• Title/Summary/Keyword: Developers

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Development of Teaching-Learning Plans Applying ARCS Motivation Strategies for Food Safety Education (ARCS 동기유발 전략을 적용한 식품 안전 교육 교수·학습 과정안 개발)

  • Kim, Yewon;Yu, Nan Sook;Lee, Gyeongsuk
    • Journal of Korean Home Economics Education Association
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    • v.31 no.3
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    • pp.135-153
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    • 2019
  • The purpose of this study was to develop teaching-learning plans applying ARCS strategies for food safety education, focusing on units related to the 'food selection and safe cooking'. To achieve this purpose, this study was conducted in the following order of analysis, design, development, assessment I, revision I, assessment II, revision II, and completion. In the analysis stage, 2015 revised curriculum and middle school technology-home economics textbooks(12 kinds) contents of 'food selection and safe cooking' among content elements of core concept 'safety' were analyzed. In the design and development stages, teaching-learning plans, teaching-learning materials, and evaluation rubric for teaching-learning outcomes using the ARCS motivation strategy were developed. In the phases of assessment I and revision I, evaluation items were selected as open-ended questions about food safety education factors and ARCS strategies, and their validities were verified by four experts. The teaching-learning plans for nine lessons were revised based on the feedbacks such as evaluation plans considering the correspondence between instruction and evaluation, strategy to reinforce intrinsic motivation, correction of improper contents composition, and so on. In the phases of assessment II and revision II, the validity of the three items, including relevance of each teaching-learning to food safety education, suitability of learning goals, and appropriateness of motivation strategy, was verified by seven experts. The final teaching-learning plans for 10 lessons were developed by revising and supplementing the data by compiling opinions of the assessment II. It is expected that this study can contribute to food safety education for middle school students, and that teaching-learning plans which apply ARCS strategies for food safety education will be used as good references for school teachers and curriculum developers.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

S-MADP : Service based Development Process for Mobile Applications of Medium-Large Scale Project (S-MADP : 중대형 프로젝트의 모바일 애플리케이션을 위한 서비스 기반 개발 프로세스)

  • Kang, Tae Deok;Kim, Kyung Baek;Cheng, Ki Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.555-564
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    • 2013
  • Innovative evolution in mobile devices along with recent spread of Tablet PCs and Smart Phones makes a new change not only in individual life but also in enterprise applications. Especially, in the case of medium-large mobile applications for large enterprises which generally takes more than 3 months of development periods, importance and complexity increase significantly. Generally Agile-methodology is used for a development process for the medium-large scale mobile applications, but some issues arise such as high dependency on skilled developers and lack of detail development directives. In this paper, S-MADP (Smart Mobile Application Development Process) is proposed to mitigate these issues. S-MADP is a service oriented development process extending a object-oriented development process, for medium-large scale mobile applications. S-MADP provides detail development directives for each activities during the entire process for defining services as server-based or client-based and providing the way of reuse of services. Also, in order to support various user interfaces, S-MADP provides detail UI development directives. To evaluate the performance of S-MADP, three mobile application development projects were conducted and the results were analyzed. The projects are 'TBS(TB Mobile Service) 3.0' in TB company, mobile app-store in TS company, and mobile groupware in TG group. As a result of the projects, S-MADP accounts for more detailed design information about 'Minimizing the use of resources', 'Service-based designing' and 'User interface optimized for mobile devices' which are needed to be largely considered for mobile application development environment when we compare with existing Agile-methodology. Therefore, it improves the usability, maintainability, efficiency of developed mobile applications. Through field tests, it is observed that S-MADP outperforms about 25% than a Agile-methodology in the aspect of the required man-month for developing a medium-large mobile application.

A Study on the Qualitative Evaluation Factors for Mobile Game Company (모바일게임 기업의 정성적 평가요인에 관한 연구)

  • Choi, Seok Kyun;Hwangbo, Yun;Rhee, Do Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.3
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    • pp.125-146
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    • 2013
  • Nowadays, the performance of the mobile game sales is influencing the ranking of game companies listed on KOSDAQ. In the meantime, venture capital companies had focused on online game. Recently, however, they have great interest in mobile games and mobile game companies. In addition, angel investors and accelerators are increasing investment for the mobile game companies. The most important issues for mobile game investor is how to evaluate the mobile game companies and their contents. Therefore, this study derived the evaluation factors for the mobile game company. And research method converged of the opinions of both supply side and demand side of the game industry. Ten professionals who are responsible for the supply of the game industry and CEO group & development experts of game development company were selected for survey in this study. Also ten professionals who are responsible for the demand of the game industry and the investment company were selected for survey in this study. And Delphi technique was performed according to the survey. Management skills, development capabilities, game play, feasibility, operational capabilities has emerged as five evaluation factors to evaluate the mobile game company. And the 20 sub-factors including CEO's reliability were derived. AHP(Analytic Hierarchy Process) theory is applied to analyze the importance of the qualitative elements which were derived by Delphi technique. As a result, the analysis hierarchy of evaluation factors for the mobile game company was created. Pair-wise comparison for each element was performed to analyze the importance. As a result, 'Core fun of the game' (12,2%), 'Involvement of the game' (10.3%), 'Security Reliability' (8.9%), 'Core developers' ability' (7.6%) appeared in order of importance. The significance of this study is offering more objective methodology for realistic assessment and importance of elements to evaluate mobile game company.

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High-Speed Implementation and Efficient Memory Usage of Min-Entropy Estimation Algorithms in NIST SP 800-90B (NIST SP 800-90B의 최소 엔트로피 추정 알고리즘에 대한 고속 구현 및 효율적인 메모리 사용 기법)

  • Kim, Wontae;Yeom, Yongjin;Kang, Ju-Sung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.1
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    • pp.25-39
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    • 2018
  • NIST(National Institute of Standards and Technology) has recently published SP 800-90B second draft which is the document for evaluating security of entropy source, a key element of a cryptographic random number generator(RNG), and provided a tool implemented on Python code. In SP 800-90B, the security evaluation of the entropy sources is a process of estimating min-entropy by several estimators. The process of estimating min-entropy is divided into IID track and non-IID track. In IID track, the entropy sources are estimated only from MCV estimator. In non-IID Track, the entropy sources are estimated from 10 estimators including MCV estimator. The running time of the NIST's tool in non-IID track is approximately 20 minutes and the memory usage is over 5.5 GB. For evaluation agencies that have to perform repeatedly evaluations on various samples, and developers or researchers who have to perform experiments in various environments, it may be inconvenient to estimate entropy using the tool and depending on the environment, it may be impossible to execute. In this paper, we propose high-speed implementations and an efficient memory usage technique for min-entropy estimation algorithm of SP 800-90B. Our major achievements are the three improved speed and efficient memory usage reduction methods which are the method applying advantages of C++ code for improving speed of MultiMCW estimator, the method effectively reducing the memory and improving speed of MultiMMC by rebuilding the data storage structure, and the method improving the speed of LZ78Y by rebuilding the data structure. The tool applied our proposed methods is 14 times faster and saves 13 times more memory usage than NIST's tool.

Analysis on the Effect of the Urban Park Development on Change of Urban Spatial Structures - Focused on Gentrification around Seoul Forestry Park in Seongdong-gu - (도시공원 조성이 도시공간구조 변화에 미치는 영향 분석 - 성동구 서울숲 젠트리피케이션 현상을 중심으로 -)

  • Moon, Seung-Woon;Kim, Euijune;Ku, Jin-Hyuk
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.2
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    • pp.76-88
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    • 2017
  • The urban park plays important roles in protecting the urban landscape and improving citizens' health, recreation, and the emotional life. Above and beyond these roles, the urban park is expected to rearrange urban spatial structures as a kind of urban system. The purpose of this paper is to identify empirically to change urban spatial structures by construction of the urban park. This study regards gentrification around the urban park as a process to change urban spatial structures. The gentrification means the regeneration and upgrading of deteriorated urban property by the middle class or commercial developers. The site of case analysis is the Seoul Forestry Park in Sungdong-gu, Seoul. The Seoul Forestry Park is regarded as a representative urban park of Seoul, and caused gentrification around park after the 2005 opening. This study operationally defines the gentrification index and the accessibility index from an urban park and offers an empirical analysis of relation among the urban park, the gentrification and urban spatial structure in a statistic district which is the minimum unit of Korean statistic data in 2000, 2005, and 2010, using Difference-in-Difference method and linear probability model. The results of this empirical study show that the Seoul Forestry Park changes urban spatial structures by gentrification. It reverses a trend of migration of gentrifiers before and after construction of the Seoul Forestry Park. It suggests urban park construction as an alternative method for urban regeneration by inducing the middle class into the inner city of Seoul.

An Investigation of the Delivery of Public Rental Housing in Redevelopment Site in Korea (재개발임대주택 공급제도의 도입상황 및 특징분석)

  • Park, Shinyoung
    • Land and Housing Review
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    • v.12 no.3
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    • pp.51-65
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    • 2021
  • There were strong criticisms against the joint development method: the redevelopment corporation and developers would achieve the whole development profit. The existing tenants who lost their housing in the site argued their right to reside in the site after the development was completed. There was also strong political pressure that the Roh Tae-woo governing administration should resolve the social inequality caused by the situation. In such circumstances, it was introduced that a certain proportion of public rental housing should be built in the redevelopment site; then the government took over the dwellings at a price of construction and allocated them to the existing tenants. The aims of this paper are to understand the rationale behind the inclusion of the public rental housing in the redevelopment sites; and to investigate to what extent the legislation was implemented appropriately. Although the legislation was introduced in Seoul from August 1989, it was not until May 2005 when it was implemented nationwide. At the beginning, there was an ambiguous rule that the number of public housing to be included should be limited to the number of households who would want to remain in the redeveloped site. In 2005 the Seoul metropolitan authority introduced a mandatory proportion; 17% of the total housing delivered in the site should be public rental homes. Since then the proportion. The proportion has been fluctuated by the political agenda of each ruling party: the conservative tended to reduce the proportion, whilst the opposition parties increased the proportion. Currently the proportion is 20% of the total stock to be built. Initially the size of the public housing was exceptionally small- less than 40 m2 but it has increased up to 60 m2 since 2010. The rental price was reasonably lower than market rent. The competition toward redevelopment rental housing that are vacant due to move or death of tenants was very high; it was given to one household out of nine eligible households in 2020.

The Necessity of Introducing Development Fee for Archaeology and Suggestions (매장문화재부담금제도의 도입 필요성과 방안)

  • Kim, Gwon Gu
    • Korean Journal of Heritage: History & Science
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    • v.49 no.3
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    • pp.224-239
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    • 2016
  • This article aims to review the major problems of the present Korean management system of archaeology and to seek desirable suggestions in order to pursue the sustainable harmony between the recovery of academic excavations and economic development. In order to continue the sustainable harmony between preserving the values of archaeological resources as limited pure public goods and economic development, the present system of developer's payment for archaeology must be replaced by the introduction of the development fee for archaeology. The excavation of archaeological resources have been done according to the market principle, that is, the lower price principle. But the principle has produced a lot of serious problems in the Korean management system of archaeology, which must result in the market failure. So the governmental intervention is urgently required. By introducing the development fee, the archaeological field units and the developers can avoid direct contact. Instead, the Heritage Management Office will operate the excavation fund raised by the development fee for archaeology in order to avoid low-price contracts, degrading excavation quality, and other related residents' complaints and social conflicts in advance. In addition, the budget for purchasing the preserved excavation sites, which are the source of the landowners' enormous complaints, must be allocated to the Heritage Management Office by the Ministry of Planning and Finance. More budget for small-sized excavations must be allocated as well in order to solve many residents' complaints. These budget increase will be the fundamentals to decrease the residents' big complaints and social conflicts in relation with the archaeological management, which will be a challenge of the Korean government. Along with the governmental efforts, the archaeological field units must do their all-out efforts to overcome many problems in excavation including low-price contracts. Finally, the wage system and working status system must be revised. Excellent young excavators must be recruited appropriately and continue to work in a safe psychological condition, which are the basis to guarantee high-quality excavation.

Function and Use Evaluation of 'Classification & Disposal Schedule Management' in the Standard Records Management System (표준 기록관리시스템의 '기준관리' 기능 및 이용 평가)

  • Chung, Sang-hee
    • The Korean Journal of Archival Studies
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    • no.37
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    • pp.189-237
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    • 2013
  • Since central governments began to establish and use the Standard Records Management System(RMS) in 2007, more and more local governments and other public organizations have constructed RMS. RMS is the essential tool for records management in electronic environments, but it is not known how well the functions of RMS reflect standards and practice related records management or how many records managers use RMS in performing their works. This paper deals with analyzing the evaluation of 'classification & disposal schedule management' function in RMS. 'Classification & disposal schedule management' function has 4 subfunctions of review of classification & preservation period, management of the schedule items, assignment of classification scheme and reclassification. Classification and disposal schedule is at the heart of intellectual control of records and core area of records management. So it is important to analyze whether this function plays well a role in RMS or not. This research carried out evaluation of function and use about classification & disposal schedule management in RMS. Functional evaluation is to compare and analyze how well RMS meets the functional requirements which home and foreign standards give. Use evaluation is to investigate how records managers use RMS in accomplishing their task of managing classification & disposal schedule and to look into what is the problem with the use. This paper could get the implications through the survey of records managers who are working at central governments, regional local governments and basic local governments. And these implications are considered in institutional, functional, use and administrative aspect. It is important to communicate with stakeholders so that 'classification & disposal schedule management' function, further, all functions of the RMS in practice of records management could be used smoothly. Users of RMS have to raise demands or call for technical solutions of the problems which come up in use, while RMS developers and administrators must make more of an effort to satisfy their demands, reflect them on the RMS and enhance the system.

A Study of the Application of 'Digital Heritage ODA' - Focusing on the Myanmar cultural heritage management system - (디지털 문화유산 ODA 적용에 관한 시론적 연구 -미얀마 문화유산 관리시스템을 중심으로-)

  • Jeong, Seongmi
    • Korean Journal of Heritage: History & Science
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    • v.53 no.4
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    • pp.198-215
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    • 2020
  • Official development assistance refers to assistance provided by governments and other public institutions in donor countries, aimed at promoting economic development and social welfare in developing countries. The purpose of this research is to examine the construction process of the "Myanmar Cultural Heritage Management System" that is underway as part of the ODA project to strengthen cultural and artistic capabilities and analyze the achievements and challenges of the Digital Cultural Heritage ODA. The digital cultural heritage management system is intended to achieve the permanent preservation and sustainable utilization of tangible and intangible cultural heritage materials. Cultural heritage can be stored in digital archives, newly approached using computer analysis technology, and information can be used in multiple dimensions. First, the Digital Cultural Heritage ODA was able to permanently preserve cultural heritage content that urgently needed digitalization by overcoming and documenting the "risk" associated with cultural heritage under threat of being extinguished, damaged, degraded, or distorted in Myanmar. Second, information on Myanmar's cultural heritage can be systematically managed and used in many ways through linkages between materials. Third, cultural maps can be implemented that are based on accurate geographical location information as to where cultural heritage is located or inherited. Various items of cultural heritage were collectively and intensively visualized to maximize utility and convenience for academic, policy, and practical purposes. Fourth, we were able to overcome the one-sided limitations of cultural ODA in relations between donor and recipient countries. Fifth, the capacity building program run by officials in charge of the beneficiary country, which could be the most important form of sustainable development in the cultural ODA, was operated together. Sixth, there is an implication that it is an ODA that can be relatively smooth and non-face-to-face in nature, without requiring the movement of manpower between countries during the current global pandemic. However, the following tasks remain to be solved through active discussion and deliberation in the future. First, the content of the data uploaded to the system should be verified. Second, to preserve digital cultural heritage, it must be protected from various threats. For example, it is necessary to train local experts to prepare for errors caused by computer viruses, stored data, or operating systems. Third, due to the nature of the rapidly changing environment of computer technology, measures should also be discussed to address the problems that tend to follow when new versions and programs are developed after the end of the ODA project, or when developers have not continued to manage their programs. Fourth, since the classification system criteria and decisions regarding whether the data will be disclosed or not are set according to Myanmar's political judgment, it is necessary to let the beneficiary country understand the ultimate purpose of the cultural ODA project.