• 제목/요약/키워드: Education platform

검색결과 797건 처리시간 0.025초

Implementation of Educational UAV with Automatic Navigation Flight

  • Park, Myeong-Chul;Hur, Hwa-ra
    • 한국컴퓨터정보학회논문지
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    • 제24권8호
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    • pp.29-35
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    • 2019
  • This paper proposes a UAV equipped with an automatic control system for educational purposes such as navigation flight or autonomous flight. The proposed UAV is capable of automatic navigation flight and it is possible to control more precisely and delicately than existing UAV which is directly controlled. And it has the advantage that it is possible to fly in a place out of sight. In addition, the user may arbitrarily change the route or route information to use it as an educational purpose for achieving the special purpose. It also allows you to check flight status by shooting a video during flight. For this purpose, it is designed to check the image in real time using 5.8GHz video transmitter and receiver. The flight information is recorded separately and used as data to judge the normal flight after the flight. The result of the paper can be flighted along the coordinates specified using GPS information. Since it can receive real-time video, it is expected to be used for various education purposes such as reconnaissance of polluted area, achievement of special purpose, and so on.

New Trends and Strategies For the Integration of Information and Communication Technologies in Educational Activities

  • Vasіutina, Tеtіana;Cherednyk, Lidiia;Klymenko, Oksana;Sokur, Olena;Shevchuk, Anatolii;Zatserkivna, Maryna
    • International Journal of Computer Science & Network Security
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    • 제21권9호
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    • pp.169-172
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    • 2021
  • The article discusses the results of a quantitative analysis of open educational resources in the field of information technology. Study is based on a study of the content of ten platforms that provide access to open resources (OPs). To achieve this goal, we used the following methods: theoretical analysis and generalization of Internet sources to determine the popularity of educational platforms and resources on them; quantitative data analysis to determine the relative proportion of IT courses in various parameters: the relative weight of courses in the IT field in general and on each platform in particular, the language of instruction, the quantitative content by thematic areas. The following platforms providing access to open educational resources were subjected to quantitative analysis: Coursera, Edx, Udemy, MIT OpenCourseWare, OpenLearn, Intuit, Prometheus, UoPeople, Open Learning Initiative, Maidan Open University.

An Evaluative Analysis of 'U-KNOU Campus' System and its Mobile Platform

  • Seol, Jinah
    • 인터넷정보학회논문지
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    • 제20권5호
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    • pp.79-86
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    • 2019
  • This paper is an overview of key elements of Korea National Open University's smart mobile learning system, and an attempt to evaluate its main services relative to the FRAME model and the Mobile Learning Development Model for distance learning in higher education. KNOU improved its system architecture to one based on xMOOC e-learning content delivery while also upgrading its PC-based online/mobile learning services to facilitate an easier and more convenient access to lectures and for better interactivity. From the users' viewpoint, the upgraded 'U-KNOU Campus' allows for a more integrated search capability coupled with better course recommendations and a customized notification service. Using the new system, the students can access not only the school- and peer-issued messages via online bulletin boards but also share information and pose questions to others including to the school faculty/officials and system administrators. Additionally, a new mobile payment method has been incorporated into the system so that the students can select and pay for additional courses from anywhere. In spite of these advances, the issue of device usability and content development remain; specifically U-KNOU Campus needs to improve its instructor-learner and learner-to-learner interactivity and mobile evaluation interface.

Mobile News Engagement in a South Asian Context: Roles of Demographics, Motivations, and News Type Preferences in News Exposure and Participation in Bangladesh

  • Alam, Md. Asraful;Kim, Kyun Soo
    • International Journal of Contents
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    • 제17권2호
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    • pp.48-64
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    • 2021
  • This study examines mobile news engagement-conceptualized as news exposure and participation-in the context of South Asia which has experienced tremendous growth in mobile-Internet users without receiving much attention from communication scholars. Along with demographic characteristics, this research incorporates motivational factors (grounded on uses and gratifications-U&G-approach) and news type preferences to explore their roles in mobile news engagement among urban citizens in Bangladesh. Results of a self-administered survey (N = 504) revealed that participants' mobile news engagement partially varied depending on their demographic differences, particularly gender, age, and education. Our study also unveiled that individuals' motivation for sharing information seemed to be a strong predictor of mobile news exposure and participation. In addition, Bangladeshi respondents were more likely to be interested in the hard news in terms of expressing views on news comments and sharing news via mobile platform. Conversely, preference for soft type news had a significant influence on news exposure through mobile browsing. This study provides insights into the understanding of global phenomena of mobile news engagement by unpacking the case of Bangladesh where mobile news usage seems to be an evolving state.

메타버스 특성요인과 학습 몰입 및 학습 만족도 간의 구조적 관계 분석 : 게더타운을 대상으로 (Analysis of Structural Relationships Among Metaverse Characteristic Factors, Learning Immersion, and Learning Satisfaction: With Gather Town)

  • 김나랑
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권1호
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    • pp.219-238
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    • 2022
  • Purpose The purpose of this study is to investigate the structural relationships between interest, interaction level, presence, which are the characteristics of metaverse, learning immersion, and learning satisfaction, which are learning factors. Design/methodology/approach A questionnaire survey technique was used to achieve the purpose of the study. A questionnaire survey was conducted from November 22 to December 5, 2021, with students with experience in non-face-to-face classes using Gather Town and a total of 114 copies of the questionnaire excluding those with insincere answers were used for empirical analysis. SPSS Win ver.23.0 was used for basic statistical analysis, and AMOS 22.0 was used for the establishment and analysis of a structural equation model. Findings According to the study findings, interest and interaction levels had effects on learning immersion and learning presence, self-efficacy on learning presence, and learning immersion and learning presence on learning satisfaction. This study is meaningful in that it conducted an empirical study to find variables for improving learning immersion by conducting classes based on metaverse. Based on the findings of this study, it was found that interest and interaction, which are the biggest characteristics of metaverse, sustain learning participation and immersion and increase presence thereby enhancing learning satisfaction so that the possibilities of metaverse as a next generation education platform passing the limit of existing real time video platforms can be peeped.

Accessibility of Korean Cultural Values at Screens: Decoding Patterns of North American Audiences

  • Xiuli, Chen;Sirui, Yao;Jiyeon, Baek;Jiena, Sha;Kesu, Lin;Kyung-young, Chung
    • International Journal of Advanced Culture Technology
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    • 제10권4호
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    • pp.153-159
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    • 2022
  • This research investigates the accessibility of Korean modern values at screens from the perspectives of North American audiences while consuming Korean films and TV dramas. In order to decode Korean cultural values at screens, this study collects the data of 266 Korean films and TV dramas distributed in North America from IMDb platform, unlocking that the success of box office for Korean projects in North America is positively correlated with the characteristics of Violence & Gore and Profanity. Meanwhile, the audiences' positive responses to the violent project mainly depends on the degree of "Sex and Nudity", the plots of "social groups". The current success of Korean cultural and creative industry as well as the future global markets strengths are analyzed in this research. Stuart Hall's cultural studies approach and cultural psychological account theory are applied to discuss the success of Korean entertainment industry in the transnational cultural communication.

실시간-비실시간 온라인플랫폼을 통한 역량강화중심 대학영어 교수-학습 모형 개발 (Development of a college English teaching and learning model in online synchronous/asynchronous platforms to enhance Competencies)

  • 이명관
    • 문화기술의 융합
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    • 제7권4호
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    • pp.35-42
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    • 2021
  • 본 연구의 목적은 실시간-비실시간 온라인플랫폼을 통한 역량강화중심 대학영어 교수-학습 모형을 개발하는 것이다. 본 연구에서의 대학영어 교수-학습 모형은 의사소통, 자기주도성, 협동성 등의 역량증진을 위한 딕토글로스 활동을 다양한 온라인플랫폼 기능 활용을 고도화하여 효과적으로 적용하기 위한 것이다. 딕토글로스는 의사소통의 네가지 기능(듣기, 말하기, 읽기, 쓰기)을 통합하여 사용하는 언어 교수-학습 활동이다. 본 연구에서의 대학영어 수업은 의사소통 중심 통합적 영어교육에 중점을 두고 있다. 그리고 본 연구에서의 교수-학습 모형은 구성주의 이론에 입각한 온라인기반 영어통합 교수-학습 방법으로서, 각 단계별로 학습자와 교수자의 역할을 제시하였다.

지각된 아바타 패션 스타일링 게임 어포던스가 메타버스 인게이지먼트 행동 의도에 미치는 영향 (The Effect of Perceived Affordances of Gamified Avatar Fashion Styling on Metaverse Engagement Behavior Intention)

  • 위지원;윤남희;이윤정
    • 한국의류학회지
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    • 제47권3호
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    • pp.560-576
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    • 2023
  • Drawing on gamification affordance theory, this study examines the relationships among key affordances of avatar fashion styling, perceived enjoyment, and engagement behavior intentions-defined as the intention to share content on avatars in the metaverse platform-and the moderating role of metaverse familiarity. Based on survey data collected from 198 Korean ZEPETO users with avatar fashion styling experience, the hereby proposed research model was tested with structural equation modeling. The results demonstrated that self-expression and competition positively influenced perceived enjoyment, which subsequently affected customers' engagement behavior intention. Furthermore, metaverse familiarity as a moderating effect intensified the positive association between affordances and perceived enjoyment as well as between perceived enjoyment and engagement behavior intentions. The individual interaction effect of each affordance dimension on perceived enjoyment was different, with self-expression having a greater influence on enjoyment among the high-familiarity group and competition having a greater influence on enjoyment among the low-familiarity group. Considering that users with low metaverse familiarity might have higher needs for social interaction for adaptation, competition, being more socially triggering, might have affected these users more crucially.

개인 라이프로그를 활용한 AI 챗봇 기반 만성질환자 건강관리서비스 플랫폼 개발에 대한 연구 (A Study on the Development of Health Care Service Platform for Chronic Patients Based on AI Chatbot Using Personal Life Log)

  • 변소정;김문성;김형식;변승환
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2023년도 제68차 하계학술대회논문집 31권2호
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    • pp.309-311
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    • 2023
  • 본 논문에서는 만성질환자 건강관리서비스 플랫폼 개발을 위항여 건강측정기 모바일 연계기술 개발 및 적용하고 IoT 기반 생체정보 획득 및 라이프로그 건강관리 플랫폼 API 연계 기술을 통하여 지역 만성질환자를 위한 언택트 헬스 모니터링 플랫폼 개발을 수행하였다. 해당 시스템을 통하여 지역 보건소 협력 및 가족 중심 만성질환자 입체적 건강관리 모니터링 시스템 개발에 적용하고 IoT 장비 인터페이스기술, 개인 건강관리기술, 플랫폼 운영 및 구현기술, 데이터 관리기술 개발을 통하여 효율적으로 개인 라이프로그를 활용할 수 있도록 하였으며, 효율적인 관리를 위하여 AI 챗봇 서비스 시스템을 통한 효율성을 극대화를 추진하였다. 본 논문에서는 개인 라이프로그를 활용한 AI 챗봇 기반 만성질환자 건강관리서비스 플랫폼을 구현하여 만성질환자에 대한 서비스를 제공하고 만족도를 실증하여 서비스의 우수함을 입증하였다.

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물류 스타트업 육성방안에 관한 연구 -인천광역시를 중심으로- (A Study on Activation Plan for Logistics Startups in Korea - Focused on Incheon Metropolitan City)

  • 강동준;이명화;강효원
    • 무역학회지
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    • 제46권2호
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    • pp.263-280
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    • 2021
  • With the advent of the era of the 4th Industrial Revolution, various support policies and programs are being introduced as the promotion of startups related to the 4th industry is promoted as a core policy of the government. Based on major technologies such as Artificial Intelligence(AI), Big Data, Internet of Things(IoT), Blockchain, and Automation leading the 4th industrial revolution, logistics and distribution companies are expanding the range of markets and services provided. The purpose of this study is to examine the current status of startups in the logistics field based on major technologies of the 4th Industrial Revolution, which are rapidly growing at home and abroad, and suggest implications for revitalizing logistics startups through a policy demand survey. As a result of the study, in order to foster domestic logistics startups, we propose policy support for integration of logistics startups, integrated management of information, provision of physical space, network platform, and practical education and mentoring.