KIPS Transactions on Computer and Communication Systems
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v.11
no.11
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pp.403-410
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2022
Non-Fungible Tokens (NFTs) created on the basis of blockchain have their own unique value, so they cannot be forged or exchanged with other tokens or coins. Using these characteristics, NFTs can be issued to digital assets such as images, videos, artworks, game characters, and items to claim ownership of digital assets among many users and objects in cyberspace, as well as proving the original. However, interest in NFTs exploded from the beginning of 2020, causing a lot of load on the blockchain network, and as a result, users are experiencing problems such as delays in computational processing or very large fees in the mining process. Additionally, all actions of users are stored in the blockchain, and digital assets are stored in a blockchain-based distributed file storage system, which may unnecessarily expose the personal information of users who do not want to identify themselves on the Internet. In this paper, we propose an NFT platform using cloud computing, access gate, conversion table, and cloud ID to improve usability and privacy problems that occur in existing system. For performance comparison between local and cloud systems, we measured the gas used for smart contract deployment and NFT-issued transaction. As a result, even though the cloud system used the same experimental environment and parameters, it saved about 3.75% of gas for smart contract deployment and about 4.6% for NFT-generated transaction, confirming that the cloud system can handle computations more efficiently than the local system.
Recently, metaverse is rapidly expanding its area as a platform that can be applied to various fields. In particular, the function that allows many users to interact in a three-dimensional space allows VR/AR-based educational content to be used as a more advanced concept. Due to the nature of engineering education, it is often based on three-dimensional objects. In the case of a three-dimensional object, it is difficult to explain through two-dimensional videos or documents, and it becomes more difficult to express when the process of changing the object is included. The three-dimensional space of the metaverse can improve this difficulty based on real-time rendering. Another characteristic of engineering education is that there are many invisible elements. Although it is involved in the movement of objects due to electromagnetic fields, magnetic fields, and forces, it is the main reason for increasing learning difficulty because it is invisible. These problems can also help learning because they can be visually represented in the metaverse space. In this paper, the results of the establishment of the metaverse platform for engineering education and the real-time lecture contents produced based on it are described, and the applied results and lecture evaluation are discussed. Lectures using a total of 9 metaverse contents were conducted, and 90% of the positive lecture evaluation results were obtained.
Purpose: With the development of the Internet, consumers can quickly access the electronic word-of-mouth. Consumers seek to reduce uncertainty by referring to the opinions of other consumers about products and services when making purchase decisions. In the food service industry, evaluating a restaurant before an actual visitation is difficult. Therefore, electronic word-of-mouth is important to interact with the customer in restaurants. as it can be used as an exchange of information in which consumers participate and interact with other customers. This study was conducted to verify how online word-of-mouth characteristics (Consensus, Vividness, Neutrality) on attitudes and visit intention from the perspective of social exchange theory. And it was performed to verify the structural relationship between short-term visit intention, mid-term visit and long-term visit intention. Research design, data, and methodology: A survey was conducted on customers who have visited restaurants. Of a total of 312 responses, 306 responses were used, excluding insincere responses and missing values for factors analysis. SPSS 25.0 and AMOS 25.0 were used for statistical analysis, and hypothesis testing was conducted after verifying the validity and reliability of the questionnaire items. Result: The result of the analysis showed that, consensus and neutrality have a positive effect on attitude but not much on vividness. In addition, consensus, vividness, and neutrality have no effect on the short-term visit intention. Finally, the short-term visit intention has a positive effect on mid-term visit intention, and mid-term visit intention has a positive effect on long-term visit intention. Conclusions: Based on the results, this study suggested that it is necessary to have practical implications for marketing and monitoring restaurant reviews in consideration of the characteristics of electronic word-of-mouth. When managing electronic-word-of-mouth, it is necessary to manage the consensus and neutrality is essential to provide sufficient information about the restaurant. The focus should not only be on vividness, such as photos and videos. In addition, restaurants should also provide a good experience for first-time visitors as the short-term visit intention positively affects mid-term and long-term visit intention.
The purpose of this study is to comparatively analyze academic achievement and class satisfaction in college general mathematics between face-to-face classes and remote classes. For this study, we selected 97 first-year students from three departments of an engineering college at M University. Among the subjects of the study, 39 students in Department A and 36 students in Department B took remote classes using pre-recorded class videos, and 22 students in Department C took face-to-face classes. The subjects of this study were evaluated by one professor as the same type of problem with the same content for the same textbook. Among the subjects of the study, 35 students in department A, 34 students in department B, and 17 students in department C who entered through rolling admissions were collected and homogeneity tests were conducted. And then we analyzed the scores of these students' midterm and final exams for general mathematics in the first semester of 2021. Also, we compared and analyzed the academic achievement and class satisfaction of general mathematics subjects for face-to-face classes and remote classes for all study subjects. The results of this study are as follows. First, there is a significant difference in students' academic achievement of general mathematics between face-to-face classes and remote classes. Second, there is a significant difference in class satisfaction between face-to-face classes and non- face-to-face remote classes.
The Journal of the Convergence on Culture Technology
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v.7
no.4
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pp.123-136
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2021
Teddy bear is a typical rag doll which has been loved by people all over the world for more than 100 years based on its cute and friendly image. In addition, as it has been together for a long time with us, it is considered as a friend of people with memories of all ages and sexes, not just animal doll. Teddy bear has been developing its appearance and character continually playing a role as the symbol of society and issues of an era beyond toys, however it still remains in the image of stuffed toys. Therefore, more advanced teddy bear characters should be created in line with the current environment and market conditions that are undergoing major changes based on the Internet and smart phones. Thus, the concept of the character and the recent development of the market were reflected and the meaning and current image of teddy bears were analyzed to develop new teddy bear stories, worldviews, and characters through design process. And it was created 3D characters, videos, and SNS channels through the developed 3D character design and motion design. Furthermore, we want to take a look at the direction in which Korea's character business can develop in accordance with global changes and suggest the possibility of entering as a character powerhouse.
The crisis of the COVID-19 pandemic has caused significant changes in education systems worldwide, including in Korea. Due to COVID-19's social distancing policies, the education system was suddenly switched to distance learning, resulting in many problems in primary schools without preparation. The purpose of this study was to investigate a teacher's awareness of science education techniques, responses to issues in science classes, including inquiry activities, advantages and disadvantages, and roles after experiencing distance learning. Survey and focus interviews were conducted for primary school teachers who had previously participated in distance learning, such as online content classes and real-time interactive classes. The study findings showed three conclusions: 1) Primary school teachers conducted one-way and interactive lectures in online classes. It is vital to improve a teacher's digital literacy to improve other teaching methods such as investigation and discussion in online classes. 2) Primary school teachers acknowledged the challenges of field feedback, inquiry item preparations, and safety in inquiry activities of science classes, by providing individual experimental packages and videos and using online discussion and feedback among teacher - student and student - student interactions. 3) Primary school teachers recognized that various types of classes using IT devices and individualized learning were possible as advantages of distance learning. As for disadvantages, it was acknowledged that inquiry activities, cooperative learning, immediate feedback, and interaction among students were challenging. Furthermore, learning gaps were wider in distance learning.
Journal of The Korean Association For Science Education
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v.42
no.4
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pp.383-396
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2022
In this study, pre-service chemistry teachers' questions in their teaching practices were analyzed considering the context of discourse. Five pre-service teachers participated in the study. Their questions were analyzed by considering various data including class videos, interviews, and teaching-learning materials. Their questions were classified into relevant question, affective question, dead-end question, rhetorical question, and structuring question. Each question was also classified into appropriate question and convenient question by the aspect of proper responses of students. The analyses of the results indicate the differences in the frequencies of several types of questions depending on the content of the lessons. After using convenient questions, pre-service teachers proceeded to prepared classes as they rather than prompted students' responses. The affective questions were rarely used. The dead-end questions were found to be used for promoting interaction with students. The rhetorical questions were used for various purposes such as arousing students' attention or promoting their thinking. Practical implications were discussed based on the results.
The purpose of this study is to have college students who took 'University Character Education Using YouTube Videos', which was opened as a liberal arts course in college, directly produce UCC assignments with the theme of personality. Despite the recent paradigm shift in learner-centered education, teacher-centered education still hinders learners' motivation to participate in classes. To solve this problem, a learner-led UCC production process is necessary for the practice of effective learner-centered education. For this purpose, a phenomenological research method was applied. The research participants were 10 students, in-depth interview was used for data collection, and Colaizzi's research method was selected for data analysis. As a result of the analysis, 9 themes, 4 theme clusters, and 2 categories were derived. The results are as follows. First, they recognized that the UCC assignments were a field of maturity, such as practicing the right thoughts and actions, and re-establishing the concept of character. Second, they said that the UCC production process was an opportunity to increase their self-esteem. Third, they showed a more mature personality by recognizing that the UCC assignments became a chance to pay attention to others beyond themselves. Fourth, they had the greatest difficulty in selecting a topic while carrying out the UCC project, and they were experiencing the limitations of high-quality projects due to the technical immaturity of UCC production. Finally, this study was concluded by discussing the educational implications based on the results. These results provide a suggestion that more effective character education can be expected when tasks led by learners will be developed and an interactive arena where students can be shared are provided.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.497-502
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2022
Information delivery among young generation has a distinct tendency to prefer visual to text as means of information distribution and sharing recently, and it is natural to distribute information through Youtube or one-man broadcasting on Internet. That is, young generation usually get their information through this kind of distribution procedure. Many young generation are also drastic and more aggressive for decorating themselves very uniquely. It tends to create personal characteristics freely through drastic expression and attempt of face makeup, hair styling and fashion coordination without distinction of sex. Especially, face makeup becomes an object of major concern among males nowadays, and female of course, then it is the major means to express their personality. In this study, to meet the demands of the times, we design and implement the intellectual smart mirror application that efficiently retrieves and recommends the related videos among Youtube or one-man broadcastings produced by famous professional makeup artists to implement the face makeup congruous with our face shape, hair color & style, skin tone, fashion color & style in order to create the face makeup that represent our characteristics. We also introduce the AI technique to provide optimal solution based on the learning of user's search patterns and facial features, and finally provide the detailed makeup face images to give the chance to get the makeup skill stage by stage.
One of the interesting social phenomena in short-form video platforms is the hashtag challenge wherein ordinary users are encouraged to create by imitating short viral videos on a particular theme. Despite the increasing popularity of hashtag challenges, theoretical discussion on related user behavior is still very insufficient. In this study, we attempted to examine the impact of micro-influencers in order to understand users' willingness to participate in hashtag challenges. For this purpose, the para-social interaction theory and imitation behavior literature were adopted as key theoretical basis. In an empirical investigation using 243 survey data from TikTok users, our study found that a user's illusion of intimacy with a micro-influencer (i.e., para-social interaction) had significant positive impact on the intention to participate in a hashtag challenge. This study also showed that the degree of para-social interaction in a short-form video platform was determined by both media content-related factors and media character-related factors (i.e., content attractiveness, physical attractiveness, and attitude homophily). Our work in this study provided significant theoretical and practical implications on how to leverage micro-influencers for the success of hashtag challenges in a short-form video platform.
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