• Title/Summary/Keyword: Question포인트

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A Study on Implementation of Collaborative Digital Reference Service Using Global Network (글로벌네트워크를 활용한 CDRS 협력모형 구현에 관한 연구)

  • Lee Seon-Hee;Choi Hee-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.36 no.4
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    • pp.329-347
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    • 2005
  • Collaborative Digital Reference Service( CDRS) has spread worldwide as a tool of obtaining high-quality information in knowledge information society KISTI formed CDRS collaboration model called Question포인트+ with 4 institutions in Korea. In Question포인트+ which is also linked to the Global Network, the domestic and oversea information specialists answer a variety of questions in response of the requests of users on the web. The implementation of Question포인트+ is significant as the first domestic CDRS collaboration model, and contribute to management, dissemination, and activation of CDRS in Korea.

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A Study on the Collaborative Digital Reference Service - Focused on the implementation of Question point at KISTI - (협력형 디지털참고정보서비스 활용에 관한 연구 - KISTI의 Question포인트 운영 사례를 중심으로 -)

  • 최은주;이선희
    • Journal of the Korean Society for information Management
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    • v.21 no.2
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    • pp.69-87
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    • 2004
  • This study examines basic concepts and characteristics of QuestionPoint, the typical model of Collaborative Digital Reference Service and Global Reference Network, and analyzes the case of Question포인트 service at Korea Institute of Science and Technology Information where the service is initiated first time in Korea by developing Korean interface. 114 reference questions were analyzed, and questionnaires were sent to 63 service users to find out their overall attitudes and degree of satisfaction. Some suggestions were made by discussing the necessity of the enhancement of CDRS and mutual cooperation among Korean libraries.

A study on the global collaboration mechanism of collaborative digital reference service - focused on KISTI CDRS - (협력형디지털정보서비스의 글로벌협력 메커니즘에 관한 연구 - KISTI 사례 중심으로 -)

  • Lee, Seon-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.365-368
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    • 2007
  • Information institutes in the world provide users with collaborative digital reference service for answering users' questions. Korea Institute of Science and Technology Information has conducted Question포인트+ that is CDRS using global mechanism. KISTI has developed two types of global collaboration mechanism on CDRS: one is using Global Network, the other one is direct cooperation between KISTI and a German organization ZLB. This study analyzes the current global collaboration mechanism of CDRS at KISTI and suggests the future model of global collaboration mechanism to satisfy the users' needs.

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Development and Management of CDRS in Korean Library Community (한국 도서관계의 '협력형' 디지털참고서비스(CDRS): 문제점과 개선안)

  • Kim, Wang-Jong;Lee, Jae-Whoan
    • Journal of Korean Library and Information Science Society
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    • v.47 no.4
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    • pp.69-91
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    • 2016
  • The purposes of this article are to raise the quality issues of Collaborative Digital Reference Services(CDRS) in Korean libraries and to suggest the feasible solutions to resolve the quality problems of CDRS. To the end, a thorough examination on the development process and present condition of main Korean CDRS such as 'Question포인트' and' '사서에게 물어보세요'. This article investigates the causes of 'low quality' in Korean CDRS with emphasizing both technical problems and managerial limitations. Finally suggested are the solutions to improve the low quality of CDRS with special concerns on Korean library situation. Discussions on this article are based on literature review, statistical analysis, and usability tests on the targeted Korean CDRS, '사서에게 물어보세요'(Ask a Librarian in Korean version).

EEPERF(Experiential Education PERFormance): An Instrument for Measuring Service Quality in Experiential Education (체험형 교육 서비스 품질 측정 항목에 관한 연구: 창의적 체험활동을 중심으로)

  • Park, Ky-Yoon;Kim, Hyun-Sik
    • Journal of Distribution Science
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    • v.10 no.2
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    • pp.43-52
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    • 2012
  • As experiential education services are growing, the need for proper management is increasing. Considering that adequate measures are an essential factor for achieving success in managing something, it is important for managers to use a proper system of metrics to measure the performance of experiential education services. However, in spite of this need, little research has been done to develop a valid and reliable set of metrics for assessing the quality of experiential education services. The current study aims to develop a multi-item instrument for assessing the service quality of experiential education. The specific procedure is as follows. First, we generated a pool of possible metrics based on diverse literature on service quality. We elicited possiblemetric items not only from general service quality metrics such as SERVQUAL and SERVPERF but also from educational service quality metrics such as HEdPERF and PESPERF. Second, specialist teachers in the experiential education area screened the initial metrics to boost face validity. Third, we proceeded with multiple rounds of empirical validation of those metrics. Based on this processes, we refined the metrics to determine the final metrics to be used. Fourth, we examined predictive validity by checking the well-established positive relationship between each dimension of metrics and customer satisfaction. In sum, starting with the initial pool of scale items elicited from the previous literature and purifying them empirically through the surveying method, we developed a four-dimensional systemized scale to measure the superiority of experiential education and named it "Experiential Education PERFormance" (EEPERF). Our findings indicate that students (consumers) perceive the superiority of the experiential education (EE) service in the following four dimensions: EE-empathy, EE-reliability, EE-outcome, and EE-landscape. EE-empathy is a judgment in response to the question, "How empathetically does the experiential educational service provider interact with me?" Principal measures are "How well does the service provider understand my needs?," and "How well does the service provider listen to my voice?" Next, EE-reliability is a judgment in response to the question, "How reliably does the experiential educational service provider interact with me?" Major measures are "How reliable is the schedule here?," and "How credible is the service provider?" EE-outcome is a judgmentin response to the question, "What results could I get from this experiential educational service encounter?" Representative measures are "How good is the information that I will acquire form this service encounter?," and "How useful is this service encounter in helping me develop creativity?" Finally, EE-landscape is a judgment about the physical environment. Essential measures are "How convenient is the access to the service encounter?,"and "How well managed are the facilities?" We showed the reliability and validity of the system of metrics. All four dimensions influence customer satisfaction significantly. Practitioners may use the results in planning experiential educational service programs and evaluating each service encounter. The current study isexpected to act as a stepping-stone for future scale improvement. In this case, researchers may use the experience quality paradigm that has recently arisen.

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Stimulus Tester : Educational Learning Improvement System for IPTV Education and Entertainment Contents (IPTV의 교육 및 엔터테인먼트 콘텐츠를 위한 교육 학습 반응 시스템 (Stimulus Tester) 연구)

  • Beak, Seung-Hyun;Kwon, Dae-Hyuk;Lee, Hye-Ran
    • Journal of Internet Computing and Services
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    • v.11 no.5
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    • pp.71-80
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    • 2010
  • The purpose of this research is to help IPTV (Internet Protocol Television) commercialization using newly produced educational contents in the area of entertainment and education which currently popular in the market. It is called, Stimulus $Tester^{TM}$, endow reaction time from the feedback of learning system, using a non-direct method, for example, a remote controller. Reaction time is the learning efficiency promotion mechanism that learner ascertain the learning condition of oneself by the time with solved questions from the solving the question in given time. Reaction time also play a key role that the learner may go through course which distribute the point to PC from Server. If this system is ready, we expect that the educational industry will gradually spread out. To verify the learning efficiency of this system, we concluded that the learning improvements, by an Internet-based and a paper-based test, of the increase by 51%, from 2.47min to 1.27min, during reaction of 7 days.

The Effects of Lesson Using Video UCC on Understanding an American Culture and Interesting English Lessons (UCC 동영상을 활용한 수업이 미국문화 이해도와 영어수업 흥미도에 미치는 영향)

  • Yu, Jeong-Su;Lee, Ji-Young
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.45-52
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    • 2010
  • This paper is a research to know how to influence english lessons in a elementary school, when the class uses both video UCC and PPT to understand for an american culture and english lessons. We study 68 students in the 5th grader for 5 months. The results of the experiment research are as follows. Students of an experiment group show the advanced increase than a control group in understanding. We measure the degree of interesting about English lesson. The motive and interest in english lessons of an experiment group show the developed result. We put a question the experiment group on their opinion in video UCC utility. The experimental group answer the ratio of very positive opinion in usefulness and interest.

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Development and Evaluation of Consumer Educational Contents on Hazard Chemicals in Food for Female College Students in Seoul (식품 중 유해물질에 대한 소비자 교육 콘텐츠 개발 및 교육효과 조사 -서울에 거주하는 여대생을 중심으로-)

  • Cho, Sun-Duk;Kang, Eun-Jin;Kim, Meehye;Park, Sung-Kug;Paek, Ock-Jin;Kim, Gun-Hee
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.42 no.10
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    • pp.1701-1706
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    • 2013
  • Domestic and overseas information with regard to harmful substances are analyzed. From the results, environmental-derived hazard chemicals, which show relatively low recognition, and hazard chemicals that occur unavoidably in food manufacturing process are selected as target harmful substances. Thus, educational leaflet contents were developed based on these substances. To find the effects of education with the above contents, this study surveyed 120 female college students living in Seoul. The purpose of the survey is to analyze the change in recognition, attitude and behavior on hazard chemicals in foods. The survey found that the recognition on harmful substance in foods increased; from 31.5~78.0% before education to 98.8% after education. It also indicates that vague anxiety in which the harmful substances may damage their health decreased by approx. 25.0%; from 77.8% before education to 52.8% after education. For the question of what they would do when government promotes to reduce harmful substances in foods, 12.3% of respondents said that they would actively follow the suggestions and 73.5% of them said that they would do their best before an education. However, 56.1% of them said that they would actively follow the suggestions after the education. It indicates that the ability to recognize harmful substances changed after the education. With regard to consumer behavior, when they knew about the harmful substances in foods, 49.6% of them said that they would select foods after investigating relevant information before the education, while 77.4% of them said that after the education; which is an increase of 27.8%. Further, 45.4% of them said that they would not purchase relevant foods before the education, while 20.9% of them said that after the education; which is a decrease of 24.5%. Therefore, it is considered that vague anxiety of consumers can be eliminated by providing persuasive information on harmful substances. To expand on the communication channel with consumers for food safety, contents development and educational promotion should be enhanced for providing food safety related information.

Preference and Readability of Hangul Fonts in the Presbyopic Age (노안 연령에서 한글서체의 선호도와 가독성 평가)

  • Jeung, Shinhae;Son, Jeong-Sik;Hwang, Hae-Young;Kim, Seong Kun;Yu, Dong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.2
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    • pp.149-156
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    • 2013
  • Purpose: The aim of this study was to determine a suitable type and size of Hangul fonts for printed materials in the presbyopic age. Methods: Based on the most common Hangul fonts used today, three types of fonts were used Hamchrombatang, Sinmoonmyungjo and Sinmyungjo at small font sizes in the range 9-11 point (pt). Subjects were 101 volunteers aged 41 through 85 years. Near visual acuity (VA) was corrected to read VA 0.5 at 40 cm after distance correction. The subjects were asked to read words containing 88 characters in 10 pt after a question about preference. Readability was assessed by reading rate that was calculated as the number of words read correctly in one minute (words per minute, wpm). Results: The most preferred font type was Simmyungjo at small font sizes. Although preferred font sizes were different in each font type, Sinmyungjo was generally preferred at 10 pt more than other fonts. Hamchrombatang and Sinmyungjo were read significantly faster than Sinmoonmyungjo. There was a weak negative relationship between readability and age in Sinmyungjo. In comparing between the top 10% and the bottom 10% group sorted by reading rate, the top group showed lower average age and addition than the bottom group, however there were no significant differences in reading rate among the fonts. Conclusions: Although increasing age tends to be low in readability for Sinmyungjo, in the light of preferred font and readability, it is recommended to use a 10 pt Sinmyungjo font in printed materials for the presbyopic age.

Toward Successful Adaptation from Games to Films (게임 원작의 성공적인 각색)

  • Park, Soo-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.3-14
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    • 2011
  • Nowadays, it becomes a widespread and frequent practice that one content as a source is converted into diverse media formats. However, it is hard to answer the question whether the converted content might become successful again. That is mainly because one needs to have clear understanding about the characteristics of the target media format. This explains the phenomenon that there are very few successful movies which have been adapted from successful digital games. Thus, it is essential to conduct thorough and sufficient researches on the success factors of the adapted movies. The objective of this research is to investigate and analyze common factors of successful movies from digital games in terms of their visuals and narratives. We have found that successfully adapted movies from digital games shares three commonalities in the work of adaptation for effective cinematic impacts. Firstly, the adaptors of the successful movies have composed scripts with riveting storytelling through simplification, compression and removal of the original story. Secondly, they have satisfactorily re-implemented the original game avatars in the process of adaptation. Finally, they have effectively discovered inherent attractiveness of the original games and incorporated into the target movies with faithful following of cinematic grammar. We expect that our work contribute to reduce failure rate of the prospective movies converted from games by the proposed analysis of success factors shared among successfully adapted movies through the proposed case studies.