• Title/Summary/Keyword: 협업경험

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Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.415-423
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    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.

Developing and Applying TMS-Based Collaborative Learning Model for Facilitating Learning Transfer (학습전이 촉진을 위한 교류기억체계(TMS)기반 협력학습모형의 개발과 적용)

  • Lee, Jiwon
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.993-1003
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    • 2017
  • Teachers expect team-based project learning to help students develop collaborative and real-world problem solving skills. In practice, however, students tend to solve problems with simple division of labor, and there is a tendency that learning transfer does not occur in solving problems. The purpose of this study is to develop a collaborative learning model based on the transactive memory system (TMS) and to verify its effectiveness. The collaborative learning model based on the TMS is composed of three stages. The first stage is developing TMS. In this stage, the students learn physics concepts and make knowledge about the expertise of group members through peer instruction. The second stage, activating TMS, is building trust through solving well-defined problems for developing near-transfer. And in the third stage, applying TMS, the students solve an ill-defined problem based on real-world context for practicing far-transfer. Based on this model, a 15-week program including two projects on geometric optics and sound waves was developed and applied to 60 college students. The data for five weeks of one project were collected and analyzed. As a result, the TMS of the experimental group with the TMS-based collaborative learning model improved stepwise. Whereas, the difference between the first week and the last week was statistically significant, while the TMS change of the comparison group using the general project learning model was not significant. Also, the experimental group showed that the learning transfer occurred better in the project than the comparison group. A collaborative learning model based on TMS can be used to learn how students gain synergy through collaboration and how students collaboratively transfer the learned concepts in problem solving.

"Hey Alexa, Would You Create a Color Palette?" UX/UI Designers' Perspectives on Using Natural Language to Interact with Future Intelligent Design Assistants ("알렉사, 색상 팔레트를 만들어줄 수 있어?" 지능형 디자인 비서와 자연어로 협업을 수행할 UX/UI 디자이너의 생각)

  • Bertao, Renato Antonio;Joo, Jaewoo
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.193-206
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    • 2021
  • Artificial Intelligence (AI) has been inserted into people's lives through Intelligent Virtual Assistants (IVA), like Alexa. Moreover, intelligent systems have expanded to design studios. This research delves into designers' perspectives on developing AI-based practices and examines the challenges of adopting future intelligent design assistants. We surveyed UX/UI professionals in Brazil to understand how they use IVAs and AI design tools. We also explored a scenario featuring the use of Alexa Sensei, a hypothetical voice-controlled AI-based design assistant mixing Alexa and Adobe Sensei characteristics. The findings indicate respondents have had limited opportunities to work with AI, but they expect intelligent systems to improve the efficiency of the design process. Further, majority of the respondents predicted that they would be able to collaborate creatively with AI design systems. Although designers anticipated challenges in natural language interaction, those who already adopted IVAs were less resistant to the idea of working with Alexa Sensei as an AI design assistant.

A User based Collaborative Filtering Recommender System with Recommendation Quantity and Repetitive Recommendation Considerations (추천 수량과 재 추천을 고려한 사용자 기반 협업 필터링 추천 시스템)

  • Jihoi Park;Kihwan Nam
    • Information Systems Review
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    • v.19 no.2
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    • pp.71-94
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    • 2017
  • Recommender systems reduce information overload and enhance choice quality. This technology is used in many services and industry. Previous studies did not consider recommendation quantity and the repetitive recommendations of an item. This study is the first to examine recommender systems by considering recommendation quantity and repetitive recommendations. Only a limited number of items are displayed in offline stores because of their physical limitations. Determining the type and number of items that will be displayed is an important consideration. In this study, I suggest the use of a user-based recommender system that can recommend the most appropriate items for each store. This model is evaluated by MAE, Precision, Recall, and F1 measure, and shows higher performance than the baseline model. I also suggest a new performance evaluation measure that includes Quantity Precision, Quantity Recall, and Quantity F1 measure. This measure considers the penalty for short or excess recommendation quantity. Novelty is defined as the proportion of items in a recommendation list that consumers may not experience. I evaluate the new revenue creation effect of the suggested model using this novelty measure. Previous research focused on recommendations for customer online, but I expand the recommender system to cover stores offline.

A Study on Project Performance in Cloud Computing : Focus on User Experience of GoogleDocs (클라우드 컴퓨팅 환경에서의 프로젝트 수행 성과에 관한 연구 : GoogleDocs 사용 경험을 중심으로)

  • Woo, Hyeok-Jun;Shim, Jeong-Hyun;Lee, Jung-Hoon
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.71-100
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    • 2011
  • There are expectations about future internet technology with IT development by end-users. Cloud computing is attracted to satisfy those demands. However, adoption of cloud computing is not active that much. Therefore, this study verified how cloud computing environment affects performance of team project. We conducted empirical study on performance of team project with cloud computing as technology tool focusing on Task-Technology Fit Model. We collected samples that were undergraduate and graduate school students and had experience on initial cloud computing such as Google-Docs and Webhard when they conducted team project for assignment. We focused on accessibility and reliability as task-technology fit and those variables treated as first order factor. Result showed that cloud computing is suitable technology tool for team project. This study suggests positive effects of cloud computing for collaboration by proving perceived fit and performance in initial cloud computing.

Psychosomatic Management of Medically Ill Children and Adolescents (신체질환이 있는 소아청소년의 정신신체의학적 관리-총론)

  • Lee, Moon-Soo;Joe, Sook-Haeng
    • Korean Journal of Psychosomatic Medicine
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    • v.16 no.1
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    • pp.17-24
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    • 2008
  • Psychosomatic medicine is also known as consultation-liaison psychiatry. Pediatric consultation-liaison psychiatry is composed of all consultation, liaison, diagnostic, therapeutic support and research activities carried out by psychiatrists and other mental professionals in pediatric ward to provide mental health services to physically ill pediatric patients. As the differences in the basic concepts of disease models between psychiatry (psychosocial model) and pediatrics(biomedical model) exist, active communication between the child psychiatrist and pediatric medical staffs is required. Although the general guidelines are similar, there are specific considerations for consultation in children and adolescents. Much work is still needed to identify empirically supported treatments which are effective for managing a board range of psychosocial difficulties in children and adolescents.

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A Study of factors Influencing u-Market Service Acceptance for Traditional Market Revitalization (재래시장 활성화를 위한 U-Market 서비스 수용성에 영향을 미치는 요인 연구)

  • Yoo, Ho-Sun;Kim, Jae-Kyeong;Kim, Min-Yong;Kwon, Oh-Byung;Cho, Hye-Kyung
    • Information Systems Review
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    • v.10 no.2
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    • pp.97-121
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    • 2008
  • There are relatively inactive discussions about applying ubiquitous technology (uT) to traditional marketplace. If u-Market which affords to promote customer shopping convenience and on/offline shopping experience is implemented, then traffic of visiting customers as well as the revenue of the market will increase. Ultimately, it will lead to revitalizing traditional market. For this purpose, we developed a realistic u-Market service scenario with restricted uT considering spatial limitation and poor infrastructure of the physical marketplace. Based on u-Market service scenario, we have empirically investigated the determinants of u-Market service acceptance of the actual customers of traditional marketplace. We hope the results of this study will help in improvement of u-Market system development and service feasibility.

Wiki Usage of LIS Undergraduates for Collaborative Learning (문헌정보학과 학생들의 위키를 활용한 협력학습에 대한 연구)

  • Park, Sung Jae
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.4
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    • pp.93-108
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    • 2012
  • The purpose of this study is to find any contradictions which arise with the use of Wiki in the classroom, and to address such contradictions in order to promote learning among LIS students. This study employed a multi-methodology, including Wiki usage analysis, and interviews with 12 students who participated in an LIS class. Observations revealed that group projects are common in academic classes. Interviewees agreed that their performance through collaborative efforts was higher than that through individually performed activities. However, there were no pre-experiences with Wiki in learning and task-oriented cooperation which gave rise to a controversy. In addition, even though a new technology, as a more advanced form, was suggested, students cooperated with their peers according to their tradition without using the recommended new technology. Therefore, students should be taught about Wiki usage and experience the effective learning which is available to them through collaboration with their peers. Additionally, LIS curriculum should incorporate relationship-oriented activities using Web 2.0 applications with the expectation of enhanced learning among students.

A Study on Inflow of Information by Majors Reflecting Car Lifestyle -Focused on User Experience of Design Major and Engineering Major- (자동차 라이프스타일을 반영한 전공별 정보 유입에 관한 연구 -디자인 전공자와 공학 전공자의 사용자 경험을 중심으로-)

  • Ahn, Jung-Hyun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.163-168
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    • 2019
  • The purpose of this study is to find out latent needs of users through the difference of information inflow between design major and engineering major reflecting car lifestyle and to complement them. Although those two relationship deepens due to the development of industrialization, collaboration is still a difficult situation. To find out lifestyle of between those two majors, experiments were carried out quantitatively by conducting in-depth interviews and additionally survey were conducted concurrently. The results showd clearly difference in meaning and value of the automobile. This phenomenon is related to identity. The designers expressed themselves by car, and others differed by using their cars as a means of mobility.

Development of Design thinking-based AI education program (디자인 씽킹 기반 인공지능 교육 프로그램 개발)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.723-731
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    • 2021
  • In this study, the AI education program for elementary school students was developed and applied by introducing the design thinking process, which is attracting attention as a creative problem solving process. A design thinking-based AI education program was developed in the stages of Understanding AI, Identifying sympathetic problems, Problem definition, Ideate, Prototype, Test and sharing, and the development program was applied to elementary school students in 4th-6th grade. As a result of pre- and post-testing of students' computational thinking skills to confirm the effectiveness of the program, computational thinking skills increased by grade level, and students experienced a process of collaboration for creative problem solving based on insights gained from sympathetic problem finding. In addition, it was possible to get a glimpse of the attitude of using AI technology to solve problems, and it was confirmed that ideas were generated in the prototype stage and developed through communication between team members. Through this, the design thinking-based AI education program as one of the AI education for elementary school students guarantees the continuity of learning and confirms the possibility of providing an experience of the creative problem-solving process.