• Title/Summary/Keyword: 학습자-시스템 상호작용

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Analysis of the Users' Viewing Characteristics of YouTube Video Contents Related to Science Education (과학교육 관련 유튜브 동영상 콘텐츠 이용자들의 시청 특징 분석)

  • Jeong, Eunju;Son, Jeongwoo
    • Journal of Science Education
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    • v.45 no.1
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    • pp.118-128
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    • 2021
  • In this study, as the viewing characteristics of users of YouTube video content related to science education, 'Inflow and Access' is analyzed to find out the interaction between learners and the system, and 'Reaction and Subscription' to find out the interaction between learners and contents. To this end, the YouTube channel "Elementary Science TV," was selected as the subject of research. The channel is mainly focused on the contents of elementary science textbooks, STEAM, and gifted education. The channel's data of YouTube studio was analyzed. The following results were obtained through data analysis: first, as a result of 'Inflow and Access' analysis, YouTube video content related to science education was most often introduced through external links, and the access device was mainly a computer. Second, as a result of the analysis of 'Reaction and Subscription,' 'like' and commenting performed as a reaction to the video were less than 1% of the number of views. Most users watch without a subscription, and watch for longer when using self-directed. Although this study was analyzed through a limited channel called 'Elementary Science TV,' we were able to discover a little about the users' viewing characteristics of YouTube video contents related to science education. In the future, it is expected that it can be used as a basic material for creating videos related to science education for remote classes, establishing a science education video platform.

Implementation of A Web-based Virtual Laboratory For Digital Logic Circuits Using Multimedia (멀티미디어를 이용한 웹기반 디지털 논리회로 가상실험실의 구현)

  • Kim Dong-Sik;Choi Kwan-Sun;Lee Sun-Heum
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.27-33
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    • 2002
  • Recently, according to the appearance of various virtual websites using multimedia technologies, the internet applications in engineering education have drawn muchinterests. But unidirectional communication, simple text/image-based webpages and tedious learning process without motivation, etc. have made the lowering of educational efficiency in cyberspace. This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for digital logic circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components : principle classroom, simulation classroom, virtual experiment classroom and management system. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

An Analysis on Perception of Korean University Students Learners on MOOCs (K-MOOC 대학생 수강자의 인식 분석)

  • Lee, Jeongmin;Jeon, JeongA
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.1-11
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    • 2019
  • This study is aimed to analyze university students' learning experiences in K-MOOC by conducting a survey of university students' perception of K-MOOC, who are the major users of K-MOOC. Also it intended to use them to develop a specific strategy for continued use of K-MOOC. The study was conducted on 155 university students who attending university course and experienced K-MOOC's course within a year. The survey was conducted on online and provided with multiple questions about sustainability and satisfaction. Also survey provided with a subjective items about reason of satisfaction and dissatisfaction with the K-MOOC, and expectation about the future K-MOOC. The analysis found that the main motivation for university students was the convenience of online learning, which was the highest in questions asking why they were satisfied. For reasons of dissatisfaction, the decrease in academic volition and lack of interaction, and the technical problems of K-MOOC system were pointed out. University students learners are expecting improvements in course content and K-MOOC system. Based on these results, this paper suggests instructional strategies to help K-MOOC university students for becoming lifelong learners of K-MOOC.

Towards Evolution of Innovation System of Korean IT SoC Industry: Comparing Experiences of Korea and Taiwan (국내 IT SoC산업의 혁신체제 발전방안: 대만과의 비교 관점에서)

  • Min, Wan-Kee;Oh, Wan-Keun;Hwang, Jin-Young
    • Journal of Korea Technology Innovation Society
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    • v.11 no.4
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    • pp.565-591
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    • 2008
  • Using theories of sectoral innovation system and supply chain management, this paper examines the status quo of Korean IT SoC industry's innovation system by comparing it with Taiwanese one. Taiwan IT SoC industry has accomplished a rapid growth on the basis of government policies that foster domestic firms after the establishment of Hsinchu Science Park. Cooperative networks between foundries firms and fablesses have been formed within the supply chain in this process. Therefore, Taiwan industry has possessed the possibility of the coevolution in sectoral innovation system. However, Korean IT SoC industry has failed to form cooperative networks, because of weak networks between related firms. In other words, there exists an interaction failure, which is a kind of the system failure, and it means a lack of linkage between actors as a result of insufficient use of complementarities and interactive learning. Therefore, Korean industry has little possibility of the coevolution in sectoral innovation system. The cooperative networks between actors are prerequisite towards evolution of innovation system of Korean IT SoC industry. Above all, the cooperative networks between fablesses and system companies need to be strengthened within the supply chain.

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Developing a Deep Learning-based Restaurant Recommender System Using Restaurant Categories and Online Consumer Review (레스토랑 카테고리와 온라인 소비자 리뷰를 이용한 딥러닝 기반 레스토랑 추천 시스템 개발)

  • Haeun Koo;Qinglong Li;Jaekyeong Kim
    • Information Systems Review
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    • v.25 no.1
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    • pp.27-46
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    • 2023
  • Research on restaurant recommender systems has been proposed due to the development of the food service industry and the increasing demand for restaurants. Existing restaurant recommendation studies extracted consumer preference information through quantitative information or online review sensitivity analysis, but there is a limitation that it cannot reflect consumer semantic preference information. In addition, there is a lack of recommendation research that reflects the detailed attributes of restaurants. To solve this problem, this study proposed a model that can learn the interaction between consumer preferences and restaurant attributes by applying deep learning techniques. First, the convolutional neural network was applied to online reviews to extract semantic preference information from consumers, and embedded techniques were applied to restaurant information to extract detailed attributes of restaurants. Finally, the interaction between consumer preference and restaurant attributes was learned through the element-wise products to predict the consumer preference rating. Experiments using an online review of Yelp.com to evaluate the performance of the proposed model in this study confirmed that the proposed model in this study showed excellent recommendation performance. By proposing a customized restaurant recommendation system using big data from the restaurant industry, this study expects to provide various academic and practical implications.

Simulation of wetland storage volume using a classification-based artificial intelligence prediction model (분류 기반의 인공지능 예측 모델을 이용한 습지 저류량 모의)

  • Ji yu Seo;Ha eun Jung;Jeong Hoon Lee;Sang Dan Kim
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.270-270
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    • 2023
  • 습지 생태계는 복잡한 물리적 생지화학적 프로세스의 상호작용이 있으나, 습지 생태계의 건강성 회복을 위한 첫 번째 단계는 습지 생태계에서의 물순환에 대한 정확한 이해일 것이다. 또한 지역적인 물 균형 및 생태계 보전에서 습지를 활용하기 위해서도 습지 물순환에 대한 정량적인 이해는 필수적이다. 그러나, 습지 물순환의 이해를 위해 필수적인 관측 자료들은 현장 측정으로 획득하기 어려운 자료이거나 비용적인 문제로 인하여 관측이 어려운 실정이다. 이에 본 연구에서는 Sentinel-2 위성 자료를 활용하여 습지의 유입량을 추정하기 위한 절차를 제시하고자 한다. 이를 위해 한반도 동남부의 낙동강에 위치한 주요 다목적댐의 자료를 활용한 분류 기반의 인공지능 모델이 설계된다. 인공지능의 학습을 위한 입력자료는 아래와 같은 절차에 의해 만들어진다. 1) 다목적댐의 수위-물 체적 관계를 이용하여 수위-수표면적 관계 곡선 도출. 2) 수위-수표면적 관계 곡선과 DEM을 활용하여 물과 육지 영역을 구분하는 식별자를 도출. 3) Sentinel-2 위성 정보와 물-육지 식별자를 비교하는 랜덤 포레스트 모델을 설계. 4) 위성 정보의 물-육지 정보로부터 미계측 습지 지역의 물과 육지를 식별할 수 있는 식별자 도출. 이러한 과정을 경유하여 추정된 습지의 수표면적과 습지 지역의 DEM을 결합함으로써 습지의 수위-수표면적-물 체적 관계 곡선이 산정되어, 최종적으로 습지의 유입량이 모의된다. 모의된 습지 유입량은 다양한 수문 모델의 매개변수를 추정하는데 활용될 수 있을 것이며, 검증된 수문 모델을 활용하여 습지의 물순환의 이해도를 증진시킬 수 있을 것으로 기대된다.

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상품에 대한 공급자 검색 문제 해결하기 위한 지능형 상품 에이전트 개발

  • Chae, Sang-Yong;Kim, Gyeong-Pil;Kim, U-Ju;Kim, Chang-Uk
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.11a
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    • pp.475-480
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    • 2005
  • 인터넷상에 존재하는 수 많은 웹 페이지들에는 정형화되지 않은 각종 정보들이 이종의 형태로 산재되어 있다. 현재의 검색 기술을 통하여 필요한 정보를 찾아내는 것은 시간과 비용이 많이 소요되는 비효율적인 방법으로 이뤄지고 있다. 이러한 상황에서 사용자가 원하는 정보를 검색 및 추출해내어 정형화시키는 것은 매우 중요하다. 전자상거래의 폭발적 성장에도 불구하고 전자상거래 표준 활용 및 적용이 미비하여 e- Procurement, e-Marketplace, on-Line Shopping Mall 등에서 소비자가 원하는 상품 정보를 손쉽게 획득하지 못하고 있다. 이는 공급자에게는 보다 많은 매출의 기회를 구매자에게는 보다 좋은 자재 및 상품을 저렴한 가격에 소싱 할 수 있는 기회를 제공하지 못하는 문제점이 발생한다. 본 연구에서 제안하고자 하는 지능형 상품 에이전트는 소비자가 구매하고자 하는 특정 상품에 대한 공급자 검색 문제를 해결하기 위하여, 시스템 내부 정보의 확장 및 지식화 뿐만 아니라 웹 상의 다양한 상품 정보를 자동적으로 수집 및 가공하여 저장하는 역할을 수행한다. 이러한 연구를 위해서 사용한 기술은 우선 database 의 schema 를 읽어 들일 수 있는 DB schema reader, 인터넷 웹 페이지(웹문서)를 방문해서 다양한 정보들의 URL을 수집하는 일을 하는 Meta Search Engine 과 Focused Crawler, 그리고 다른 형태의 데이터 구조를 특정 목적에 따라 표준화된 형태로 바꾸는 Wrapper가 있다. 이러한 기술들을 연동하여 필요한 정보들을 추출 공급자 검색 문제를 해결하고자 하는 것이 연구의 목적이다. 정보추출은 사용자의 관심사에 적합한 문서들로부터 어떤 구체적인 사실이나 관계를 정확히 추출하는 작업을 가리킨다.앞으로 e-메일, 매신저, 전자결재, 지식관리시스템, 인터넷 방송 시스템의 기반 구조 역할을 할 수 있다. 현재 오픈웨어에 적용하기 위한 P2P 기반의 지능형 BPM(Business Process Management)에 관한 연구와 X인터넷 기술을 이용한 RIA (Rich Internet Application) 기반 웹인터페이스 연구를 진행하고 있다.태도와 유아의 창의성간에는 상관이 없는 것으로 나타났고, 일반 유아의 아버지 양육태도와 유아의 창의성간의 상관에서는 아버지 양육태도의 성취-비성취 요인에서와 창의성제목의 추상성요인에서 상관이 있는 것으로 나타났다. 따라서 창의성이 높은 아동의 아버지의 양육태도는 일반 유아의 아버지와 보다 더 애정적이며 자율성이 높지만 창의성이 높은 아동의 집단내에서 창의성에 특별한 영향을 더 미치는 아버지의 양육방식은 발견되지 않았다. 반면 일반 유아의 경우 아버지의 성취지향성이 낮을 때 자녀의 창의성을 향상시킬 수 있는 것으로 나타났다. 이상에서 자녀의 창의성을 향상시키는 중요한 양육차원은 애정성이나 비성취지향성으로 나타나고 있어 정서적인 측면의 지원인 것으로 밝혀졌다.징에서 나타나는 AD-SR맥락의 반성적 탐구가 자주 나타났다. 반성적 탐구 척도 두 그룹을 비교 했을 때 CON 상호작용의 특징이 낮게 나타나는 N그룹이 양적으로 그리고 내용적으로 더 의미 있는 반성적 탐구를 했다용을 지원하는 홈페이지를 만들어 자료 제공 사이트에 대한 메타 자료를 데이터베이스화했으며 이를 통해 학생들이 원하는 실시간 자료를 검색하여 찾을 수 있고 홈페이지를 방분했을 때 이해하기 어려운 그래프나 각 홈페이지가 제공하는 자료들에 대한 처리 방법을 도움말로 제공받을 수 있게 했다. 실시간 자료들을 이용한 학습은 학생들의 학습 의욕과 탐구 능력을 향상시켰으

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A Study on Design Direction of e-Portfolio Based on the Current State Analysis of Portfolio Application of Domestic Elementary, Middle, and High School (국내 초.중등학교의 포트폴리오 활용 실태 분석에 기반한 e-포트폴리오 설계 방향에 관한 연구)

  • Kim, Sang-Su;Kim, Young-Hak
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.83-94
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    • 2007
  • The portfolio can be used as a methodology supporting the learning of constructivism. Recently, the use of portfolios has been increased gradually in the education field, but a study on the current state analysis and design direction of portfolios leaves much to be desired. In this paper, we analyze statistical data on the portfolio application of teachers in domestic elementary, middle, and high school. We also propose a design direction of e-portfolio needed in the society of knowledge information based on this analysis. The results of research show that the following problems will be improved: understanding portfolio, analyzing the current state according to the types of portfolio application, designing a distinguished system according to the level of school, expanding education of teachers with high career, and developing a guide helper. The design of total system that combines the learning and evaluation is needed to improve a problem that spends lots of time to make portfolio, and operates temporally and formally achievement evaluation. In addition, the design of e-portfolio supporting efficiently interaction and self-directed teaming is required.

Design and Implementation of Web-Based Cyber-University System (웹-기반 가상대학 시스템의 설계 및 구현)

  • Lee, Sei-Young;Yong, Hwan-Seung
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3577-3588
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    • 1999
  • This paper describes design and implementation of a general purpose cyber educational system. In this system, there are different types of menus and services according to such user's rights as system operators, professors, assistant instructors, students. In order to keep in close contact between students and professors, provided are various services such as the official announcement, transcripts of lecture, bulletin board, Q/A corner, report box, archive of study materials, electronic mail box, memorandum including checking of one's attendance and school record. For the purpose of activating small group studies and discussion about given subject, it can organize into groups automatically and provide with debating rooms. The system is implemented by separating with both HTML design and programming part by templete concept. Overload of iterative server is solved by adjusting the numbers of DB servers of each service.

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Interactive ADAS development and verification framework based on 3D car simulator (3D 자동차 시뮬레이터 기반 상호작용형 ADAS 개발 및 검증 프레임워크)

  • Cho, Deun-Sol;Jung, Sei-Youl;Kim, Hyeong-Su;Lee, Seung-gi;Kim, Won-Tae
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.970-977
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    • 2018
  • The autonomous vehicle is based on an advanced driver assistance system (ADAS) consisting of a sensor that collects information about the surrounding environment and a control module that determines the measured data. As interest in autonomous navigation technology grows recently, an easy development framework for ADAS beginners and learners is needed. However, existing development and verification methods are based on high performance vehicle simulator, which has drawbacks such as complexity of verification method and high cost. Also, most of the schemes do not provide the sensing data required by the ADAS directly from the simulator, which limits verification reliability. In this paper, we present an interactive ADAS development and verification framework using a 3D vehicle simulator that overcomes the problems of existing methods. ADAS with image recognition based artificial intelligence was implemented as a virtual sensor in a 3D car simulator, and autonomous driving verification was performed in real scenarios.