• Title/Summary/Keyword: Knowledge of result

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X-TOP: Design and Implementation of TopicMaps Platform for Ontology Construction on Legacy Systems (X-TOP: 레거시 시스템상에서 온톨로지 구축을 위한 토픽맵 플랫폼의 설계와 구현)

  • Park, Yeo-Sam;Chang, Ok-Bae;Han, Sung-Kook
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.130-142
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    • 2008
  • Different from other ontology languages, TopicMap is capable of integrating numerous amount of heterogenous information resources using the locational information without any information transformation. Although many conventional editors have been developed for topic maps, they are standalone-type only for writing XTM documents. As a result, these tools request too much time for handling large-scale data and provoke practical problems to integrate with legacy systems which are mostly based on relational database. In this paper, we model a large-scale topic map structure based on XTM 1.0 into RDB structure to minimize the processing time and build up the ontology in legacy systems. We implement a topic map platform called X-TOP that can enhance the efficiency of ontology construction and provide interoperability between XTM documents and database. Moreover, we can use conventional SQL tools and other application development tools for topic map construction in X-TOP. The X-TOP is implemented to have 3-tier architecture to support flexible user interfaces and diverse DBMS. This paper shows the usability of X-TOP by means of the comparison with conventional tools and the application to healthcare cancer ontology management.

A Performance and Change Management Based Method for Developing e-Government Enterprise Architecture (전자정부 엔터프라이즈 아키텍처 도입을 위한 성과 및 변화관리 기반의 개발 방법)

  • Seo, Kyeong-Seog;Ahn, Sang-Im;Chong, Ki-Won
    • The Journal of Society for e-Business Studies
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    • v.11 no.4
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    • pp.1-20
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    • 2006
  • Many government offices have been proceeding a development of Enterprise Architecture(EA) according to apply Government-wide Enterprise Architecture'. Each office and working-level officials have had a hard time because of no guides related to a EA development method such as the Framework, Standards, Principle, Reference Model, Etc. This paper propose a method for developing e-Government Enterprise Architecture considered a characteristic of public institutes through analyzing existing cases. The method for development e-Government EA includes the EA Performance Management Model to monitor objectively each office's long-term business promotion because the e-Government EA development is a job of long duration and cooperation with many institutes. This method also combines the EA Change Management Activities for the officials to improve general knowledge about EA's idea and EA's value, etc. We show the EA case study of the Ministry of Government Administration and Home Affairs to demonstrate feasibility of our approach. As a result, public offices will carry out their BPR(Business Process Re-engineering) and ISP(Information Strategy Planning) more efficiently based on this EA development method.

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The Development and Performance Measurements of Consumer Health Information(CHI) Educational Programs to Improve Health Literacy among Public Library Users (공공도서관 이용자의 소비자건강정보(CHI) 리터러시 향상을 위한 교육프로그램 개발 및 성과측정연구)

  • Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.4
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    • pp.391-414
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    • 2012
  • Despite the growth in public concern about health information, the ratio of users who can search for accurate and reliable health information sources has been found to be quite low. Public libraries, as the best contact point to general users, must provide training programs for improving health literacy so that users will have the ability to search and analyze health information, judge the accuracy and reliability of resources, and make informed health-related decisions. This study developed a health information literacy education program suitable for Korean public library users. The effectiveness of the training was measured after administering the program, and necessary improvements were identified. As a result, this study found the education program had the following effects: improved public library users' familiarity with CHI-related terms, improved users' ability to find CHI-related information resources on the Internet, and significantly improved knowledge about health-related websites and information sources. In addition, users expressed interest in seminars on a variety of health information sources in the public library and asked that CHI-related education be included in the library's regular programming. However, this research represented the first time CHI-related education for public library users was performed in Korea, and therefore many limitations were present in the education instructor, the diversity of subjects, and the methodology. Development of more advanced CHI-related education programs for users is still required.

Analysis on Factors Influencing the Path to Use Information Technology in Public Organization (공공부문 구성원의 정보기술 사용경로와 영향요인 분석: 심리적 대응이론을 적용한 구조적 분석)

  • Lee, Cheoul-Joo
    • Information Systems Review
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    • v.12 no.2
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    • pp.47-74
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    • 2010
  • This study presents two dimensional views of IT-use behaviors. It examines public employee's IT-use behavior as manifested in two ways: acceptance on IT, utilization on IT. This study investigates levels of employee's the acceptance and utilization on IT in the Korean Central Government(ministry and agency) and analyses factors affecting public employee's the acceptance and utilization on task-related IT in the public sector. This study tries to examine the variables affecting the acceptance and utilization on IT; especially, the influences of such variables as leadership, task-related communication with people, task motivation, IT usability and ease of uses, task understanding in the context of Korean Central Government. Based on a questionnaire survey in Korean Central Government(8 ministries, 5 agencies) that have implemented Government Knowledge Management System(GKMS), 311 valid instruments were received and analyzed using various statistics and structural equation model(SEM). And this study will adopt try to delineate pre and intervening conditions for public employee's the acceptance and utilization. According to the results of interviews and SEM analysis suggests that the influence of task-understanding, organizational communication, IS usability were statistically significant in the acceptance and utilization on IT. And it is also hoped that the path-analytic model suggested in this study helps reveal the causal chains between the acceptance and the utilization. Especially, task-understanding proves to be important in encouraging public employee's the acceptance and utilization. This result illustrates why task-understanding people are the key to utilize the task-related IT in public organization.

A Study on Psychotherapy Supervisor's Education and Training Components (상담 수퍼바이저 교육과 훈련 요소 연구 : 수퍼바이저 발달 요인과 수퍼바이저 역량 요인 중심으로)

  • Chang, Semi;Chang, Sung-Sook
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.488-502
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    • 2016
  • Psychotherapy supervision has long been regarded as a crucial component of psychotherapy education. Supervisory role is very important in supervision outcomes but the absence of and need for supervisor's education and training have continued to be emphasized. Supervisor's education and training can be used to better prepare and strengthen new professionals who serve in the supervisory role. This study reviewed on the literatures of supervisor's education and training, psychotherapy supervisor's development, and core competencies in supervision. As a result of this study, it introduced what supervisor should be trained. There were supervisor identity, ability to build supervisory relationship/alliance, ability to provide effective and summative feedback, knowledge of professional supervision and value of commitment to lifelong learning and professional growth. Also consensus has converged on the superordinate value of now crucial components in educating and training supervisors: didactic instruction and experiential practice. In conclusion, I discussed what should be considered in Korean supervisor's education and training and future research directions.

Nursing Students' Experiences on Team-Based Learning (팀 기반 학습을 수강한 간호대학생의 경험)

  • Kim, Hyeonah
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.30-41
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    • 2018
  • This phenomenological study aims to explore Nursing Students' Experiences who have experienced team-based learning (TBL). The purpose of this study is to contribute to fostering professional nurses required in the clinical field by improving the learning outcomes by applying the TBL classes. The study participants were seven students of the nursing department who took TBL classes in adult nursing classes. The data were collected through participating observations and in-depth interviews, and analyzed using Colaizzi's phenomenological methods. As a result of the study, nine conceptual descriptions and five theme clusters were derived. The major theme clusters for the experiences of students were 'Dedication to best results', 'Self-led learning attitudes are formed', 'Becoming a communal knowledge creator', 'Active class time', and 'Meaningless peer evaluation'. Nine conceptual descriptions were 'Doing one's best to fulfill one's role', 'Preparing for the class with the pre-learning', 'Forming confidence through pre-learning', 'Solving problems through interaction with friends', 'Becoming a mentor to each other', 'Working together to resolve issues', 'Intimacy formed', 'A lively class', and 'Peer evaluation with familiarity'. This study contributes to the improvement of the learning outcomes of the nursing students by enabling learner-centered classes and self-led learning, thereby contributing to fostering the professional nursing manpower required in the clinical field.

Improvement in University Freshmen's Questioning by Explicit Practice of Experts' Physics Problem Solving Strategies (전문가의 물리 문제 풀이 방략 가시화 연습에 의한 대학생의 질문 향상)

  • Kim, Eun-Sook;Pak, Sung-Jae
    • Journal of The Korean Association For Science Education
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    • v.22 no.3
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    • pp.466-477
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    • 2002
  • It was proposed that proper problem solving practice should improve students' questioning in physics. In the previous researches, improvement in students' questioning was observed after practice of making questions given the examples of desirable questions. In this study, the problem solving strategies used by experts were introduced to students in the form of step-by-step guide to follow in problem solving practice. The directions in the guide were concrete and operational for students to understand the expected behaviors explicitly. It was assumed that students could pinpoint the difficulty specifically through this guide, which would result in positive effects on students' recognition and expression of their own questions. The subjects in this study were college freshmen enrolled in the introductory physics for science or engineering major. The physics problems from the textbook were solved and practiced in the traditional way for controlled group. Worksheets designed to follow experts' problem solving strategies were used for the experimental group. Two groups were taught in the same way during lecture part of the class. Students were asked to describe the difficulties they had during homeworks or tests. Questions in this study means these descriptions written by students although they were not necessarily in the form of interrogative sentences. The questions were analyzed both in quantity and quality. Quantitatively, more students spontaneously turned in their questions in the experimental group than in the controlled group. Regarding the quality, there were more students in the experimental group than in the controlled group who described their difficulties in detail or recognized the need for the procedural knowledge.

Negative Transition of Smart Device Utility: Empirical Study on IT-enabled Work Flexibility, After Hours Work Connectivity, and Work-Life Conflict (스마트기기 효용의 부정적 전이: IT기반 업무 유연성, 근무시간 외 업무 연결성, 일-삶 갈등에 관한 실증 연구)

  • Kim, Hyung-Jin;Lee, Yoon-ji;Lee, Ho-Geun
    • Informatization Policy
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    • v.26 no.4
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    • pp.36-61
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    • 2019
  • While smart devices can have a positive impact on work efficiency and productivity by reducing time-space constraints and enabling rapid processing of tasks, side effects can arise from the imbalances between work and personal life. In recent years, as smart devices are increasingly used in work environments, it is more necessary than ever to understand the related phenomenon, find the cause of negative effects, and search for appropriate solutions. This study has developed and verified a theoretical model that shows how the technical characteristics known as the utility of smart devices are converted into negative results such as work-life conflict. As a result of analyzing the collected data from the employees, our study provides significant implications for the researchers, as well as the practitioners and policy makers, regarding various relationships among IT-enabled work flexibility, after-hours work connectivity and work-life conflict, and the new knowledge about the important role of segmentation supplies from the organization.

Study on the Optimization of DMB Image Contents Production Method (DMB 영상콘텐츠 제작기법의 최적화에 대한 연구)

  • Lim, Pyung-Jong;Kim, Jong-Seo;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.399-412
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    • 2008
  • The 21st century has been changed into a knowledge-oriented society, which means our society is more dependent on information and moves toward information. The mixing of broadcasting and co mmunication prevails and it makes possible a new type of broadcasting service. Depending on that, a broadcasting is being changed into a consumer-oriented service to satisfy the demands of consum ers in a new media age. It makes us attain to the personal media age to be possible interactive com munication unlike existing one-way transmission. As a result, new complex media are commercialize d and the instance is DMB. DMB is said 'my own TV' or 'TV in my own hands'. But it has limit t o retransmit existing broadcast programs. So hereafter, DMB broadcasting must be produced with co ntents suited its properties out of retransmitting existing contents. It is necessary to analyze exactly properties and service fields of DMB media to make an establish production direction of contents for DMB. This paper intends to suggest overall optimized image-contents production direction including appropriate program developments, a proper running time, visual expressions such as a camera angle and walking etc... DMB contents suited with its properties will give more familiarities to DMB users. Besides, DMB is expected to be a new culture watching broadcasting.

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A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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