The purpose of this study was to extract of Sub-elements of technological communication skills and to construct of a system model. In order to achieve the goal of the study, it was carried out in two steps: (1)Extraction sub-elements and definitions of technological communication skills, (2)Development of a system model of technological communication skills. Obtained conclusions by the process of this research were as follows. First, sub-elements of the technological communication skills were extracted and they were images, sketches, flowcharts, drawings, prototyping, symbols tables graphs and presentations. Second, using the 'technological communication tools' based on the "collaborative activities in online and offline', technological communication skills were defined as communication skills to be raised through the process of 'Idea through the Communication', 'Realization through the Communication', 'Wrap up through the Communication'. Third, technological communication skills were described as the system, in which 'Idea through the Communication(images, sketches, flowcharts)', 'Realization through the Communication(design, prototyping)', 'Wrap up through the Communication(symbol table graph, presentation)' were collaboratively activated. Fourth, checking tool for the technological communication skills was developed, based on checking tool for the existing communication skills and system model for technological communication skills. And it was improved by the expert validity test.
Journal of Information Technology Applications and Management
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v.13
no.2
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pp.1-15
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2006
This paper classifies the critical knowledge/skill set required to IS practitioners according to content or domain of knowledge : IS technology knowledge/skills, organizational and societal knowledge/skills, interpersonal knowledge/skills, and personal traits knowledge/skills. The survey reveals that Korean IS practitioners rate interpersonal knowledge/skills and personal traits knowledge/skills the most important, and organizational and societal knowledge/skills the least important. Specifically, they rate creative thinking, critical thinking, interpersonal communication skills, team working skills, personal motivation, operating systems, programming languages, DB/data warehouse, IS technological trend, networkicommunicationisecurity especially important. The survey also shows that Koran IS practitioners feel knowledge deficiency in almost all knowledge/skills areas. The results confirm that the curriculum of universities, the training and education programs of industries, and IS/IT education policy of the government should be revised as soon as possible.
Purpose: This provides basic data for improving educational effectiveness by selecting and applying basic vocational competency applicable to dental technology's sub-major curricula by determining and researching dental technicians' awareness levels concerning the basic vocational competency's importance. Methods: 170 dental technicians working in Daegu, Korea were surveyed using a self-administered questionnaire between 9 January 2018 and 23 February 2018. Results: 1. The highest level of the basic vocational competency elements by the awareness levels of importance in dental technology laboratories was shown in the occupational ethics, followed by technological skills, interpersonal skills, self-development levels, problem-solving skills, information skills, resource management skills and skills for understanding groups, communication skills, and mathematical skills. 2. Female dental technicians put relatively higher importance on writing documents and managing time, while males stressing on basic statistics. 3. Dental laboratory CEOs and managers put high values on resource management skills, while head technicians valuing information skills more. 4. The awareness levels concerning the basic vocational competency importance in some dental technology fields did not match those of the dental technology laboratories in the fields of porcelain, crown and bridge, and orthodontics. Conclusion : This study demonstrates that the awareness levels concerning basic vocational competency's importance in some fields of dental technology differ from those of dental technology laboratories. Developing a basic vocational competency curriculum, it seems necessary to find ways to increase educational effectiveness by selecting and applying the basic vocational competency for the respective fields of dental technology.
Three benefits of incorporating writing in engineering curricula are presented. The first benefit is in improving the communication skills which are essential for engineers and are attained through practice. The second benefit is in enhancing learning and is achieved by utilizing the complex process of writing to heighten the level of understanding. The third benefit, though difficult to recognize and even more difficult to promote in a society (and educational institutes) steeped in the behaviorist tradition, is in promoting meaningful learning by cultivating motivation internal to students themselves. The boundaries of writing activities are broadened to include that of stating a paragraph or even one complete sentence such that it may be incorporated in engineering without undue strain. A two-year trial of incorporating four types of writing assignments in six different courses (a total of 12 classes) at Michigan Technological University shows that writing assignments can be designed to achieve different degrees of the three aforementioned benefits. It is found that different types of writing activities need to be assigned depending on the status of course (elective vs. required) and on the composition of the students taking the course (upper division vs. lower division; majors vs. non-majors).
International Journal of Computer Science & Network Security
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v.21
no.12
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pp.344-348
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2021
The article examines one of the most important means of visualization of mass information on the Internet - information graphics in the broadest sense of the term as a visual technology for presenting mass information. The main objectives of the article are to determine the genre-typological features of infographics and basic technological principles; identification of features of creation and use of information graphics in modern network. Certain benefits of online infographic editors include savings in resources and time. They allow the user, who has basic PC skills, to create standardized infographics based on their own data. In addition, the use of online services develops visual thinking, allows you to get an idea of quality criteria and current trends in infographics, as well as to gain initial experience in the visual presentation of data.
International Journal of Internet, Broadcasting and Communication
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v.13
no.4
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pp.97-102
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2021
The development of CG technology throughout the 2000s brought about a significant growth in the animation market. This phenomenon led to an increase in the number of people required by related industries, which led to an increase in the number of related majors in universities. CG application technologies are becoming more common with the advent of YouTube and virtual YouTubers, but high technology is still required for students to get a job. This situation is not easy to include both technological and creative skills in the college animation curriculum. In order to increase students' creativity, we need a lot of production experience, which requires a lot of knowledge and time if we only use tools like Maya and 3D Max. In this paper, We tried to devote more time to storytelling by minimizing the technical process required for production and proceeding with repetitive or difficult processes for content creation using third-party programs. And through the 12-week class, the experimental production process was applied to the process from planning to completion of animation works that students would submit to the advertisement contest.
Journal of the Korean Society for information Management
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v.27
no.3
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pp.15-34
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2010
In this study we determine the level of awareness among academic librarians of ten technological tools as outlined in American Libraries. Towards this end, we conducted a survey targeting 156 academic librarians in 25 Korean university libraries. Questionnaires were designed to determine both the viability and level of acceptance of the ten technological proposals in question. Conclusions drawn after analyzing the responses to the survey were as follows: 1) Customer service can be improved by first drawing up a list of technological skills required for staff members. Methods to develop the cataloging service to more closely match individual user preferences and the use of SMS to send alerts proved to be the proposals, of the ten that were proposed, that not only bore the greatest necessity but also proved to be the most effective once they were implemented. 2) Proposals that proved to be the most difficult to implement were: Using technology to improve the cataloging service to make it more capable of evolving according to the individual preferences of users; the special event wiki for users; and improvements in customer service arising from identifying and drawing up a list of technological skills required for staff members.
International Journal of Internet, Broadcasting and Communication
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v.14
no.3
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pp.115-130
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2022
Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.
The purpose of this study was to develop a creative problem-solving competition program in order to provide an opportunity for junior high schoolers to solve problems on the basis of technological hands-on activities by deploying their creative problem-solving skills and to foster their cooperative and challenging spirits by tackling the given problems in group. Relevant literature and competition programs were analyzed to develop a junior high school competition program for creative problem solving on the basis of technological hands-on activities. This study was implemented in three stages: preparing, developing and applying. In the preparation stage, the content structure of technology and the fields of corresponding hands-on activities were investigated, and creativity theories were analyzed. Besides, domestic and foreign creativity-related competition programs were checked. In the development stage, an overview of the nature, object, question making and evaluation of a competition program for creative problem solving on the basis of technological hands-on activities was presented, and a program was developed, which consisted of three stages: planning, operating and evaluating. In the application stage, every student in a selected junior high school participated in the competition program. The findings of the study were as follows: First, the competition program developed in this study intended to offer a chance for every junior high schooler to solve problems on the basis of technological hands-on activities to display their creative problem-solving skills. Second, the program was designed to include planning, operating and evaluation stages, after the nature and object of the competition program and in which way question making and evaluation should be fulfilled were determined. Third, the competition program dealt with five areas according to the content structure of technology: manufacturing technology, construction technology, transportation technology, communication technology and biotechnology. And questions for each area and student worksheets were developed. Fourth, the program was utilized in a junior high school to give an example.
International journal of advanced smart convergence
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v.9
no.1
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pp.185-192
/
2020
The number of dementia patients in Korea is expected to increase to 3.30 million in 2050, and the cost of dementia management will increase sharply to KRW 106.5 trillion of GDP. In August 2017, the Moon Jae-in government announced the 'Dementia National Responsibility System' through a five-year plan for government operation and expanded the Dementia Peace Center nationwide. However, for this, strategic dementia-related technology development strategies should be established and given the role of government and the role of the private sector. Therefore, in order to derive the corresponding strategy, this study developed the government's 'dementia' response technology development strategy through the situation analysis from the political, economic, social, and technological perspective and the environmental (PEST) analysis of the strengths, weaknesses, opportunities, and threats (SWOT). As a result, the direction of technology development in the dementia-related medical device market is expected to become a trend of developing dementia self-measurement by developing low-cost and high-efficiency diagnostic technology products. It has been shown that the development of various products for consumers should begin. As a result, the dementia market approach strategy should be premised, the related technical support and legal restrictions should be minimized, and the education of related experts should be strengthened to solve the government's development of dementia technology and the social problems of dementia. In addition, by developing joint projects with major companies around the world and actively participating in the technology platform, it is important to naturally build up skills accumulation for the development of dementia technology and competence skills of dementia technology experts in the long term.
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