• Title/Summary/Keyword: contents services

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The creative convergent person and the analysis of educational purpose system based competence in the 2015 revised curriculum (2015 개정 교육과정의 창의융합형 인재상과 역량 중심의 교육목적 체제 분석)

  • Park, Changun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.743-752
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    • 2017
  • This paper analysis the creative convergent person and the analysis of educational purpose system based competence in the 2015 revised curriculum. For this end, first, It discuss the educational purposes of the elementary and secondary school. The educational purposes are specified in the law, the general guideline and subject matters of the national curriculum. Second, It find out the relationship between creative convergence person and educational purposes. The core competencies that emerged from 2015 revised curriculum are an important role for the realization of creative convergence person. Finally, each purpose for the promotion of creative convergence person review how adequately defined. The review divided the three; the stipulation of legislation, general guideline of the national curriculum, subject matters of the national curriculum. As a result, the purpose of the direct role for the realization of creative convergence person is core competence and special competency of a subject matters. These competencies are reflected in achievement standards of the contents system in subject matters of 2015 revised curriculum. The core competence is a kind of educational purposes in terms of learners.

Regional Cultural Resources & Content development Process (지역문화자원과 콘텐츠개발)

  • Park, Se-hee;Lee, Seung-gwon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.9
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    • pp.221-234
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    • 2016
  • In order to revitalize the regional economy and culture, understanding what cultural resources are about is of prime importance. When considering cultural resources, one ought to appreciate that developing content industries can contribute to the development of the regional economy and the sustainability of the country. Recently, vast amounts of aid and financial resources have been earmarked for the development of the national cultural industries. Each region of our country has enhanced its autonomy in terms of decision-making, thus increasing the resort to cultural and natural resources. However, when industrializing and excavating hidden cultural resources, vitality should be breathed into regional and national economies. Moreover, as an issue of national importance, this could held resolving pressing matters such as the creation of added-value jobs, the merger of industries, basic architecture, societal problems and the revitalization of rural communities, to name but a few. Therefore, so as to develop regions through the revitalization of regional economies and the improvement of infrastructures, it is necessary to encourage cultural industries and the excavation of cultural resources. The present research suggests to upgrade the values of regional and cultural resources so as to revitalize cultural regional resources through concrete policies. This basically implies carrying out a program which aims at diffusing cultural values by resorting to cultural resources as tools of revitalization. Finally, the importance of cultural resources must be reflected in a diversified spectrum of policies aimed at bringing values out of cultural resources. Yet, thorough researches on proposals for a better use of regional resources are still much needed.

Analysis of users' needs for developing mobile health based prevention and intervention programs for the metabolic syndrome in college students (대학생의 모바일 헬스 기반 대사증후군 예방 및 중재 프로그램 개발을 위한 사용자 요구 분석)

  • Kang, MinAh;Lee, Soo-Kyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.429-442
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    • 2017
  • This study was performed to investigate and analyze users' needs for m-health based prevention and intervention programs that are intended to improve the awareness of metabolic syndrome and promote health behaviors of college students. A questionnaire survey was conducted to 200 college students of 2 university in D city. Data were analyzed using descriptive statistics, t-tests, chi-square test with the SPSS Version 20.0. The result showed that users wanted customization of prescriptions and accurate measurement of health applications, and provided a positive feedback on information exchange between those who manage their health. The most preferred content was proper exercise methods, and the preferred gamification factors were goal-setting, compensation, and competition. The optimal price for wearable devices was between 10,000 to 50,000 won, and calorie consumption function was also preferred. Although users with experiences of wearable devices and health apps had a higher knowledge score pertaining to metabolic syndrome, there was no significant difference in the overall score. Concerning the health behaviors associated with lifestyles, individuals without the experiences of wearable devices and health apps showed a remarkably lower score. The research has a significance that it investigated and analyzed the contents needed for the development of effective moblie health based prevention and intervention programs targeting the population in their early adulthood. Therefore, based on the findings, we propose a rich and concrete follow-up study on the needs and characteristics of different user types by collecting a population with experiences of wearable devices, and a development of differentiated mobile health based prevention and intervention programs.

Busan Tourism Industry applying OECD Tourism Policy and ICT Convergence Platform (OECD 관광정책과 ICT 융합 플랫폼을 적용한 부산관광산업)

  • Lim, Yong-Suk;Jung, Ho-Jin;Lee, Jung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.871-879
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    • 2017
  • The purpose of this study is to propose a Busan tourism industry in which the 2016 OECD Tourism policy and ICT convergence platform are applied. OECD proposed 3 policies to promote the tourism industry: First, to maintain the competitiveness of the tourism industry as well as improve its efficiency and sustainability, second, to establish a seamless traffic system, and third, to build a response to the sharing economy. Centering on the OECD's three policies, we propose the developmental possibilities of tourism in Busan. At the same time, we suggest the necessity to build an ICT convergence platform that will help foster the industry. In building an ICT convergence platform, we especially focus on the necessity of: 1. Sharing and creating experience-based interactive contents on the software side, and 2. Developing high quality user experience (UX) and providing a data analysis-based customized service on the hardware side. In addition, we insist on the establishment of the Tourism Promotion Agency for the continuous performance and management of Busan tourism industry. The study ultimately suggests that the construction of ICT convergence platform based on OECD tourism policy can result in the expected outcomes of high effects with low cost for both consumers and suppliers related to the tourism industry.

A Study on Multicultural Mentor's Capacity (다문화 멘토의 역량에 관한 연구)

  • Park, Misuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.879-888
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    • 2017
  • The purpose of this study is to explore the competence needed to be possessed by multicultural mentors, and offer an education program for the competence development of mentors. From June to September of the year 2016 in-depth interviews were conducted with 10 mentors who have participated in multicultural mentoring for over a year concentrating on the result of their participation in the mentoring. The interview contents were transcribed, then analyzed into learning competence, psychological competence, social competence as well as cultural competence. The result of the analysis is as follows. First, the learning competence needed for mentors are intellectual capability and teaching skills needed when teaching mentors. Second, the psychological competence consists of the attitude of attentively listening to mentees and advising them. Third, the social competence is conversation skills, communication techniques and leadership. Fourth, the cultural competence consists of recognizing diversity and the ability to manage the mentee's situation. Based on the analysis of this result, educational plans for enhancing mentor's capacity are as follows: First, education for mentors is necessary before they will begin mentoring. Second, it is necessary to provide a place for mentors' self-reflection. Third, it is for mentors to receive regular counseling. This study will become a basic research to reinforce the effectiveness of mentoring and reconsider the importance of mentor's capacity.

The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.795-806
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    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

A study on the evaluation area of academic achievement in special education basic curriculum based on importance and performance analysis (중요도·실행도 분석에 근거한 특수교육 기본교육과정 학업성취도 평가 영역 고찰)

  • Shin, Seoyoung;Park, Changun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.815-823
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    • 2017
  • The purpose of this study is to investigate the need for practical evaluation of special education field based on the analysis of the importance - performance of special education basic curriculum academic achievement evaluation area. The evaluation categories and areas for the analysis of importance and performance are set in 4 categories - 22 areas of life education derived from Delphi analysis and 7 categories- 27 areas in special education basic curriculum. As a result of analyzing the importance and performance of 126 teachers of intellectual disability special schools in P metropolitan city, statistically significant difference was shown between importance and performance in all areas. As a result of analysis of scatter plot with x - axis and significance as y axis based on averaging point, some elements of subject education showed low recognition level both in importance and execution. The results of this study suggest the necessity of restructuring the evaluation area and the evaluation system of the basic education curriculum of the special education and further revise the contents of the curriculum of the national level basic curriculum and the content area, It implies that discussion is needed.

A Study on Method of Framework Data Update and Computing Land Change Ratio using UFID (UFID를 이용한 기본지리정보 갱신 및 지형변화율 산출 방안 연구)

  • Kim, Ju Han;Kim, Byung Guk
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.1D
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    • pp.157-167
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    • 2006
  • During the first and second NGIS projects by the Korean government, The first one (1995~2000) was limited on constructing geographic information and the second (2001~2005) was focused on circulation and practical use of geoinformation from the result of the first project. In the latter half of 2nd NGIS project, However, the geographic information from the NGIS projects have not been renewed even though there were significant geographical changes. The accurate renewal of geoinformation is a matter of great importance to the next generation industry (e.g. LBS, Ubiquitous, Telematics). In this respect, it is time to update the geographic information in the latter half of the second NGIS project. Therefore, It is not only important to build an accurate geoinformation but also rapid and correct renewal of the geoinformation. NGII (National Geographic Information Institute) has been studying for improvement of digital map that was constructed by the result of the 1st NGIS project. Through the construction of clean digital map, NGII constructed Framework Data to three kinds of formats (NGI, NDA, NRL). Framework Data was contained to other database, and provided the reference system of location or contents for combining geoinformation. Framework Data is consist of Data Set, Data Model and UFID (Unique Feature Identifier). It will be achieved as national infrastructure data. This paper attempts to explore a method of the update to practical framework data with realtime geoinformation on feature's creation, modification and destruction managed by 'Feature management agency' using UFID's process. Furthermore, it suggests a method which can provide important data in order to plan the Framework update with the land change ratio.

A Study on Elderly People in Health Inequality in Vulnerable Health Areas Centering around Agriculture and Fisheries Areas (농어촌 건강취약지역 노인의 건강불평등 관련요인 연구)

  • An, Sung A;Sim, Mi Young;Jeong, Baek Geun;Kim, Jang-Rak;Kang, Yun Sik;Park, Ki-Soo;Yeum, Dong Moon
    • 한국노년학
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    • v.31 no.3
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    • pp.673-689
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    • 2011
  • It is a qualitative study based on a focus group with an aim to figure out elderly people's experiences in health inequality in vulnerable health zones in agriculture and fisheries areas. Of eups, myeons and dongs selected as 40 vulnerable areas where standardized death rates had continued to be high from 2004 to 2007 in 20 counties and cities in Gyeongsang-do, 15 agriculture and fisheries areas were randomly chosen to extract 8 to 10 elderly people. Explanations were given to study subjects, and 7 to 8 people who agreed to take part in the study joined a regional focus group. Contents of interviews were analyzed with a phenomenological method by Colaizzi (1978) in order to accurately describe pertinent phenomena. The study has found four categories including ecological environmental problems, insufficient services for local community & harmful environmental problems, worsening economic conditions and insufficient health care management in terms of health behavior.

A Study on the Elderly's User Experience by Using Virtual Reality (가상현실 기기를 활용한 고령자 사용자 경험에 관한 연구)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.305-317
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    • 2018
  • This study is about the elderly people's use and experience of Virtual Reality (VR) in order to enhance their quality of life. Leisure is main activity of the elderly. As a result, the quality and diversity of leisure affects the quality of the elderly people's life. VR services including video contents could provide them with advanced and interesting experiences. Across the world, population aging becomes one of the most important problems in each society. The social and economic burden of aging is serious challenge to sustainability welfare of the world, including S. Korea. The authors used virtual reality devices to conduct experiments on 99 aged 50 to 90 (men's average age : 75 and women's average age : 70.8). Through the survey, major variants were measured such as system quality, present sense, enjoyment, intent to reuse, and awareness of advanced technology. Multiple regression analyses with the presence as a dependent variable resulted in a sense of closeness (t = 5.381, p <. 01) and a sense of clarity (t = 4.494, p <. 01). The presence of an independent variant had significant effects on pleasure (t = 4.312, p <. 01) and significant effects on the intent to reuse (t = 3.323,).Therefore, it can be interpreted that the higher the sense of existence, the more pleasure and the intent to reuse it. As a result, the possibility of using VR devices and content to enjoy leisure activities can be found in this study even if the elderly group is unfamiliar with IT devices.