• Title/Summary/Keyword: Education platform

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A Study of Data Communication Between the Web and the IoT Platform in WoT (WoT 환경에서 웹과 IoT 플랫폼 사이의 데이터 통신 연구)

  • Phyo, Gyung-soo;Park, Jin-tae;Moon, Il-young
    • Journal of Advanced Navigation Technology
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    • v.20 no.4
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    • pp.374-379
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    • 2016
  • Recently, IoT(Internet of Things) to connect the objects and people has attracted attention. And it is rapidly developing. IoT is to develop, experts are predicting that the device is connected to the Internet to break through around 100 billion within 10 years. However, the current IoT companies are having a difficult state to the other each other IoT platform for interaction between data silos effects. These silos effects will limit the IoT grow to a larger market. Thus, the IoT service supplier shall develop an open platform for interaction IoT data between each IoT platform. These web technologies for current open IoT platform has emerged. If developers are using familiar, easy-to-learn Web technologies, developers can take advantage of a variety of services for the collected data, and found the IoT devices can be bypassed if there is a problem on the network. In this paper, we investigate the data communications technology that can be used in WoT environment to overcome these silos effects. As a result, the polling method that can simply send the IoT information the fastest.

Research on Case Analysis of Library E-learning Platforms: Focusing on Learning Contents and Functions (도서관 이러닝 플랫폼 사례분석 연구 - 학습 내용 및 기능을 중심으로 -)

  • SangEun, Cho;KyungMook, Oh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.209-238
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    • 2023
  • This study aims to propose the main learning contents, functions and activation plans for building an e-learning platform for libraries through a literature review, case analysis and expert survey. Through the literature review, it was found that libraries must play a role in providing high-quality online education for users in the e-learning ecosystem. Based on the previous studies, a learning function analysis tool was developed for the analysis of the library's e-learning platform. Based on this, the learning contents, learning functions and characteristics of library e-learning platforms were analyzed, and expert surveys and interviews were conducted. As a results, the construction of a platform for effectively applying learning processes and technology is essential for the library's sustainable e-learning services. The contents that should be provided for characteristics of library education, reading guidance, information literacy instruction, library usage instruction, and the latest IT technologies. And The main learning functions include the ability to conduct video lectures and real-time classes among learning types, and learning activity support functions, a cloud platform support function and a personalized environment support function. Additionally, suggested re-education for library staff to improve their technical skills and the formation of an e-learning team.

Developing a Centralized Websites Authoring and Managing Platform(CWAMP) : a case of educational websites (중앙관리형 웹사이트군 저작 및 관리 플랫폼(CWAMP) 개발에 관한 연구: 교육기관 사례를 중심으로)

  • Park, Soo-Suk;Kim, Il-Cheol;Lee, Jung-Woo
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.589-601
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    • 2011
  • Recent increase in the number of websites as one of the most used communication channels beyond just for promotion has led to the increased need for integrated management for member websites, as well as brand sharing among websites. Studies on how to deal with website authorship issues more efficiently has been ongoing since early 2000. However, these studies have mostly dealt with single website management and were not applicable to authoring and management related issues for centralized platform for multiple websites. This study intends to design a management platform for authoring and managing of centralized websites in the education field, utilizing various designs while building websites.

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A Study on Restructuring of Learner-Centered Education Environment through Participatory Design - Focusing on the 'User-Integrated Platform Project' Case - (참여디자인을 통한 학습자중심교육환경 재구조화 방향연구 - '사용자-융합플랫폼 프로젝트' 사례를 중심으로 -)

  • Yoo, Myoung-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.2
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    • pp.35-47
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    • 2020
  • The need for communication is emphasized in decision making, design methods and processes for the educational environment that contain new curricula and learning methods. In this study, we tried to find the direction and agenda of learner-centered environment restructuring through the 'user-integrated platform' in which various subjects related to school space environment understand each other's position and overcome the barriers and prejudices of each sector. The project was planned in a 'bottom-up process' method that uncovered the singularities of the previous stage and led the main contents of the next stage. The various subjects who participated in the project shared their own experiences and different positions regarding the school space. At the workshop, the topics of the participating teams were divided into two categories. The teams in the category of the 'school culture and space' insisted innovation of 'the school culture' as a premise for the restructuring of the 'school space', and proposed schools with different interpretations of 'authority and rules of school', 'the meaning of learning and play' and 'the main character of school. The teams in the category of the 'school borders and spaces' focused on 'communication' and proposed schools containing 'emotional care of students', 'borders between schools and villages', 'village community schools', and 'interspace and niche time'. After the workshop, we were able to derive the direction and architectural strategy of the school space restructuring by analyzing the works of the participants. Through this study, we confirmed the possibility of translating user's ideas into the professional domain through careful planning, preparation, facilitation, and analysis in Participatory Design.

Unplugged Robot Coding System Based on Remote Interface (리모컨 인터페이스 기반의 언플러그드 로봇 코딩 시스템)

  • Lee, Jun;Seo, Yong-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.157-162
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    • 2019
  • Recently, the awareness of S/W education, which was confined to the profession, is changing due to the changing industrial environment based on ICT technology World main countries invest competitively in S/W education and the target age group is getting lower Among them, the unplugged coding method using the robot platform is known as one of the most effective S/W training methods targeting the elementary age by the intuitive coding method and the robot platform feedback. However, the unplugged coding method using the robot platform has a disadvantage that it can not configure various interfaces for complicated coding due to limitations of H/W. In this paper, we have proposed an unplugged coding system which can input various commands for robot control by IR remote control as an interface and minute signals using robot sensor.

DeepBlock: Web-based Deep Learning Education Platform (딥블록: 웹 기반 딥러닝 교육용 플랫폼)

  • Cho, Jinsung;Kim, Geunmo;Go, Hyunmin;Kim, Sungmin;Kim, Jisub;Kim, Bongjae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.43-50
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    • 2021
  • Recently, researches and projects of companies based on artificial intelligence have been actively carried out. Various services and systems are being grafted with artificial intelligence technology. They become more intelligent. Accordingly, interest in deep learning, one of the techniques of artificial intelligence, and people who want to learn it have increased. In order to learn deep learning, deep learning theory with a lot of knowledge such as computer programming and mathematics is required. That is a high barrier to entry to beginners. Therefore, in this study, we designed and implemented a web-based deep learning platform called DeepBlock, which enables beginners to implement basic models of deep learning such as DNN and CNN without considering programming and mathematics. The proposed DeepBlock can be used for the education of students or beginners interested in deep learning.

Design of Handwriting-based Text Interface for Support of Mobile Platform Education Contents (모바일 플랫폼 교육 콘텐츠 지원을 위한 손 글씨 기반 텍스트 인터페이스 설계)

  • Cho, Yunsik;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.81-89
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    • 2021
  • This study proposes a text interface for support of language-based educational contents in a mobile platform environment. The proposed interface utilizes deep learning as an input structure to write words through handwriting. Based on GUI (Graphical User Interface) using buttons and menus of mobile platform contents and input methods such as screen touch, click, and drag, we design a text interface that can directly input and process handwriting from the user. It uses the EMNIST (Extended Modified National Institute of Standards and Technology database) dataset and a trained CNN (Convolutional Neural Network) to classify and combine alphabetic texts to complete words. Finally, we conduct experiments to analyze the learning support effect of the interface proposed by directly producing English word education contents and to compare satisfaction. We compared the ability to learn English words presented by users who have experienced the existing keypad-type interface and the proposed handwriting-based text interface in the same educational environment, and we analyzed the overall satisfaction in the process of writing words by manipulating the interface.

Design of the Cyber Education at the University-Level (대학교육에 있어서의 사이버 교육 구현 방안)

  • 김정희
    • Journal of the Korea Computer Industry Society
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    • v.3 no.7
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    • pp.943-952
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    • 2002
  • This paper discussed actualizing cyber education at the university education. First of all, I discussed the necessity of education based on the multimedia and web according to the change of loaming environment caused by development of technology. I discussed the Cyber education that are important application at university education. Next, I proposed the important elements that are required in constructing the Cyber education. Also, we discussed the structure and platform of Cyber education. Also, I reviewed the foreign and domestic Cyber education based on the multimedia and Web. Finally, I proposed the direction of future Cyber education.

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Education Content Service Platform Using the Near Field Communication based on IoT (IoT 기반의 근거리 통신 기술을 활용한 교육콘텐츠 서비스 플랫폼)

  • Ryu, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.690-692
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    • 2014
  • Conventional one-way cramming education at schools has the disadvantage of poor student interest in learning, immersion, and learning efficiency as well as a limitation in realizing collective intelligence and collaborative learning. Therefore, an educational content service platform using a near-field communication(NFC) technology is required as a tool for encouraging the voluntary learning participation of students and increasing learning effectiveness through self-directed studying. This study focuses on the development of an educational content production system that creates high-quality education contents suitable for smart schools. In these schools, students and teachers generally communicate through an electronic blackboard using Bluetooth, which is an NFC technology. Further, the lecture notes of individual students are reproduced and collected as big data, which will facilitate the sharing of these notes.

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Study of a PBL-instructional model using an SNS-based online platform (SNS기반 온라인플랫폼을 활용한 PBL-수업모형 연구)

  • Choi, Dea-Hun;Cho, Woo-Hong;Byon, Kil-Hee;Yun, Kyoung-Mi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.125-126
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    • 2021
  • 본 연구는 대학교육에서 학습자 주도수업에 대표적으로 활용되는 PBL-교수학습방법을 SNS기반 온라인 플랫폼에서의 과제수행을 통해 해결하는 PBL-수업모형을 개발하는 것을 목표로 한다. 이를 위해 선행연구 및 이론탐색을 통해 PBL-수업설계에 대한 선행연구를 고찰하고, 적용 가능한 수업모형 및 교육내용을 선정하여 기초내용을 구성한 후 3인의 교육공학 전문가와 5인의 대학교수를 대상으로 FGI 인터뷰 방법을 통하여 연구결과를 도출한다. 과거 PBL-교수학습방법을 적용한 수업설계 들이 모의수행이나 발표 후 토론에 한정되었던 것에 반해 본 연구에서는 SNS기반 온라인 플랫폼에 직접 적용하는 매체제작 및 커뮤니티 활동을 포함하는 수업활동이 도출 되었으며, 실행 가능한 수업모형 개발을 위해 대상자 인터뷰와 분석을 통해 이를 위한 교수학습방법을 설정할 것이다. 본 연구를 통해 제시될 SNS기반 온라인 플랫폼을 활용한 PBL-학습모형은 이후 고등교육기관의 교수학습모형 개발을 위한 기초자료로 활용될 것이다

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