• Title/Summary/Keyword: Communication History

검색결과 705건 처리시간 0.023초

컴퓨터 윤리에 관한 연구 (Computer Ethics in Computer Education)

  • 주영주;이광희
    • 정보교육학회논문지
    • /
    • 제1권2호
    • /
    • pp.84-100
    • /
    • 1997
  • All technology has both intended and unintended effects, we have said, and information technology is no exception. Information technology offers a number of challenges: those of computer education, computer literacy, the ethical and societal impacts of computing and communication systems. Current computer education focuses primarily on the history, parts and usage of a computer, and programming, it does not fully include the moral standards or ethics that help guide behavior and conduct for citizens of Information society. The purpose of this study is to review of the theoretical issues and societal impacts of computers, communication systems and computer ethics; then, to nalyse current curriculum and content of school computer education in Korea: finally, to develop a possible course in computer ethics containing a goal statement and aspects of computer literacy. Contents in computer ethics covers issues of nettiquette, privacy, health, copyright-related software and network piracy, computer crime and viruses. Six suggestions are made for the computer ethics of Information Age in the conclusion.

  • PDF

IoT의 과거, 현재 그리고 미래 (Past, Present, and Future of IoT)

  • 김현;황승구
    • 전자통신동향분석
    • /
    • 제33권2호
    • /
    • pp.1-9
    • /
    • 2018
  • In the past, the Internet connected people together; recently, however it has been extended to the Internet of Things (IoT), allowing all things in the physical world to be connected. We call a new society in which everything is connected through IoT a 'hyper-connected society'. IoT for a hyper-connected society is more than just connecting things to the Internet, it is an infrastructure providing intelligent services without human intervention by connecting things to the Internet using sensors and communication functions, collecting data from connected things, and analyzing and predicting information. Therefore, IoT is a convergence technology that includes not only sensors and communication networks but also big data and AI. This paper examines the short history of IoT, reviews its current trends, and finally, discusses its future direction.

Design of Recruitment Management Platform Using Digital Certificate on Blockchain

  • Jeong, Won-Yong;Choi, Min
    • Journal of Information Processing Systems
    • /
    • 제15권3호
    • /
    • pp.707-716
    • /
    • 2019
  • In this paper, we present a certificate management platform for performance assessment during recruitment using blockchain. Applicants are awarded certificates according to a predetermined level of progress based on their performances. All certificates are stored on a recruitment management platform that serves as an environment for storing and presenting all awarded certificates. The hashed information of all the certificates are stored in the blockchain, and once stored, the contents cannot be tampered with. Therefore, anyone can check the validity of the certificates using this blockchain. Our proposed platform will be useful for recruitment and application management, career management, and personal history maintenance.

DESIGN OF A MODERN COMPUTER BRAND AS THE MAIN COMMUNICATION FACTOR IN THE WORLD CULTURAL SPACE

  • Zaitseva, Veronika;Bratus, Ivan;Sverdlyk, Zoriana;Gunka, Anna;Liezhniev, Olexandr
    • International Journal of Computer Science & Network Security
    • /
    • 제21권9호
    • /
    • pp.292-296
    • /
    • 2021
  • The purpose of this article is to explore the modern branding - its nature, history, originality, spirit and value to consumers. In particular, graphic design of the brand is an important component in terms of the modern European culture. The scientific novelty of the work implies the study of the contemporary design, which widely embraces the sphere of cultural and social life and can contribute to the development of progressive phenomena in society, as the design can literally be defined as a rethinking, a search for new meanings. The design itself is a versatile means of communication at the level of feelings and meanings. One of its main goals is the harmonization, and even formation of perception of the world, creation of new images or rethinking the essence of ordinary things. Hence, the research in the field of the design development is topical in the worldwide cultural space..

PMIPv6에서 MN의 이동히스토리를 이용한 빠른 핸드오버 기법 (Fast handover using MN's mobility history in PMIPv6)

  • 조금산;추현승
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2013년도 춘계학술발표대회
    • /
    • pp.446-449
    • /
    • 2013
  • PMIPv6(Proxy Mobile IPv6)는 네트워크 기반 이동성 지원프로토콜로 MN(Mobile Node)에 이동성을 제공하기 위해 제안되었다. PMIPv6는 기존 호스트 기반 이동성 지원 프로토콜에 비해 MN이 핸드오버 시그널링에 참여하지 않기 때문에 무선구간에서의 자원 사용량 감소, MN의 에너지 소비량 감소, 그리고 핸드오버 시그널링 비용 감소의 향상된 성능을 보인다. 하지만 PMIPv6에는 핸드오버 시그널링으로 인한 지연 및 패킷손실의 문제점이 있다. MN이 다음에 이동할 위치를 알고 핸드오버를 미리 준비할 수 있다면 빠른 핸드오버를 지원할 수 있다. 본 논문에서는 MN의 이동경로를 저장하여 이동히스토리를 구성하고 MN이 다음에 이동할 위치를 예측함으로써 빠른 핸드오버를 지원한다.

Why Did They Choose ICT Materials?

  • Heo, Shin-hye
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제14권4호
    • /
    • pp.47-51
    • /
    • 2022
  • The purpose of this study is to investigate the views on utilizing ICT material, especially the reasons for ICT material choice. Numerous recent studies have demonstrated increased use of electronic devices including smartphones in educational settings. But the reasons for using it as a learning tool have not been relatively researched from the point of view of pre-service teachers. Therefore, this study analyzed the pre-service teachers' thinking about utilizing ICT material and their learning experience. In that regard, data was collected in various ways such as surveys, interviews, and brief writings of participants. According to the study result, pre-service teachers were motivated in utilizing ICT material rather than text material. That is the reason why, as adult learners, especially pre-service teachers could be more motivated in self-directed learning environments. This study will be useful in considering ideas for the instructional design of pre-service teachers.

Blockchain based Learning Management Platform for Efficient Learning Authority Management

  • Youn-A Min
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권3호
    • /
    • pp.231-238
    • /
    • 2023
  • As the demand for distance education increases, interest in the management of learners' rights is increasing. Blockchain technology is a technology that guarantees the integrity of the learner's learning history, and enables learner-led learning control, data security, and sharing of learning resources. In this paper, we proposed a blockchain technology-based learning management system based on Hyperledger Fabric that can be verified through permission between nodes among blockchain platforms. Learning resources can be shared differentially according to the learning progress. Also the percentage of individual learners that can be managed. As a result of the study, the superiority of the platform in terms of convenience compared to the existing platform was demonstrated. As a result of the performance evaluation for the research in this paper, it was confirmed that the convenience was improved by more than 5%, and the performance was 4-5% superior to the existing platform in terms of learner satisfaction.

A Study on the Impact of Modern Technological Development on the Form of Music Concerts

  • Yifan Cui;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권3호
    • /
    • pp.88-93
    • /
    • 2023
  • In the era of continuous progress, concerts have emerged as a significant medium for music performance, providing audiences with both musical enjoyment and a means of relaxation. The study examines pivotal moments and milestones in concert history, highlighting the emergence of novel elements such as visual presentations, integration of multimedia, virtual reality experiences, and metaverse concerts. By scrutinizing the repercussions of these changes on the concert experience, the study sheds light on the transformative influence of technology on concert formats, audience engagement, and artistic expression. Moreover, it delves into the challenges and opportunities arising from technological advancements in the contemporary concert landscape. The insights gained from this research contribute to a comprehensive comprehension of the dynamic interplay between technology and concert forms, thereby laying the foundation for future scholarly discourse and advancements within the field.

Applying Machine Learning approaches to predict High-school Student Assessment scores based on high school transcript records

  • Nguyen Ba Tien;Hoai-Nam Nguyen;Hoang-Ha Le;Tran Thu Trang;Chau Van Dinh;Ha-Nam Nguyen;Gyoo Seok Choi
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권2호
    • /
    • pp.261-267
    • /
    • 2023
  • A common approach to the problem of predicting student test scores is based on the student's previous educational history. In this study, high school transcripts of about two thousand candidates, who took the High-school Student Assessment (HSA) were collected. The data were estimated through building a regression model - Random Forest and optimizing the model's parameters based on Genetic Algorithm (GA) to predict the HSA scores. The RMSE (Root Mean Square Error) measure of the predictive models was used to evaluate the model's performance.

Design a Learning Management System Platform for Primary Education

  • Quoc Cuong Nguyen;Tran Linh Ho
    • International journal of advanced smart convergence
    • /
    • 제13권2호
    • /
    • pp.258-266
    • /
    • 2024
  • E-learning systems have proliferated in recent years, particularly in the wake of the global COVID-19 pandemic. For kids, there isn't a specific online learning platform available, though. To do this, new conceptual models of training and learning software that are adapted to the abilities and preferences of end users must be created. Young pupils: those in kindergarten, preschool, and elementary school are unique subjects with little research history. From the standpoint of software technology, young students who have never had access to a computer system are regarded as specific users with high expectations for the functionality and interface of the software, social network connectivity, and instantaneous Internet communication. In this study, we suggested creating an electronic learning management system that is web-based and appropriate for primary school pupils. User-centered design is the fundamental technique that was applied in the development of the system that we are proposing. Test findings have demonstrated that students who are using the digital environment for the first time are studying more effectively thanks to the online learning management system.