power point of athletic part. The circuit board and logic program was composed to adjust the exercise strength control, to get data and to communicate with the computer. The game part was composed to promote and educational effectiveness, the whole system emphasized on amusement side while avoided violence side. We confirmed the effect of the serious game system with the fourteen fun form which Garneau insists.

A Study on E-Learning Usage Situation and Success Strategies in Government and Public Organization (정부 및 공공기관의 e-러닝 도입 현황과 성공전략)

  • Han Dae-Mun;Kang Tae-Ku
    • Journal of Korea Society of Industrial Information Systems
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    • v.10 no.2
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    • pp.82-86
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    • 2005
  • E-learning programs in every organizations are increasing rapidly every year. As the internet and multimedia tool spreads into every departments of organization work settings, the paradigm of education has changed. In the context of government and public organization, e-Learning has merits in the convenience of access, the reduction of costs, self-directed learning and so on. The purpose of this study is to find out some insights and lessons from the case analysis of e-Learning introduction strategies in ministry of labor.

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Construction of a Urban Life Information System Using Internet GIS - Focused on Development of Multi-Query Modules - (인터넷 GIS를 이용한 도시생활정보시스템 구축 - 다중검색모듈개발을 중심으로 -)

  • 유환희;김성삼;조정운
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.18 no.4
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    • pp.351-357
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    • 2000
  • As the information & communication technique is growing rapidly and internet is widespread recently, a lot of life information systems are developing to provide various information related with our living space. Especially, to get the several real-time urban life information through the networking, the development of the system which integrates internet and GIS is proceeding actively. These systems give a variety of information; traffic information including bus route and parking lot, building information, welfare and medical and educational facilities information, the public office information such as the cityhall, the police station, the fire house and the entertainment place information such as the parks, the movies, etc. This study aims to construct the urban life information system with the multi-query module using Visual Basic, MapObjects IMS, SDE and Oracle, which can provide spatial and attribute information according to several events.

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3D Avatar Motion Control Using the Script in the Mobile Environment (모바일 환경에서 스크립트를 이용한 3차원 아바타 동작 제어)

  • Choi Seunghyuk;Kim Jaekyung;Lim Soon-Bum;Choy Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.574-576
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    • 2005
  • 최근 주요 이동통신 사업자, 단말기/칩 제조업체, 콘텐츠 제공업자들 사이에는 모바일 3D 분야가 가장 큰 이슈로 떠오르고 있다. 이러한 환경을 기반으로 모바일 장치에서 3차원 아바타 애니메이션 연구가 진행되고 있다. 이는 아바타의 자연스러운 동작은 사용자에게 아바타가 살아있는 듯한 느낌(Life-likeness)과 사실감(Believability)을 심어주어 보다 친숙한 인터페이스로 활용될 수 있고 이에 따라 채팅이나 온라인 게임 외에도 교육, 쇼핑몰, 비즈니스 등 다양한 분야로 확대되고 있기 때문이다. 하지만 지금까지의 연구는 자연스러운 모션 생성에 집중되어 있을 뿐, 어떻게 쉽게 아바타는 제어할 것 인가에 대한 연구가 적었다. 특히 모바일 환경에서 효율적인 아바타 동작 제어를 위한 연구는 부족하다 할 수 있다. 본 논문에서는 모바일 환경에서 효율적인 아바타 동작을 제어를 위해 스크립트(Script) 기반의 아바타 동작 제어 기법을 제안한다. 모션 생성을 위해 아바타 동작 스크립트(Avatar Motion Script)를 정의하여 아바타 애니메이션의 기록, 재생이 가능하다. 둘째 계층적 스크립트(Multi-Level Script) 기법을 이용하여 적은 양의 데이터만으로도 아바타 동작 제어가 가능하다. 셋째 어느 환경에서도 Motion이 생성, 재생이 가능하한 플랫폼 독립적 구조이다. 넷째, 키 프레임(Key Frame) 기반의 모션을 이용하여 아바타의 상황 상황에 모션이 변하는 동적 동작 생성이 가능하다.

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A Lecture Authoring Tool based on Multimedia Component (멀티미디어 컴포넌트 동기화 기반 강의저작 도구)

  • Choi, Yong-Jun;Jung, Sang-Joon;Ha, Sung-Yong;Kim, Jae-Il;Kim, Chong-Gun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.04a
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    • pp.916-921
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    • 2000
  • 인터넷이 보편화되고, 멀티미디어 처리기술과 정보통신 기술이 발전함에 따라 인터넷을 이용한 원격교육기술이 연구되고 있다. 강의를 저작하고 재생하는 원격 강의 도구들이 개발되고 있지만, 제한된 형태의 학습자료만 사용하고 음성 및 드로잉에만 의존하는 형태를 벗어나지 못해 면대면 효과가 매우 좋지 않은 강의의 저작이 이루어지고 있다. 따라서 다양한 형태의 멀티미디어 학습자료를 사용할 수 있으며, 교수자의 강의노하우를 반영시킬 수 있는 원격 강의저작 도구의 개발이 필요하다. 본 연구에서는 교수자의 강의를 학습자에게 최대한 전달하면서 면대면 효과를 극대화할 수 있는 멀티미디어 컴포넌트 기반 원격강의도구를 설계하고 구현한다. 제안하는 도구는 디지털 카메라 영상을 포함한 다양한 멀티미디어 자료를 사용하며, 드로잉과 포인팅을 이용하여 실감나는 강의를 쉽게 저작할 수 있으며, 강력한 압축기능으로 인터넷을 통하여 빠르게 강의를 전달할 수 있다.

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The Effects of Systematic Health Education on Health Knowledge and Health Promotion Behavior in Elementary School Students (체계적 보건교육이 초등학생의 건강지식과 건강증진행위에 미치는 효과)

  • Nah, Ju-Young;Kim, Young-Im;Kim, Hyeon-Suk
    • Journal of the Korean Society of School Health
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    • v.24 no.2
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    • pp.173-180
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    • 2011
  • Purpose: This study was to examine the impacts of systematic health education on elementary school students and their health knowledge and health promotional behavior. Methods: This data collected compared 163 students who implemented the seventeen systematic health education behaviors with147 students who did not implement the behaviors during the same period. Results: The health knowledge scores for the implemented group was $18.45{\pm}3.04$ but $15.29{\pm}4.55$for the nonimplemented group. The scores for the implemented group were significantly higher (t=7.26, p<.001). The scores in health promotion behavior for the implemented group was $4.26{\pm}0.41$ and was higher also compared with the scores for the non-implemented group $3.85{\pm}0.50$. The scores for the implemented group were significantly higher (t=3.43, p<.001). The implemented group showed higher health knowledge, health promotion behavior than the non-implemented group. Conclusion: Because systematic health education has significant positive effects on elementary student's health knowledge and health promotion behavior, school health teachers need to maintain and progress continuous systematic health education in their schools.

Detection Model based on Deeplearning through the Characteristics Image of Malware (악성코드의 특성 이미지화를 통한 딥러닝 기반의 탐지 모델)

  • Hwang, Yoon-Cheol;Mun, Hyung-Jin
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.137-142
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    • 2021
  • Although the internet has gained many conveniences and benefits, it is causing economic and social damage to users due to intelligent malware. Most of the signature-based anti-virus programs are used to detect and defend this, but it is insufficient to prevent malware variants becoming more intelligent. Therefore, we proposes a model that detects and defends the intelligent malware that is pouring out in the paper. The proposed model learns by imaging the characteristics of malware based on deeplearning, and detects newly detected malware variants using the learned model. It was shown that the proposed model detects not only the existing malware but also most of the variants that transform the existing malware.

L3 Socialization of a Group of Mongolian Students Through the Use of a Written Communication Channel in Korea: A Case Study

  • Kim, Sun-Young
    • Cross-Cultural Studies
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    • v.19
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    • pp.411-444
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    • 2010
  • This paper explored the academic socialization of a group of Mongolian college students, learning Korean as their L3 (Third Language), by focusing on their uses of an electronic communication channel. From a perspective of the continua of bi-literacy, this case study investigated how Mongolian students who had limited exposure to a Korean learning community overcame academic challenges through the use of a written communication channel as a tool in the socialization process. Data were collected mainly through three methods: written products, interviews, and questionnaires. The results from this study were as follows. Interactional opportunities for these minority students were seriously constrained during the classroom practices in a Korean-speaking classroom. They also described the lack of communicative competence in Korean and the limited roles played by L2 (English) communication as key barriers to classroom practices. However, students' ways of engaging in electronic interactions differed widely in that they were able to broaden interactional circles by communicating their expertise and difficulties with their Korean peers through the electronic channel. More importantly, the communication pattern of "L2-L2/L3-L3" (on a L2-L3 continuum) emerging from data demonstrated how these students used a written channel as a socialization tool to mediate their learning process in a new community of learning. This study argues that a written communication channel should be taken as an essential part of teaching practices especially for foreign students who cannot speak Korean fluently in multi-cultural classes.

Multiplicity of Synchronous Online Class Discussion Activity: A Conceptual Exploration (실시간 온라인 수업 토론 활동의 중층성에 대한 개념적 탐색)

  • Park, Yangjoo
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.149-155
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    • 2019
  • In this study, the multiplicity of synchronous online class discussion activity is explored at conceptual level. From the cultural-historical activity theory (CHAT), each utterance may be considered as a product of the activity system. Alderfer's ERG theory is employed as another theoretical framework for the study. Based on the subject's existence, relationship, growth needs, their class discussion activities constitute four different dimensions: physical/biological, cultural/institutional, social/relational, and cooperative knowledge construction. It is inherent in individual activities and has a different arrangement according to their interests and situations, and at the same time acts as a factor of cooperation and competition among the participants. Through this, collective discussion activities represent complex and dynamic development patterns.