• Title/Summary/Keyword: Convergence Platform

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The Relationship between Formative and Summative Assessments Using the Mosoteach App in College EFL Classes in China (Mosoteach 앱을 이용한 중국 대학 EFL 수업 형성평가와 총괄평가와의 관계)

  • Liu, Dianping;Kim, Yang-Hee
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.275-283
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    • 2021
  • This study was intended to help improve assessment in college EFL classes by examining the relationship between formative assessment (FA) and summative assessment (SA). Participants for the study were 75 undergraduates, taking an eight-week optional college English course at a four-year college in China. FA data were collected in the final course of the course by a self-reporting survey using the online training platform Mosoteach. To achieve the finding, the relationship between FA scores and SA scores (final exam and performance scores) was analyzed in SPSS by means of Pearson correlation analyses. Significant positive correlations were found between FA and SA scores overall. In addition, students' performance on chapter tests, online discussions, brainstorming, quick-responses, assignments and the number of thumbs-up clicks by teachers were significantly correlated with SA scores. The results suggested that FA administered through the Mosoteach app could improve students' academic performance, thus providing an empirical basis for improving educational assessment. Based on these findings, implications for assessment in EFL classes were described.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Development of non-face-to-face Remote Learning Program - focusing on University Software Practice (비대면 원격수업 프로그램 개발 - 대학 소프트웨어 실습 중심으로)

  • Kim, Sang-Geun
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.59-66
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    • 2021
  • Globally, the prolonged pandemic of COVID-19 (COVID-19) has had a great impact on all industries. In particular, in the field of education, online classes (non-face-to-face) had some negative perceptions of online classes, such as lack of preparation for learning and student dissatisfaction with the class. According to the current situation survey in 2020, non-face-to-face classes accounted for about 56% of the class, and streaming real-time classes and video content-based classes accounted for most of the class. This study empirically analyzes the problems to be solved by online classes through the 2020-2021 survey (software application practical class university students), and explains the detailed program and development plan (implementation result). This study intends to contribute to the development of online learning development of each educational institution after the end of the corona crisis.

A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.733-739
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    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

A Study on Backend as a Service for the Internet of Things (사물인터넷을 위한 백앤드 서비스에 관한 연구)

  • Choi, Shin-Hyeong
    • Advanced Industrial SCIence
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    • v.1 no.1
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    • pp.23-31
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    • 2022
  • Cloud services, which started in the early 2000s as a method of using idle servers, are more active with the advent of the 4th industrial revolution, and are being used in many fields as an optimal platform that can be used for business by collecting and analyzing data. On the other hand, the Internet of Things is an environment in which all surrounding objects can freely connect to the Internet network anytime and anywhere to transmit sensed data. In the Internet of Things, data is transmitted in real time, so BaaS, that is, a cloud service for data only has been added. In this paper, among BaaS services for the Internet of Things, a back-end service method that manages data based on Parse Server is explained, and a service that helps patients in rehabilitation is presented using this. For this, a Raspberry Pi is used as a hardware environment, and it is connected to the Internet, collects patient movement information in real time, and manages it through the Parse Server.

Research Trends of Technology Holding Companies and Suggestions for improving Corporate Performance : Focusing on the introduction of PMO (기술지주회사 연구동향과 기업성과 향상을 위한 제언 : Project Management Office(PMO) 도입을 중심으로)

  • Lee, Kangoh;Lee, Chanho
    • Journal of East Asia Management
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    • v.4 no.1
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    • pp.53-77
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    • 2023
  • Modern company faces an uncertain future and a competitive environment and are seeking new technologies and creative products to ensure the corporate growth and survival in the market through continuous innovation. "University Industry Cooperation(UIC)" is a point of contact for overcoming the crisis faced by companies and universities in this era and a cooperation platform for mutual prosperity. As a subsidiary of a university, "Technology Holding Company(THC)" is attracting attention as a new window for UIC in Korea. The role of THC is to establish and foster the business opportunities of their subsidiaries and to return investment profits to the university ecosystem again. But recently, the life cycle of technology is getting shorter, and the development cost is steadily increasing. In particular, with the increase of hybrid projects based on convergence and combination, the risk of conducting research(R&D) and new product development(NPD) projects is gradually increasing. A PMO refers to a project management organization that can contribute to improving the success rate of projects with increasing uncertainty by supporting project visibility and appropriate decision-making. The purpose of this study is to raise a research question on whether THC's corporate performance can be improved when "Project Management System(PMO Service)" is introduced into the subsidiary incubation system of THC. This study proposes several research methods to identify the relationship between the introduction of PMO and the corporate performance of THC.

Self-diagnosis Algorithm for Water Quality Sensors Based on Water Quality Monitoring Data (수질 모니터링 데이터 기반의 수질센서 자가진단 알고리즘)

  • HongJoong Kim;Jong-Min Kim;Tae-Hyung Kang;Gab-Sang Ryu
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.41-47
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    • 2023
  • Today, due to the increase in global population growth, the international community is discussing solving the food problem. The aquaculture industry is emerging as an alternative to solving the food problem. For the innovative growth of the aquaculture industry, smart fish farms that combine the fourth industrial technology are recently being distributed, and full-cycle digitalization is being promoted. Water quality sensors, which are important in the aquaculture industry, are electrochemical portable sensors that check water quality individually and intermittently, making it impossible to analyze and manage water quality in real time. Recently, optically-based monitoring sensors have been developed and applied, but the reliability of monitoring data cannot be guaranteed because the state information of the water quality sensor is unknown. Therefore, this paper proposes an algorithm representing self-diagnosis status such as Failure, Out of Specification, Maintenance Required, and Check Function based on monitoring data collected by water quality sensors to ensure data reliability.

A Study on University Students' Perception for Liberal Arts Class Using Padlet During the COVID-19 (코로나 시기 패들렛 활용 교양 수업에 대한 학습자 인식 고찰)

  • Ok Hee Park
    • Journal of Industrial Convergence
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    • v.21 no.4
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    • pp.73-80
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    • 2023
  • This study aims to explore college students' perception for offline class using the online platform Padlet as a tool in liberal arts class during the COVID-19 lockdown. Thirty seven students participated in the study, and quantitative and qualitative methods were used. The statistical results and analysis for open-ended questions are as follows; Firstly, the participants showed satisfaction as the highest variable followed by learning effect, then motivation but participation rated the lowest(p< .001). Secondly, there was statistical significance except participation depending on gender(p< .001). Female students felt higher satisfaction, learning effect, and motivation than male students. Thirdly, there was statistical significance between freshmen and senior depending on grade(p< .001). Freshmen felt higher satisfaction, participation, learning effect, and motivation than seniors. Fourthly, qualitative analysis showed participants felt positive about using Padlet as a education tool in offline class. Finally, the pedagogical implication and suggestions were discussed.

Development Direction of Building Defense Data Ecosystem (국방데이터 생태계 구축 발전방향)

  • Kim, Sungtae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.69-71
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    • 2022
  • The 4th industrial revolution is regarded as a paradigm that determines future national competitiveness through the convergence and intelligence of various ICT technologies. In order to ensure the realization of the Korean military's national tasks and the successful implementation of Defense Reform 2.0, the vision for the promotion of the 'Defense Innovation Plan in the Era of the 4th Industrial Revolution' was set as 'implementation of smart defense innovation based on the 4th industrial revolution'. However, it is time to review whether the data value chain, which is the core of the 4th industrial revolution, is considered before full-scale business promotion according to the vision. In this paper, we compared and analyzed the smart defense innovation promotion project and the military and pan-government data platform project in terms of the data value chain, and suggested policy alternatives to build a defense data ecosystem.

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