• Title/Summary/Keyword: 개념추상화

Search Result 133, Processing Time 0.026 seconds

Examination of the Lives of Professional Golfers Growing to Excellent Sports Leaders (우수 스포츠지도자로 성장하는 프로골퍼의 삶 탐색)

  • Kim, Dong-Kee
    • Journal of the Korean Applied Science and Technology
    • /
    • v.37 no.2
    • /
    • pp.303-317
    • /
    • 2020
  • The purpose of this study is to conceptualize the process of formation by the exploration of the lives of professional golfers who grow to excellent sports leaders, categorize the concept and suggest models between categories. In order to reveal in depth the change process of the job formation, the 'grounded approach' as a qualitative study was used as a the methodological frame of this study, and snow sampling, one of nonrandom sampling was used for the selection method of the study participants. 10 study participants who are able to make positive self-expression and talk with the researcher were selected. Through grounded approach appropriate for this process research, this study could acquire following results. First, through the casual condition that is the exploration of the lives of professional golfers growing to excellent sports leaders, it connected to the central phenomena of professional instruction methods and education belief as golf leaders. In this process, the changes as new experiences for the charm of the new job and relationship formation influence as the function of a contextual condition. In addition, golf leaders tried to become a more completed golf leader through self-efforts for development and expertise attainment according to the their own situations as well as belief, and they have established the lives of firm golf leaders through the process. Second, as a result of the changes of their lives as professional golfers growing to excellent sports leaders, the paradigm of grounded approach which is abstracted as total 141 concepts, 17 subcategories, and 11 superordinate categories were composed.

Tracing the Evolution of the Global Production Network Discourse: An Alternative to the Firm- and Industry-Centered Governance Analysis (글로벌 생산네트워크 담론의 진화: 기업 및 산업 중심 거버넌스 분석을 넘어서)

  • Lee, Jae-Youl
    • Journal of the Korean Geographical Society
    • /
    • v.51 no.5
    • /
    • pp.667-690
    • /
    • 2016
  • This paper reviews the evolution process of global production network(GPN) discourse, from its origin to the recent theorization, namely GPN 2.0. In so doing, the discursive formation of global production networks is introduced in comparison with a competing discourse global commodity/value chains, with particular attention to conceptual and analytical lacunae in the latter. This article also outlines how the global production network perspective has become a useful discursive and practical tool that allows the examination of the nexus of global economy, transnational corporations, and regional development. Subsequently, a theoretical dearth in the approach is discussed in reference to key critiques, and in this context Yeung and Coe's recent theorization GPN 2.0, which is centered on casual mechanisms and network configurations is reviewed. This paper suggests that the theory adequately addresses the problem of casuality lacking in its precedented conceptual framework, and that it helps exploring the formation and evolution processes of varied production networks(including intrafirm coordination, interfirm control, strategic partnership, and extrafirm bargaining) in connection with competitive dynamics and risky environments. As a result of the theorization, the difference between GPN and the chain approaches has become more apparent, and the idea of extrafirm bargaining is particularly important in the differentiation. Extrafirm bargaining is seen to be a comprehensive networking form inclusive of such GPN 1.0 analytical concepts as value, embeddeness, and power, and research attentive to, and engaging with, the extrafirm networks is expected to help transcending the chain governance approaches' analytical excess of interfirm linkages and industry-centeredness.

  • PDF

Probability-based Pre-fetching Method for Multi-level Abstracted Data in Web GIS (웹 지리정보시스템에서 다단계 추상화 데이터의 확률기반 프리페칭 기법)

  • 황병연;박연원;김유성
    • Spatial Information Research
    • /
    • v.11 no.3
    • /
    • pp.261-274
    • /
    • 2003
  • The effective probability-based tile pre-fetching algorithm and the collaborative cache replacement algorithm are able to reduce the response time for user's requests by transferring tiles which will be used in advance and determining tiles which should be removed from the restrictive cache space of a client based on the future access probabilities in Web GISs(Geographical Information Systems). The Web GISs have multi-level abstracted data for the quick response time when zoom-in and zoom-out queries are requested. But, the previous pre-fetching algorithm is applied on only two-dimensional pre-fetching space, and doesn't consider expanded pre-fetching space for multi-level abstracted data in Web GISs. In this thesis, a probability-based pre-fetching algorithm for multi-level abstracted in Web GISs was proposed. This algorithm expanded the previous two-dimensional pre-fetching space into three-dimensional one for pre-fetching tiles of the upper levels or lower levels. Moreover, we evaluated the effect of the proposed pre-fetching algorithm by using a simulation method. Through the experimental results, the response time for user requests was improved 1.8%∼21.6% on the average. Consequently, in Web GISs with multi-level abstracted data, the proposed pre-fetching algorithm and the collaborative cache replacement algorithm can reduce the response time for user requests substantially.

  • PDF

Developing Lessons and Rubrics to Promote Computational Thinking (Computational Thinking역량 계발을 위한 수업 설계 및 평가 루브릭 개발)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.1
    • /
    • pp.57-64
    • /
    • 2014
  • This study aims to suggest lesson plans and evaluation methods for primary pre-service teachers by reviewing the concept of computational thinking(CT) skills and its sub components. To pursue this goal, a literature review has been conducted in regards to CT and the effectiveness of programming courses. In addition, the Scratch educational programming functions were analyzed yielding six CT elements(data representation, problem decomposition, abstraction, algorithm & procedures, parallelization, simulation). With these six elements, one semester lesson plans for 15 weeks that represent the connections with six CT elements were designed. Based on the PECT(Progression of Early Computational Thinking) model and the CT framework a rubric to evaluate learners' proficiency levels(basic, developing, proficient) revealed in their final projects was developed as well. Upon a follow-up empirical study, the lesson plans and the rubric suggested in the current study are expected to be utilized in teachers' colleges.

A Study of the Connection between Achievement Criteria and Computational Thinking in the Areas of Algorithms, Programming and Robotics, and Computing (알고리즘, 프로그래밍, 로봇과 컴퓨팅 영역의 성취 기준과 컴퓨팅 사고력의 관련성 연구)

  • Jeong, Youngsik;Shin, Soobum;Sung, Younghoon
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.1
    • /
    • pp.105-114
    • /
    • 2017
  • Because the concepts and components of computational thinking included in the Information Education Curriculum and the Software Education Guidelines are different, it has been difficult to establish computational thinking-based software education in schools. Therefore, this study, which is based on the Delphi survey results from 39 experts, we defined computational thinking as 'computing thinking' and separated the components of computational thinking into five main categories: (1) problem definition, (2) data analysis, (3) abstraction, (4) automation, and (5) generalization. In addition, we selected software areas that are strongly related to computational thinking in the KAIE's information Curriculum Standard Model and surveyed experts to decide which computing thinking components are related to the achievement criteria of the software areas.

A Study on the Effectiveness of CT-TDPS Learning Model in Problem Solving Programming using Scratch (스크래치를 이용한 문제해결 프로그래밍에서 CT-TDPS 학습 모형의 효과성 연구)

  • Kim, Young-Jik;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.3
    • /
    • pp.41-47
    • /
    • 2020
  • Computational Thinking(CT) is drawing attention as a core competency required for future talent in the 21st century. Software education for improving CT ability at home and abroad is in full swing. Among them, problem-solving programming education helps to improve CT ability. The CT-TDPS learning model follows the decomposition, abstraction thinking process, which modularizes complex problems, and the Agile development method, which is an iterative and incremental programming method to implement it. In this study, we tried to confirm the improvement of CT ability by applying CT-TDPS learning model to problem solving programming education using Scratch. As a result of the study, it was confirmed that in the problem solving programming education using the CT-TDPS learning model, it improved in all aspects of computing concept, computing performance, and computing perspective, which are sub-factors of CT ability. In addition, it was confirmed that there was a significant difference in the experimental group as a result of the t-test on the Dr.Scratch automatic evaluation result.

Enterprise Architecture Framework Design for Embracing Application Development (애플리케이션 개발 지향 엔터프라이즈 아키텍처 프레임 워크 설계)

  • Lee, Seung-Bong;Choi, Jae-Hyun;Chong, Ki-Won
    • The Journal of Society for e-Business Studies
    • /
    • v.11 no.2
    • /
    • pp.71-91
    • /
    • 2006
  • Nowadays most enterprise want to organize all Information Technology elements for their vision and mission accomplishments by integration view Enterprise architecture is used by the solution. But IT is so more complex that it can't cover application development. This research defines software architecture framework by enterprise view and designs enterprise architecture framework for embracing application development. Software architecture framework consists of meta architecture, conceptual architecture, logical architecture, physical architecture. For enterprise architecture framework including enterprise software architecture framework, this research analyzes its perspectives and Views. After all, This research able to apply to systematic application development based on enterprise architecture and completely IT elements organization by enterprise view.

  • PDF

A Study on the Agent Component Development Support to PDA (PDA 지원 에이전트 컴포넌트 개발에 대한 연구)

  • Kim Haeng-Kon
    • The KIPS Transactions:PartD
    • /
    • v.13D no.1 s.104
    • /
    • pp.37-50
    • /
    • 2006
  • In the focusing on the important of wireless internet, mobile terminal device plays a central role in tracking and coordinating terms in mobile business processing. Especially, mobile device has been considered as a key technology for embedded software and ubiquitous era. Because existing web environments is moving to wireless internet, the new concepts for wireless internet computing environments has gained increasing interest. Mobile agents provide a new abstraction for deploying over the existing infrastructures. Mobile application systems require the flexibility, adaptability, extensibility, and autonomous. New software developments methodology is required to meet the requirements. In this paper, we present an agent architectures model that allows compassable components with pluggable and independable. Our approach involves wrapping components inside a servlet. We have used the model and components to develop the PDA mobile agent.

Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.4
    • /
    • pp.483-491
    • /
    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

  • PDF

Index Ontology Repository for Video Contents (비디오 콘텐츠를 위한 색인 온톨로지 저장소)

  • Hwang, Woo-Yeon;Yang, Jung-Jin
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.10
    • /
    • pp.1499-1507
    • /
    • 2009
  • With the abundance of digital contents, the necessity of precise indexing technology is consistently required. To meet these requirements, the intelligent software entity needs to be the subject of information retrieval and the interoperability among intelligent entities including human must be supported. In this paper, we analyze the unifying framework for multi-modality indexing that Snoek and Worring proposed. Our work investigates the method of improving the authenticity of indexing information in contents-based automated indexing techniques. It supports the creation and control of abstracted high-level indexing information through ontological concepts of Semantic Web skills. Moreover, it attempts to present the fundamental model that allows interoperability between human and machine and between machine and machine. The memory-residence model of processing ontology is inappropriate in order to take-in an enormous amount of indexing information. The use of ontology repository and inference engine is required for consistent retrieval and reasoning of logically expressed knowledge. Our work presents an experiment for storing and retrieving the designed knowledge by using the Minerva ontology repository, which demonstrates satisfied techniques and efficient requirements. At last, the efficient indexing possibility with related research is also considered.

  • PDF