• Title/Summary/Keyword: ICT learning

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The Current Status of Elementary School Students' Computer Game Addiction and the Relationship of Computer Game Addiction with Self Control and Adjustment to School Life (초등학생의 컴퓨터 게임 중독: 중독 실태와 자기통제 및 학교생활적응과의 관계)

  • Jang, Gwan-Young;Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.459-467
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    • 2008
  • Most of elementary school students possess computers at home, and learn about ICT in their school. But the extreme use of computer games may have negative effects on students' learning and life style. In this research, we analyzed the current status of 5th and 6th graders' computer game addiction in Daejeon, ChoongchungNam-Do and ChoongchungBuk-Do areas. And we have also investigated the relationship of students' computer game addiction with their self control abilities and the abilities to adjust to their school life. As the results of the research, we discovered that 15.6% of respondents showed strong possibilities of computer game addiction. Boys, students living in rural areas and students with relatively low grade showed strong possibilities of game addiction. In addition, it was found that as students showed high scores in their self control abilities and the abilities to adjust to school life, they demonstrated less possibilities to be addicted to computer games.

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A Study on the Planning of Telecommunications Infrastructure for Educational Buildings (학교건물의 정보통신기반시설 계획에 관한 연구)

  • Park, Tong-So
    • Journal of the Korean Institute of Educational Facilities
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    • v.9 no.5
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    • pp.5-12
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    • 2002
  • High-speed telecommunication has brought variety of changes in every field of the world at large. In the field of education, use of multimedia has been positively introduced as teaching and learning tools. In addition, introduction of remote education as well as information and communication technology (ICT) has led an educational system gone into melting pot. These changes have known to be impossible without the provision of the infrastructure of telecommunications such as cabling, cable pathway, telecommunication equipments, and space for the equipments. Although the infrastructure of telecommunications should be fully considered from the early stage of the building design, most of the existing buildings have only cabling for voice communication such as telephone. As a result, heavy expenses are required for the installation of new telecommunication equipments. Such problems as defilement of the appearance of the building and a falling-off in reliability of telecommunication line are caused by the exposed cabling, when the cabling pathway and/or the space for the equipments are not reserved. Considering over 70% of error in telecommunication is coming from the cabling in building, it is necessary to reserve the space for efficient maintenance of the cabling and the equipments. In recent years, the national standard(TTAS.KO-04.0005) on the reservation of space for telecommunication cabling and equipments in residential and commercial building is established and applied for the building design. As well, the standard is in force for the educational buildings. In this study, we try to provide the guidelines for the design of telecommunications infrastructure in educational buildings for the purpose of efficient operation of education information and ICT.

Factors Affecting Students' Satisfaction Level in Computer Classes Offered as Extracurricular Activities in Commercial High Schools (컴퓨터 특기적성 교육의 만족도 영향요인 탐색 : 상업계 고등학교 학습자를 중심으로)

  • Kim, Mi-Ryang;Shin, Hyun-Deok
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.37-47
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    • 2005
  • Teaching ICT skills in extracurricular activity classes of commercial high school helps to bridge the digital divide of the students at the minimum cost, and gives them a chance of getting ICT-related licenses. The purpose of this study is to identify the determinants of satisfaction and planned behavior toward computer classes, offered as extracurricular activities in commercial high schools. A survey methodology was used to investigate a proposed model of influence, and regression analysis was used to analyze the results. The hypothesized model was largely supported by this analysis, and the overall results indicate that the intention to participate in the class is mostly influenced by the expected social effect, individual impact and playfulness from the class. In addition, it was found that the learning environment influences the level of playfulness and social effect, and that the contents quality has some impact on the level of the ease of study and playfulness. Useful suggestions for promoting computer classes as extracurricular activities in commercial high schools are also provided.

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Study on the Modeling of Health Medical Examination Knowledge Base Construction using Data Analysis based on AI (인공지능 기반의 데이터 분석을 적용한 건강검진 지식 베이스 구축 모델링 연구)

  • Kim, Bong-Hyun
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.35-40
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    • 2020
  • As we enter the society of the future, efforts to increase healthy living are a major area of concern for modern people. In particular, the development of technology for a healthy life that combines ICT technology with a competitive healthcare industry environment is becoming the next growth engine. Therefore, in this paper, artificial intelligence-based data analysis of the examination results was applied in the health examination process. Through this, a research was conducted to build a knowledge base modeling that can improve the reliability of the overall judgment. To this end, an algorithm was designed through deep learning analysis to calculate and verify the test result index. Then, the modeling that provides comprehensive examination information through judgment knowledge was studied. Through the application of the proposed modeling, it is possible to analyze and utilize big data on national health, so it can be expected to reduce medical expenses and increase health.

Design of Acupuncture Controller and Dummy for Acupuncture Training System based MR (MR 기반 침술 훈련 시스템을 위한 침술 컨트롤러 및 인체모형 설계)

  • Ryu, Chang Ju;Lee, Sang Duck;Han, Seung Jo
    • Smart Media Journal
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    • v.9 no.2
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    • pp.86-91
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    • 2020
  • The current trend of the education market is the development of the fourth industrial revolution and the development of ICT, and various technologies are developing into edu-tech technology that is integrated into the education system. In particular, the market for edu-tech systems capable of lifelike immersive learning effects in virtual space is expanding. However, education in Korean medicine is not objective because of the absence of educational simulators and systems to train and evaluate acupuncture. In this paper, we propose an acupuncture controller and a human body model to increase the effectiveness of acupuncture point training as a follow-up study of "Design of Acupuncture Contents and Dummy for Acupuncture Point Training System". Through the proposed acupuncture controller and Dummy, the accuracy of acupuncture points for the acupuncture point data matching and content motion recognition rate is presented. In addition, the results of temperature and humidity and temperature change tests for evaluating the environmental reliability of the controller are presented.

Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

A Exploratory Study on the Digital Aging Policies as Solutions for a Aging Society (고령화 문제의 해결법으로서 디지털 에이징 정책에 대한 탐색적 연구)

  • Koh, Young-Sam
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.115-123
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    • 2016
  • Aging is one of the major tasks that our country should resolve. To deal with aging problems, many countries have introduced various new concepts such as active aging, productive aging, and successful aging, well aging and anti-aging. This study suggests a new concept, digital aging, to tackle aging problems, and we use this concept to explore the new policy and policy areas for aged people. Since this concept is not well defined yet, this article focuses reviewing existing research literature. Instead of focusing the negative aspect of aging, this study investigates how to use the digital technology to build such images that the old man can be continuously learning, active and productive.

Construction Status and Proposal for Information Communication Facility of Childcare Center -After COVID19, focusing on IT Technology Utilization- (어린이집 정보통신설비 구축현황 및 제안 -COVID19 이후 IT기술활용 중심으로-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.43-50
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    • 2020
  • The purpose of this study is to examine the case of constructing information and communication facilities in daycare centers and to propose an educational environment that can foster young talents who can lead the era of the fourth industrial revolution. In particular, after COVID19, a method was proposed to create an information and communication environment suitable for children to receive personalized education, and to create an environment for experiential education if possible, and at the same time to enable averaging of customized learning. Since there has been no research on information and communication facilities in daycare centers, we intend to place significance on starting, and in the future, to foster creative and contextual children, we will reduce the movement of teachers through smart speakers and mobile devices, and tailor the educational environment through AI data. I think that the design of the daycare center should be changed in the direction of making the product. To this end, the CM role of information and communication supervision is needed, and it is hoped that it will become a design standard for daycare centers after COVID19 by developing research on daycare centers.

Revisiting to the necessity of programming Knowledge for Non-Computer Major Undergraduates (컴퓨터 비전공 대학생의 프로그래밍 지식에 대한 필요성 재조명)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.185-190
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    • 2020
  • The programming education of non-computer major undergraduates aims to increase the their problem-solving and coding skills so that the skills can be applied to various fields and motivate them to continuously study computer or programming. However, it difficult for them to recognize the necessity of programming knowledge and to find out how it can be used in their major. Therefore, the professor needs to give students a full explanation of their roles to play. In this paper, we revisit the necessity of programming knowledge for non-computer major undergraduates by looking at the convergence cases of ICT technology and the humanities and social arts fields. And we propose an instruction direction of programming learning for them.

A Study on the Factors Influencing on the Intention to Continuously Use a Smart Factory (스마트 팩토리 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Hyun-gyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.2
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    • pp.73-85
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    • 2020
  • While Korea became one of manufacturing powers in the world through a fast-follower strategy as well as implementing the approach of advancing manufacturing business focused on quantitative input, The advent of the fourth industrial revolution and demand becoming more complicated than ever both require a system that quickly detects the change of markets in advance and reflects it in the manufacturing strategy. Accordingly, the introduction of a smart factory is not optional but mandatory in order to strengthen the competitiveness of manufacturing business using ICT. This paper aims to investigate key factors having influence on the intention to continuously use a smart factory, the innovative IT device, on the basis of the technology acceptance model. This paper analyzed the influence of the leadership of CEO, organizational learning and perceived switching costs on the intention to continuously use a smart factory by the parameters of perceived ease of use and usefulness, the major belief valuables of the IT acceptance model.