• Title/Summary/Keyword: Digital social problem

Search Result 216, Processing Time 0.025 seconds

The Analysis of Trends in Smart Phone Applications for Education and Suggestions for Improved Educational Use (스마트폰의 교육용 어플리케이션 동향분석 및 발전방향 연구)

  • Jeong, Su-Jeong;Lim, Keol;Ko, Yu-Jung;Sim, Hyun-Ae;Kim, Kyung-Yeon
    • Journal of Digital Contents Society
    • /
    • v.11 no.2
    • /
    • pp.203-216
    • /
    • 2010
  • This study analyzed educational applications in smartphones with some criteria seeking to apply online learning characteristics to smartphones. For the analysis, 85 educational applications were selected and they were classified by types of educational contents, interactions, and the combination of the educational contents and interactions. As a result, drill-and-practice and tool types of contents ranked high, and there found to be few simulation and problem solving types. In regard to interaction types, almost all of the applications had interactions only between contents and learners, which meant little active communications when using applications. Therefore, enhanced interactions and communications among learners using the social network service platform were required in order to use educational applications in a more effective way.

Exploring the Sentiment Analysis of Electric Vehicles Social Media Data by Using Feature Selection Methods (속성선택방법을 이용한 전기자동차 소셜미디어 데이터의 감성분석 연구)

  • Costello, Francis Joseph;Lee, Kun Chang
    • Journal of Digital Convergence
    • /
    • v.18 no.2
    • /
    • pp.249-259
    • /
    • 2020
  • This study presents a recently obtained social media data set based upon the case study of Electric Vehicles (EV) and looks to implement a sentiment analysis (SA) in order to gain insights. This study uses two methods in order to fully analyze the public's sentiment on EVs. First, we implement a SA tool in which we used to extract the sentiment of comments. Next we labeled the data with these sentiments obtained and classified them. While performing classification we found the problem of dimensionality and also explored the use of feature selection (FS) models in order to reduce the data set's dimensionality. We found that the use of three FS models (Chi Squared, Information Gain and ReliefF) showed the most promising results when used alongside a logistic and support vector machines classification algorithm. the contributions of this paper are in providing an real-world example of social media text analytics which can be adopted in many other areas of research and business. Moving forward researchers can use the methodological approach in this paper to further refine and improve their own case uses in text analytics.

Development of Extraction Technique for Irrigated Area and Canal Network Using High Resolution Images (고해상도 영상을 이용한 농업용수 수혜면적 및 용배수로 추출 기법 개발)

  • Yoon, Dong-Hyun;Nam, Won-Ho;Lee, Hee-Jin;Jeon, Min-Gi;Lee, Sang-Il;Kim, Han-Joong
    • Journal of The Korean Society of Agricultural Engineers
    • /
    • v.63 no.4
    • /
    • pp.23-32
    • /
    • 2021
  • For agricultural water management, it is essential to establish the digital infrastructure data such as agricultural watershed, irrigated area and canal network in rural areas. Approximately 70,000 irrigation facilities in agricultural watershed, including reservoirs, pumping and draining stations, weirs, and tube wells have been installed in South Korea to enable the efficient management of agricultural water. The total length of irrigation and drainage canal network, important components of agricultural water supply, is 184,000 km. Major problem faced by irrigation facilities management is that these facilities are spread over an irrigated area at a low density and are difficult to access. In addition, the management of irrigation facilities suffers from missing or errors of spatial information and acquisition of limited range of data through direct survey. Therefore, it is necessary to establish and redefine accurate identification of irrigated areas and canal network using up-to-date high resolution images. In this study, previous existing data such as RIMS (Rural Infrastructure Management System), smart farm map, and land cover map were used to redefine irrigated area and canal network based on appropriate image data using satellite imagery, aerial imagery, and drone imagery. The results of the building the digital infrastructure in rural areas are expected to be utilized for efficient water allocation and planning, such as identifying areas of water shortage and monitoring spatiotemporal distribution of water supply by irrigated areas and irrigation canal network.

Proposal for Social Casino Game Policy based on Responsible Game System (책임게임시스템 기반 소셜 카지노 게임 정책 제언)

  • Song, Seung-keun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.11
    • /
    • pp.2039-2044
    • /
    • 2016
  • This study aims to investigate the safety instrument to prepare the policy alternative for social web-board game which will be developed to base on social network in the future although social casino game is not available in Korea now. We reviewed several literature about responsible game system applied to especially U.S. New Jersey, responsible gambling system acted in the being advanced all countries. Game experts built up user protection model as previous work to prepare the law and policy which such a responsible game system will apply for current web-board gaem and future social casino game. As a result, this research revealed that standard of judgement which can identify four kind of addiction danger user group are raised. We expect to help this user protection alternative to provide the law and policy instrument for future social casino game and complement the problem of current web-board enforcement.

Travel Route Recommendation Utilizing Social Big Data

  • Yu, Yang Woo;Kim, Seong Hyuck;Kim, Hyeon Gyu
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.5
    • /
    • pp.117-125
    • /
    • 2022
  • Recently, as users' interest for travel increases, research on a travel route recommendation service that replaces the cumbersome task of planning a travel itinerary with automatic scheduling has been actively conducted. The most important and common goal of the itinerary recommendations is to provide the shortest route including popular tour spots near the travel destination. A number of existing studies focused on providing personalized travel schedules, where there was a problem that a survey was required when there were no travel route histories or SNS reviews of users. In addition, implementation issues that need to be considered when calculating the shortest path were not clearly pointed out. Regarding this, this paper presents a quantified method to find out popular tourist destinations using social big data, and discusses problems that may occur when applying the shortest path algorithm and a heuristic algorithm to solve it. To verify the proposed method, 63,000 places information was collected from the Gyeongnam province and big data analysis was performed for the places, and it was confirmed through experiments that the proposed heuristic scheduling algorithm can provide a timely response over the real data.

Development of Conversion Smart Monitoring App for Elementary School Student (초등학생을 대상으로 한 융복합 스마트 안전지킴이 앱 개발)

  • Cho, Han-Jin;Kim, Jin-Mook
    • Journal of Digital Convergence
    • /
    • v.13 no.4
    • /
    • pp.211-217
    • /
    • 2015
  • Recently, school violence problem has increased serious. And this is not only an individual issue but also this is a social problem. Realistically, not only physical violence, cyber violence using the smartphone is very serious. And if the elementary school students are exposed to cyber violence, it becomes even more serious problem. Therefore, we proposed an Smart Monitoring app that protect the smart safety such as as a countermeasure against cyber violence to elementary school students. This Conversion Smart app can support grasp service for children using location based service on the smartphone when he will come to the home. And it can support another service that abuse or vulgar language in messenger. Grasps the degree of use of the language that is prohibited friendship in elementary school through this process, it can be derived. And we have future works that is the search rate and response time an inappropriate word on the proposed system.

A Study on Drawing Priority of Main Certificates related to information support (정보지원 업무관련 주요자격증 우선순위 도출에 관한 연구)

  • Hwang, Jong-Ho
    • Journal of Digital Convergence
    • /
    • v.13 no.7
    • /
    • pp.163-168
    • /
    • 2015
  • This study was done to find a way to resolve a problem in a periodical situation. Recently, the youth unemployment problem became a major factor in social issues. Regarding this issue and employment with high involvement, a new employee's OJT fee acts as a burden. This research will focus on concrete solutions needed to resolve this problem. In terms of content for research, we will firstly analyze representative institutions(NCS) which is responsible for qualifications needed to collect information required to extract major license that carry an easy access to business matters. With a base on this, we will use AHP analysis technique and proposal of research format and extract major license that carry an easy access to business matters. This is considered to be a significant regulation for reducing OJT fee and selecting licenses necessary for getting a job; therefore, the objective of this research is providing a basic structure for sorting licenses with easy access to business matters out and proving grounds for decision in acquiring certifications.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
    • /
    • v.31 no.3
    • /
    • pp.55-76
    • /
    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

The Effects of Forum Theatre Instruction Utilizing Smart Devices on enhancing Social Skills (스마트 기기를 활용한 포럼연극 수업이 사회성 향상에 미치는 효과)

  • Kim, Sun-Hee
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.11
    • /
    • pp.275-282
    • /
    • 2019
  • Social Skills are one of the most important competency for student who live in the future Society. The purpose of this study is to propose a Forum Theatre Instruction utilizing smart devices as an alternative teaching and learning methods for enhancing the social skills of students, and to examine the effect of this instruction on the improvement of it. In order to achieve the purpose, the class was designed based on the 'Procedural Instructional Model for FTI using Digital Media', and the effectiveness of it was verified using 'SSIS'. FTI can be composed of six classes, and results of paired t-test showed that it was effective in enhancing students' social skills. Reflecting the interview results of the participant, the further requirements for improvement and efficient use of FTI were suggested.

Fuzzy Decision Making-based Recommendation Channel System using the Social Network Database (소셜 네트워크 데이터베이스를 이용한 퍼지 결정 기반의 추천 채널 시스템)

  • Ma, Linh Van;Park, Sanghyun;Jang, Jong-hyun;Park, Jaehyung;Kim, Jinsul
    • Journal of Digital Contents Society
    • /
    • v.17 no.5
    • /
    • pp.307-316
    • /
    • 2016
  • A user usually gets the same suggesting results as everyone else in most of the multimedia social services, nowadays. To address the challenging problem of personalization in the social network, we propose a method which exploits user's activities, user's moods, and user's friend relationships from the social network to build a decision-making system. Depending on a current state of the user's mood, this system infers the most appropriated video for the user. In the system, the user evaluates a set of the given recommendation methods which extract from the user's database social network and assigns a vague value to each method by a weight. Then, we find the fuzzy collection solution for the system and classify the set of methods into subsets, and order the subsets based on its local dominance to choose the best appropriate method. Finally, we conduct an experiment using the YouTube API with a lot of video types. The experiment result shows that the channel recommendation system appropriately affords the user's character, it is more satisfying than the current YouTube based on an evaluation of several users.