• Title/Summary/Keyword: Online learning system quality

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An Exploratory Study on the Effects of Mobile Proptech Application Quality Factors on the User Satisfaction, Intention of Continuous Use, and Words-of-Mouth (모바일 부동산중개 애플리케이션의 품질요인이 사용자 만족, 지속적 사용 및 구전의도에 미치는 영향)

  • Jaeyoung Kim;Horim Kim
    • Information Systems Review
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    • v.22 no.3
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    • pp.15-30
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    • 2020
  • In the real estate industry, the latest changes in the Fourth Industrial Revolution, such as big data analytics, machine learning, and VR (virtual reality), combine to bring about industry change. Proptech is a new term combining properties and technology. This study aims to derive and analyze from a comprehensive perspective the quality factors (systems, services, interfaces, information) for mobile real estate brokerage services that are well known and used in the domestic market. The surveys in this study were conducted online and offline and a total of 161 samples were used for statistical analysis. As a result, all hypotheses were approved to except system quality and service quality. The results show that the domestic proptech companies who are mostly focused on real estate brokerage services, peer-to-peer lending, advertising platforms and apartments need to grow in various fields of proptech business of other countries including Europe, USA and China.

Comparative Analysis of Information Security Textbooks for Chinese Elementary and Secondary Students (중국의 초·중등학생 대상 정보보호 교재 비교 고찰)

  • Eunsun Choi;Namje Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.183-192
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    • 2023
  • Digital transformation is taking place rapidly around the world. As the development of digital technology becomes very fast, more information is expected to be digitized. Therefore, the possibility of cyber threats is increasing in transmitting and storing sensitive information such as personal and financial information online. In this paper, we compared and analyzed information security textbooks for elementary and secondary school students in China, where the recent development of artificial intelligence and digital transformation are rapidly occurring. After we collected related textbooks, textbooks suitable for analysis were selected. Then, we analyzed the external and internal systems of the textbooks separately. As a result of the external system analysis, all the textbook covers were properly produced, but the quality difference was significant among textbooks. In the case of textbooks for elementary school students, the excellence of layout and content placement was noticed. On the other hand, due to the internal system analysis, various contents were not included evenly when looking at the learning contents based on the "information society responsibility" learning goals presented in China. Through this paper, we hope to provide implications for information security-related education and textbook development research.

A Program for Reusing Educational Flash Animations (교육용 플래시 애니메이션 재활용 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.199-210
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    • 2009
  • The development in information technology resulted in an interest for lifelong education, which caused a rapid growth in the educational web based e-Iearning industry. The spread of e-Iearning industries and educational facilities emphasized the need for educational contents with the purpose of online lecturing along with the rapid development of contents production technology. Flash contents provide multimedia, animation, and etc. with diverse and visual expressions, so the complicated interactions with the learner can be easily materialized. The advantage of having a high quality, user-centered interface is that it provides a trigger of interest and arousal of concentration for the user, but it is difficult for teachers to directly create or manipulate educational flash animation contents. This paper is written to technologically methodize the automation of educational programs that the teachers wish to make by reusing the educational flash animation contents.

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e-teaching portfolio development : Scoping Review

  • Kim, Jungae;Kim, Milang
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.220-225
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    • 2022
  • The purpose of this study is to develop an e-teaching portfolio to perform a teaching portfolio of an instructor on the web. I order to carry out this study, an initial model of the e-teaching portfolio was developed through systematic literature review, and the final e-teaching portfolio was developed by selecting and applying five students, then modifying and supplementing them. The study period was from May 1 to May 20, 2022. As a result of the study, the components of the finally developed e-teaching portfolio are Step 1: Understanding oneself, Step 2: Goal setting, Step 3: Learning strategy, Step 4: Self-check. In conclusion, the program developed through this study is a convenient function that can process everything in one place by connecting the fragmented teaching results, and the developed e-teaching portfolio can promote interaction between individuals by building a community. It has possible characteristics. In order to systematically activate the e-teaching portfolio developed through this study, it is necessary to establish an online management system for systematic operation. Furthermore, an institutional device is needed to guarantee the result of the developed e-teaching portfolio. In order to continuously manage the quality of the teaching portfolio, extrinsic rewards that stimulate the instructor's intrinsic motivation should be provided.

Design of Query Processing System to Retrieve Information from Social Network using NLP

  • Virmani, Charu;Juneja, Dimple;Pillai, Anuradha
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.3
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    • pp.1168-1188
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    • 2018
  • Social Network Aggregators are used to maintain and manage manifold accounts over multiple online social networks. Displaying the Activity feed for each social network on a common dashboard has been the status quo of social aggregators for long, however retrieving the desired data from various social networks is a major concern. A user inputs the query desiring the specific outcome from the social networks. Since the intention of the query is solely known by user, therefore the output of the query may not be as per user's expectation unless the system considers 'user-centric' factors. Moreover, the quality of solution depends on these user-centric factors, the user inclination and the nature of the network as well. Thus, there is a need for a system that understands the user's intent serving structured objects. Further, choosing the best execution and optimal ranking functions is also a high priority concern. The current work finds motivation from the above requirements and thus proposes the design of a query processing system to retrieve information from social network that extracts user's intent from various social networks. For further improvements in the research the machine learning techniques are incorporated such as Latent Dirichlet Algorithm (LDA) and Ranking Algorithm to improve the query results and fetch the information using data mining techniques.The proposed framework uniquely contributes a user-centric query retrieval model based on natural language and it is worth mentioning that the proposed framework is efficient when compared on temporal metrics. The proposed Query Processing System to Retrieve Information from Social Network (QPSSN) will increase the discoverability of the user, helps the businesses to collaboratively execute promotions, determine new networks and people. It is an innovative approach to investigate the new aspects of social network. The proposed model offers a significant breakthrough scoring up to precision and recall respectively.

The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

A Study on the Experience of Non-face-to-face Lecture by College Freshmen Using Focus Group Interview (포커스 그룹 인터뷰를 활용한 대학 신입생들의 비대면 강의 경험에 대한 연구)

  • Kang, Jin-Ho;Son, Sung-Min;Han, Sueng-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.397-408
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    • 2020
  • This study conducted a focus group interview with 15 college freshman from J college to find out their experiences in non-face-to-face lectures with COVID-19. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were 'Operation of non-face-to-face lectures in unprepared situations', 'Loss of orientation in lectures and departure from learning', 'One way listening', 'The convenience of taking a lectures'. The experience of 'Operating non-face-to-face lectures in unprepared situations' included the start of mixed non-face-to-face lectures, cumbersome and inconvenient online systems, and the demand for tuition refunds. The experience of 'Loss of orientation in lectures and departure from learning' has experienced difficulty in concentrating on lectures, Deficiency in the degree of recognition of learning content, and burden of assignments and exams. The experience of 'One way listening' has experienced lack of interaction between professors and learners and non reflection of liveliness in the field. Finally, participants experienced satisfaction with being able to lectures and repeat lectures at anytime and anywhere they wanted with the convenience of taking lectures. Based on this study, participants called for improvements in the quality lecture contents and interaction between professors and learners, and it is thought that universities will need administrative and financial support and education design and system construction to construct high-quality lecture contents.

Study on 3D AR of Education Robot for NURI Process (누리과정에 적용할 교육로봇의 가상환경 3D AR 연구)

  • Park, Young-Suk;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.209-212
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    • 2013
  • The Nuri process of emphasis by the Ministry of Education to promote is standardized curriculum at the national level for the education and care. It is to improve the quality of pre-school education and Ensure a fair starting line early in life and It emphasizes character education in all areas of the window. Nuri the process of development of a the insect robot for the Creativity education Increased the interesting and educational effects. Assembly and the effect on learning of educational content using a VR educational robot using the existing floor assembly using the online website to help assemble and learning raised. Order to take advantage of information technology in the information-based society requires the active interest and motivation in learning, creative learning toddlers learning robot are also needed. A three-dimensional model of the robot, and augmented by linking through the marker, the target marker and the camera relative to the coordinate system of augmented reality, seeking to convert the marker to be used in augmented reality marker patterns within a pre-defined patternto be able to make a decision on what of. The fusion of a smart education through training and reinforcement the educational assembly of the robot in the real world window that is represented by a virtual environment in this paper to present a new form of state-of-the-art smart training, you will want to lay the foundation of the nation through the early national talent nurturing talent.

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WebRTC-Based Remote Collaborative Learning Platform (WebRTC 기반 원격 협업 학습 플랫폼 기술 연구)

  • Oh, Hyeontaek;Ahn, Sanghong;Yang, Jinhong;Choi, Jun Kyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.5
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    • pp.914-923
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    • 2015
  • Recently, as the number of smart devices (such as smart TV or Web based IPTV) increases, the way of digital broadcast contents is changed. This change leads that conventional broadcast media accepts Web platform and its services to provide more quality contents. Based on this change, in education field, education broadcasting also follows the trend. The traditional education broadcasting platforms, which just delivered the lecture in one-way, are utilized the Web technology to make interaction between teacher and student. Current education platforms, however, are insufficient to satisfy users' demands for two-way interactions. This paper proposes a new remote collaborative learning platform which able to provide high interactivity among users. Based on new functional requirements from original use case, the platform provides collaborative contents sharing and collaborative video streaming techniques by utilizing WebRTC (Web Real-Time Communication) technology. The implementation demonstrates the operability of proposed system.

A Study on the Network and Space Planning of the Public libraries in Daegu City for Construction of Knowledge-Information infrastructure (지식정보 인프라 구축을 위한 대구시 공공도서관의 지역네트워크 및 공간계획에 관한 연구)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.236-244
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    • 2011
  • As the digital information infrastructure is established for the public library system in the contemporary age, expectations and demands surrounding the public library system are growing rapidly as the place of exchange and enjoyment of information and culture, and as the place of life-long learning. In addition, a new kind of information & culture services are needed to meet the demands of contemporary men and women, who are exploring information as the information environment undergoes rapid changes - from increase in the volume of digital publications, to increase in the usefulness of online information resources, to strides made in the media industry. The public library will continue to play its role and function by providing to all users all available information, whether it's available online or offline, whether it's in a physical format or in a digital format. As such, design and management of a space appropriate as a new information environment are needed. It is deemed that an information infrastructure for Daegu that can improve the quality of life in the region and can increase user accessibility to information in this information age is needed, as well as reorganization of the pertinent environment. Therefore more public libraries have to be built in Daegu as a necessity, and it is urgently needed that the information services be expanded through an organic linkage between local libraries such as between the central library and the branch libraries. This paper aims to provide basic data for building of public libraries in Daegu. To establish an information infrastructure for Daegu, a direction is given for the establishment of a local network of public libraries and ways for improvement are explored. This paper is significant in that, first, it helps in the planning of a local network of public libraries, which plays a crucial role in improving accessibility to information as well as the level of their use; and second, it helps in setting up guidelines for spatial configuration of the user space. As for the method, quantitative review of the information environment is to be done by analyzing the present situation of the public library network in Daegu from the perspectives of region, facility, and space, in order to present a method of user-centered spatial configuration that meets the changes in social roles and forms of information in the contemporary society.