• Title/Summary/Keyword: Content-based approach

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Review on Cross-curricular Approach of English Education in Elementary School as the National Common Basic Curriculum (국민공통기본교육과정으로서 초등학교 영어교육의 교과통합적 접근 재조명)

  • Lee, Jae-Geun
    • English Language & Literature Teaching
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    • v.10 no.1
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    • pp.153-178
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    • 2004
  • The purpose of the present study is to develop several types of English teaching/learning models in view of cross-curricular approach in Korean elementary school. Brewster(1992)' model is suitable for younger children as well as the 1st or 2nd graders. For 3rd or 4th graders, Halliwel1(1997)' model seems more proper type in Korean EFL situation. There has been studying for cross-curricular approach in elementary English education. Many studies has recently focused the characteristics of elementary students by cognitive and psychological perspectives. Among them, Park(1996)'s research talks about the elementary school students. Han(1996)'s research based on the notion of applied to other subjects. Kim(1999)'s also emphasized the importance of linking other subjects. Kim(2003) argued the need of integrating English with other subjects. The elementary education as the National Common Basic Curriculum(NCBC) has the essence of cross-curricular approach, so the English education will be linked with other subject matters more and more, not just as for Communicative function based English education but as both content and function based subject matter.

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Predicting Learning Achievements with Indicators of Perceived Affordances Based on Different Levels of Content Complexity in Video-based Learning

  • Dasom KIM;Gyeoun JEONG
    • Educational Technology International
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    • v.25 no.1
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    • pp.27-65
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    • 2024
  • The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

Exploratory Study on Factors Affecting Influencers' YouTube Channel Operation and Revenue Generation Based on the Grounded Theory Approach (근거이론 접근법을 이용한 인플루언서의 유튜브 채널 운영과 수익 창출에 미치는 영향요인에 관한 탐색 연구)

  • Kim, Young Lag;Park, Sang Hyeok;Cho, Jae Hee;Park, Jeong Sun
    • The Journal of Information Systems
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    • v.30 no.4
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    • pp.173-202
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    • 2021
  • Purpose This study explored overall phenomena in context such as YouTube channel operation, strategy, and profit generation through interviews with two research participants who started their own businesses and are recognized as influencer on YouTube and analysis of viewer responses to uploaded contents. With the explosive growth of YouTube content provision and use, previous studies on YouTube are only being conducted individually on YouTube's content, influence, and content providers, so it is need to explore YouTube channel operations and the effect of revenue generation in context from an integrated perspective. Therefore, the purpose of this study is to present an integrated model that provides a specific process by contextually linking the factors and results influencing YouTube channel operation and revenue generation phenomena to individuals and companies who are trying to operate YouTube channels for the first time. Design/methodology/approach This study systematized and structured the overall phenomena in context such as YouTube channel operation, communication strategy, effect on revenue generation, and YouTube channel operation results by selecting interview subjects and collecting data through interviews, and analyzing viewer reactions (likes, comments, etc.). Due to the lack of previous studies exploring integrated phenomena, research analysis used Strauss & Corbin (1998)'s grounded theory approach, which presented inductive research methods to discover new theories by structuring concepts and categories based on detailed observations and information provided by interviewees. Findings The academic implication of this study is that while previous studies are conducted as individual studies on YouTube's content, influence, and content providers in the current situation where YouTube content provision and use are exploding, it integrally explores and presents an integrated model throughout the process. In addition, taking into account the lack of previous studies, it can be found in the aspect of using the grounded theory approach, an inductive theory approach that establishes a new theory. The practical implications can be found in that it presented practical directions to beginners who want to start operating YouTube channels by identifying operational preparations, communication strategies with viewers, and response management strategies.

Development and application of the mobile-based virtual nursing simulation training content: A mixed methods study (모바일 기반 가상 간호 시뮬레이션 콘텐츠 개발 및 적용: 혼합방법연구)

  • Kim, Hyun-Sun;Kang, Jiyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.30 no.3
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    • pp.290-300
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    • 2024
  • Purpose: Nursing clinical practice education is transforming with the advent of mobile education and the unique experiences it offers in caring for virtual patients. For this innovative approach, this study aims to evaluate the efficacy of mobile-based virtual women's breast cancer nursing simulation training content on nursing students' confidence, satisfaction, and learning flow. It also examines the nursing students' virtual patient care experiences. Methods: A mixed methods approach using a convergent design was employed to examine students' cancer care confidence and satisfaction, learning flow, and learning experiences. Quantitative data through online questionnaires and qualitative data through focus group interviews were collected, merged, and analyzed. Results: This study developed a virtual nursing training module aimed at caring for women with breast cancer, a novel approach to facilitate mobile-based simulation training for nursing students. Data were analyzed using descriptive analysis, a chi-squared test, Fisher's exact test, t-test for participant homogeneity (experimental: 20, control: 20), independent t-test, and paired t-test. Satisfaction (t=3.53, p=.001) and confidence (t=4.07, p=.001), as well as flow (t=3.78, p=.001), significantly improved in the experimental group compared to the control group. Two core themes and five sub-themes were derived from the experimental group's experiences acquired by caring for women with breast cancer virtually, including that the students "Virtually cared for breast cancer patients, learning as if real." Conclusion: The mobile-based virtual nursing simulation training content allowed nursing students to upgrade their comprehensive nursing care skills by experiencing a fun and practical environment made possible by a new learning method.

A photo-based realistic facial animation (한 장의 포토기반 실사 수준 얼굴 애니메이션)

  • Kim, Jaehwan;Jeong, Il-Kwon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.51-52
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    • 2011
  • We introduce a novel complete framework for contructing realistic facial animations given just one facial photo as an input in this paper. Our approach is carried on in 2D photo spacem not 3D space. Moreover, we utilize computer vision-based technique (digital matting) as well as conventional image processing methods (image warping and texture synthesis) for expressing more realistic facial animations. Simulated results show that our scheme produces high quality facial animations very efficiently.

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Metadata Processing Technique for Similar Image Search of Mobile Platform

  • Seo, Jung-Hee
    • Journal of information and communication convergence engineering
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    • v.19 no.1
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    • pp.36-41
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    • 2021
  • Text-based image retrieval is not only cumbersome as it requires the manual input of keywords by the user, but is also limited in the semantic approach of keywords. However, content-based image retrieval enables visual processing by a computer to solve the problems of text retrieval more fundamentally. Vision applications such as extraction and mapping of image characteristics, require the processing of a large amount of data in a mobile environment, rendering efficient power consumption difficult. Hence, an effective image retrieval method on mobile platforms is proposed herein. To provide the visual meaning of keywords to be inserted into images, the efficiency of image retrieval is improved by extracting keywords of exchangeable image file format metadata from images retrieved through a content-based similar image retrieval method and then adding automatic keywords to images captured on mobile devices. Additionally, users can manually add or modify keywords to the image metadata.

Digital Content Certification and Management Technology Based on Blockchain Technology

  • Jang, Eun-Gyeom
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.121-128
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    • 2021
  • After entering the 4th Industrial Revolution, the digital content market, which was only dependent on existing contents supply enterprises, is providing various digital content through the participation of users like YouTube. Accordingly, it activated the digital content market, but it causes a negative influence on the digital content market due to the copyright of the creator and the indiscriminate illegal use and usage of the content. This study researched digital content management technology based on blockchain technology to protect digital content and the copyright of the creator. The suggested technology protects the digital content and the copyright holder and discerns the users and prevents the indiscriminate approach and illegal use of digital content. For the safe management of digital content, hash function applied as the certification technology of blockchain is used to certify the users and manage the digital content and provide integrity and authentication service.

Global GPS Ionospheric Modelling Using Spherical Harmonic Expansion Approach

  • Choi, Byung-Kyu;Lee, Woo-Kyung;Cho, Sung-Ki;Park, Jong-Uk;Park, Pil-Ho
    • Journal of Astronomy and Space Sciences
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    • v.27 no.4
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    • pp.359-366
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    • 2010
  • In this study, we developed a global ionosphere model based on measurements from a worldwide network of global positioning system (GPS). The total number of the international GPS reference stations for development of ionospheric model is about 100 and the spherical harmonic expansion approach as a mathematical method was used. In order to produce the ionospheric total electron content (TEC) based on grid form, we defined spatial resolution of 2.0 degree and 5.0 degree in latitude and longitude, respectively. Two-dimensional TEC maps were constructed within the interval of one hour, and have a high temporal resolution compared to global ionosphere maps which are produced by several analysis centers. As a result, we could detect the sudden increase of TEC by processing GPS observables on 29 October, 2003 when the massive solar flare took place.

Anomaly Intrusion Detection Based on Hyper-ellipsoid in the Kernel Feature Space

  • Lee, Hansung;Moon, Daesung;Kim, Ikkyun;Jung, Hoseok;Park, Daihee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.3
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    • pp.1173-1192
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    • 2015
  • The Support Vector Data Description (SVDD) has achieved great success in anomaly detection, directly finding the optimal ball with a minimal radius and center, which contains most of the target data. The SVDD has some limited classification capability, because the hyper-sphere, even in feature space, can express only a limited region of the target class. This paper presents an anomaly detection algorithm for mitigating the limitations of the conventional SVDD by finding the minimum volume enclosing ellipsoid in the feature space. To evaluate the performance of the proposed approach, we tested it with intrusion detection applications. Experimental results show the prominence of the proposed approach for anomaly detection compared with the standard SVDD.