• Title/Summary/Keyword: Social Authoring

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Visualizing Geographical Contexts in Social Networks

  • Lee, Yang-Won;Kim, Hyung-Joo
    • Spatial Information Research
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    • v.14 no.4 s.39
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    • pp.391-401
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    • 2006
  • We propose a method for geographically enhanced representation of social networks and implement a Web-based 3D visualization of geographical contexts in social networks. A renovated social network graph is illustrated by using two key components: (i) GWCMs (geographically weighted centrality measures) that reflect the differences in interaction intensity and spatial proximity among nodes and (ii) MSNG (map-integrated social network graph) that incorporates the GWCMs and the geographically referenced arrangement of nodes on a choroplethic map. For the integrated 3D visualization of the renovated social network graph, we employ X3D (Extensible 3D), a standard 3D authoring tool for the Web. An experimental case study of regional R&D collaboration provides a visual clue to geographical contexts in social networks including how the social centralization relates to spatial centralization.

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Development and Application of Action Based Mathematics Digital Textbook (활동 중심 수학과 디지털교과서의 개발 및 적용)

  • Heo, Nam Gu;Lew, Hee Chan
    • Journal of Educational Research in Mathematics
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    • v.25 no.2
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    • pp.241-261
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    • 2015
  • "SMART" is a word to condense a new kind of educational system recently proposed by the Korean government. It signifies an intelligent adaptive learning system to innovate the educational environment, the contents, methodology and assessment. Developing a digital textbook was one of the main strategic goals to drive forward "smart" education. The Korean government expected to finish the development of digital textbooks of science, mathematics, social studies and English by 2013 and to have a field experiment for them in 2014. However, the case of mathematics was postponed for an indefinite period because its draft version was no different from a traditional textbook in its functional aspect. This situation might come from the non-existence of a good authoring tool and an inexperienced sense by developers of the opportunities available with digital textbooks. This paper introduces the main features for developing a digital mathematics textbook for the 12th grade students, which was developed in the environment of Cabri LM as an authoring tool. This paper also looks upon the results of a whole lesson using the textbook in managing the classroom interaction with students.

Collaborative Social Tagging for eBook using External DSL Approach

  • Yoo, Hwan-Soo;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1068-1072
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    • 2014
  • We propose a collaborative social tagging for eBook using external DSL approach. The goal of this paper is (1) to provide DSL by which authors can write HTML5 rich contents ebook and tag resources, (2) to make users enhance book by tagging resources easily, (3) to make readers read rich book easily regardless of their devices types, (4) to provide ebook resources of RESTful address style by which other system can identify self-descriptive resources of book. To achieve the goal, we provide Bukle DSL language by which author and users can author and enhance ebook with ease. As a domainspecific language Bukle provides a simple yet expressive language for authoring and tagging books that would otherwise be more difficult to express with a general purpose language. Further work includes visual DSL approach and tools by using that the unskilled users could tag book easily. In order that future work also includes text-to-visual DSL transform engine. UX research is also required to tag and to author book. To tackle the above questions we are looking at using visual notation focusing visual syntax.

Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.125-134
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    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.

Mixed Reality(MR) Technology Trends and Development Prospect (혼합현실(Mixed Reality) 기술 동향과 발전 전망)

  • Moon, Hyung-Nam;Cho, Hee-in;Han, Youngmi
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.3
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    • pp.21-25
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    • 2017
  • In this paper, we review relevant technologies of Mixed Reality(MR) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of Information Technology(IT). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface(UI) limitations(i.e., UI metaphor for MR interaction), and social acceptance issues.

Survey on Mixed Reality R&D (혼합현실 기술 연구개발 동향 및 전망)

  • Lee, Sang-Goog
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.1-15
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    • 2007
  • In this paper, we review relevant technologies of MR (Mixed Reality) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of IT (Information Technology). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface limitations(i.e. UI metaphor for MR interaction), and social acceptance Issues.

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Effects of Representation Forms on Analysts' Identification of Systems Development Problems - An Empirical Study -

  • Kim, Jong-Uk
    • Asia pacific journal of information systems
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    • v.10 no.2
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    • pp.71-95
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    • 2000
  • Despite repeated exhortation about the importance of social and human dimensions of systems development, socio-organizational issues continue to be neglected and ignored in the current information systems practice. A review of the human information processing literature suggests that the reasons for this continuing lack of attention to social issues may be found in the limitations of human cognition and information processing capacities. Bostrom and Heinen(1978) and Kumar and Bjorn-Anderson(1990) also suggest that the inadequate attention to social problems and issues by the analyst could originate from the analysts limited problem perception. This research explores how the representation forms of information systems(IS) methodology used in understanding and modeling the problem situation affect such systems development problem perception. Typically, a system development methodology prescribes the use of system models(i.e., system representations) to understand, analyze, evaluate, and design the information system. Given the size and complexity of information systems, and the abstraction and simplification underlying the modeling process, system representations usually depict only a limited set of aspects of the system. Thus, a methodology whose representations are limited to technical aspects will tend to limit the analyst's perspective to a technical one only(Kumar & Welke, 1990). Following the same line of argument, in contrast, it is the conjecture of this study that a methodology which specifies both social and technical aspects of IS development will help the analyst develop a more comprehensive view of the IS problem domain. Based on the above concept, a theoretical model was first developed which explained the systems analysts cognitive process. Drawing on this model, a research model was developed hypothesizing the impacts of representation forms on problem identification. The model was tested using a laboratory experiment with 70 individual subjects. A special computer software was developed with a hypermedia authoring tool to conduct the experiments in order to avoid experimenter biases and to maintain consistency in administrating repeated experiments. The program, designed to replace the experimenter, consisted of functions such as presenting the subjects with problem material, asking the subjects questions, and saving the typed answers of the subjects. The results indicate that representation forms strongly influence problem identification. It was found that the use of the socio-technical representation form led to the findings of more social problems than the use of technical representation form. The results imply significant effects of representation forms on problem findings and also suggest that the use of adequate representation forms may help overcome dysfunctional effects of our limited information processing capacity.

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Strategic Plan for Application of Geospatial Information Technology in the Field of Education (공간정보의 교육분야 활용을 위한 전략연구)

  • Kang, Youngok;Cho, Nahye;Kang, Aetti;Park, Jiyoung
    • Spatial Information Research
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    • v.22 no.2
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    • pp.19-29
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    • 2014
  • As Geoweb is continuously developing, today it is possible for the public to utilize geospatial information technology, whereas only a few experts could apply this technology in the past. The examples that utilize the geospatial information technology creatively in the field of education have been increasing. Google, USGS and NASA, etc. presented various strategies to attract participation from people as they construct the related web-sites and suggest practical examples so that the existing spatial data in public institutions can be utilized in the field of education. In this study, we presented the strategies that converged education and exploratory learning can be vitalized on the primary, middle and high schools by using geospatial information technology. We took a literature review of researches that geospatial information technology had applied in the field of education according to the changes of schools' environments, analyzed internal and foreign web-sites which applied geospatial information technology to the field of education, and finally presented the strategies for application of geospatial information technology in the field of education. The strategies we presented are divided into four parts: 1) construction of course modules, 2) construction of educational database based on geospatial information technology, 3) construction of authoring environments for course modules, and 4) provision of supporting services for vitalizing the education based on geospatial information technology.

A Content Analysis of the 'Adopted Family' of Major Textbooks in Child and Family Welfare Studies: With Focus on the Stereotypes of and Prejudiced Descriptions about Adoptive Families (아동·가족복지학 전공교재의 '입양가족'에 대한 내용분석 - 입양가족의 고정관념과 편견적 서술을 중심으로 -)

  • Bae, Jiyeon;Lee, Sunhyung
    • Journal of Family Resource Management and Policy Review
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    • v.26 no.3
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    • pp.35-48
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    • 2022
  • This study aims to investigate prejudiced descriptions of adoption and adoptive families in the major textbooks in the field of child and family welfare studies. To this end, we analyzed the compositions and contents of eleven different textbooks and found four necessary changes to recommend: first, we found it essential for authors to have a comprehensive understanding of the characteristics of the open adoption culture and adoptive families. Second, we observed the need for the revision of prejudiced terminology found in textbooks' descriptions of adoptive families - about adopters, adoptees, and adoption institutions. Third, we advise an enhancement in the understanding of adoptive families reflecting both qualitative and quantitative understandings of the open adoption culture and perspective about social prejudice against adoptive families. Finally, we advocate for the inclusion adoptive families as one of the diverse forms a family can take, not only in the curriculum of child (children's rights) studies but also in the curricula of other family-related disciplines such as family welfare and healthy family theory. Based on these four changes, we propose a new approach to authoring including a multifaceted review of the subject composition and the content of the major textbooks and revision of the overall contents of the textbooks.

Effect of Learning Activities through Contents Creation for E-book on Self-directed Learning Ability (전자책 콘텐츠 제작을 통한 학습활동이 자기 주도적 학습 능력에 미치는 효과)

  • Park, Sangwook;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.35-44
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    • 2014
  • School education is changed to the learner-centered on 21th century knowledge base information-oriented society. The construction of infrastructure for smart education in the field of education has enabled various educational approaches using this and self-directed learning depending on the levels of learners. Thus, this study created the contents by applying ePUB format based-authoring tools for e-books to subject learning and analyzed the effect on the development of self-directed learning ability of learners. It was confirmed that the experimental group improved the self-directed learning ability better than the control group through e-book making activities from learning results on social studies and history curriculum of fifth graders. The result of this study showed a high level of satisfaction in all the subgroups of self-directed learning ability such as intrinsic motivation, openness to learning opportunities and autonomy.