Recently, as social distancing due to the pandemic continues, face-to-face services are being reduced and non-face-to-face services based on digital platforms or smartphone applications are expanding. In the social work sector where face-to-face methods have traditionally been dominated, the need for a platform for providing non-face-to-face services is increasing. This paper aims to analyze the non-face-to-face platforms operated in the social work services sector to understand the current status and suggest directions for the development of easy and convenient non-face-to-face platforms centered on service users. For this, first, through literature research, the definition, function, and role of social work services and operating systems are identified. Second, six domestic non-face-to-face platform cases are analyzed and compared. Finally, based on the analysis results, the implications necessary for the development of a non-face-to-face social work platform that can be used conveniently and comfortably by all users are derived. Therefore, the direction of developing a non-face-to-face social work platform based on the research results will contribute to the effective use of social work services by more and more people.
Recently, according to the trend of mathematics education to improve students' negative stereotypes and attitudes toward mathematics, it has focused on inducing interest and motivation in mathematics through self-directed learning activities. In addition, it is time to strive to build cultural activities that can contribute to the popularization of mathematics through open education of experience and exploration methods. This paper aims to analyze each content and establish the direction of mathematics education contents in the future by dividing it into three institutions: Mathematics Culture Center, Mathematics Experience Center, School Mathematics Room. First, we investigate and analyze the contents of domestic and international experience centers through the website, papers and prior research. Second, we visit six domestic mathematics experience institutions and interview about two experts from each institution to investigate the current status of each feature and content. Finally, we present an effective and correct orientation of mathematical educational content and present future utilization methods and considerations.
With the recent advent of the digital era based on the mobile service, smartphone use is becoming popular. Therefore, various activities related to video media are derived and commercialized along with various applications. For this, this study analyzes the currently commercialized mobile video authoring tool applications and presents user-centered mobile video authoring tool UX design guidelines. First, we investigate the current status and concepts of video authoring tools corresponding to PC and mobile devices through various literature surveys. Second, we compare and analyze commercialized mobile video authoring tool applications from a UX design perspective. Third, we establish UX guidelines for effective application development for mobile video authoring tools. UX design guidelines can be broadly divided into 'video production and editing process' and 'UI design'. The constructed content consists of only simple and essential core functions about video production and editing stage, and an intuitive and visible UI design that is easy to use by anyone with subdivided items such as layout, color, and typography.
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