• Title/Summary/Keyword: 기술콘텐츠

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Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

Development of Robot Performance Platform Interoperating with an Industrial Robot Arm and a Humanoid Robot Actor (산업용 로봇 Arm과 휴머노이드 로봇 액터를 연동한 로봇 공연 플랫폼 개발)

  • Cho, Jayang;Kim, Jinyoung;Lee, Sulhee;Lee, Sang-won;Kim, Hyungtae
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.487-496
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    • 2020
  • For the purpose of next generation technology for robot perfomances, a RAoRA (Robot Actor on Robot Arm) structure was proposed using a robot arm joined with a humanoid robot actor. Mechanical analysis, machine design and fabrication were performed for motions combined with the robot arm and the humanoid robot actor. Kinematical analysis for 3D model, spline interpolation of positions, motion control algorithm and control devices were developed for movements of the robot actor. Preliminary visualization, simulation tools and integrated operation of consoles were constructed for the non-professionals to produce intuitive and safe contents. Air walk was applied to test the developed platform. The air walk is a natural walk close to a floor or slow ascension to the air. The RAoRA also executed a performance with 5 minute-running time. Finally, the proposed platform of robot performance presented intensive and live motions which was impossible in conventional robot performances.

A Study on the Arrangement of 360 VR Camera for Music Performance Video (음악 공연 영상의 360 VR 카메라 배치에 관한 연구)

  • Nam, SangHun;Kang, DongHyun;Kwon, JoungHuem
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.518-527
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    • 2020
  • 360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.

High-Precision and 3D GIS Matching and Projection Based User-Friendly Radar Display Technique (3차원 GIS 정합 및 투영에 기반한 사용자 친화적 레이더 자료 표출 기법)

  • Jang, Bong-Joo;Lee, Keon-Haeng;Lee, Dong-Ryul;Lim, Sanghun
    • Journal of Korea Water Resources Association
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    • v.47 no.12
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    • pp.1145-1154
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    • 2014
  • In recent years, as frequency and intensity of severe weather disasters such as flash flood have been increasing, providing accurate and prompt information to the public is very important and needs of user-friendly monitoring/warning system are growing. This paper introduces a method that re-produces radar observations as multimedia contents and applies reproduced data to mesh-up services. In addition, a accurate GIS matching technique to help to track the exact location going on serious atmospheric phenomena is presented. The proposed method create multimedia contents having structures such as two dimensional images, vector graphics or three dimensional volume data by re-producing various radar variables obtained from a weather radar. After then, the multimedia formatted weather radar data are matched with various detailed raster or vector GIS map platform. Results of simulation test with various scenarios indicate that the display system based on the proposed method can support for users to figure out easily and intuitively routes and degrees of risk of severe weather. We expect that this technique can also help for emergency manager to interpret radar observations properly and to forecast meteorological disasters more effectively.

Profile Framework based on Web Services for Efficient Management of Profiles (효율적인 프로파일 운영을 위한 웹 서비스 기반의 프로파일 프레임워크)

  • Kim, Kyung-Sik;Lee, Jae-Dong
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.1
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    • pp.11-23
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    • 2007
  • In this paper, we design and implement a framework based on Web Services for effective management of the profiles that were proposed to provide a user with personalized service. The profiles must be constituted the related information of the user and could be exchanged according to cyclic.acyclic or event among user's device, profile repository and service server for providing the user with personalized service. The profiles also must be supplied the services providers that need to the profiles for the personalized service. The profile framework is necessary to provide the functions like this for managing effectively of the personalized service. The proposed framework used the Web Services for exchanging and providing the profile regardless the various devices and platform. The framework also was applied the metadata constitute method and dynamic constitute method for managing effectively of the profile. The result of experiment using proposed framework was effective process and management of the profile and could exchange the profile with regardless of platform and device. The implemented system using the proposed framework was foundation of providing the personalized services with a user by through a effective management function of the profile.

Factors Affecting User Satisfaction of Mobile Social Network Games: Focusing on the Quality and Self-determination (모바일 소셜 네트워크 게임 이용만족에 영향을 미치는 요인: 품질과 자기결정성 요인을 중심으로)

  • Youm, Dong-sup;Park, Kyoung-Ha
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.459-467
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    • 2016
  • This study was conducted to evaluate and identify what factors influence the satisfaction of the users for the fast-growing social network game based on the mobile. To this end, we looked around the variable product characteristic factor, quality and the consumer characteristic factor, user self-determination. Also we surveyed 211 male and female college students. The first finding was that all the sub-factors of the quality factor had positive effects on the satisfaction of the mobile social network games. The second finding was that all the sub-factors of the self-determination factor had positive effects on the satisfaction of the mobile social network games. The third finding was that only the sub-factors of quality had positive relative effects on the satisfaction of the mobile social network games, in the order of playfulness, usability, functionality from the most to the least. The findings of this study are expected to offer meaningful and practical suggestions for the development of high quality game contents for the user convenience, as well as the academic significance, the expansion of game-related area of research through the break from the traditional research trends, technology and engineering point of view and from the PC-based online game.

Design of Compound Knowledge Repository for Recommendation System (추천시스템을 위한 복합지식저장소 설계)

  • Han, Jung-Soo;Kim, Gui-Jung
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.427-432
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    • 2012
  • The article herein suggested a compound repository and a descriptive method to develop a compound knowledge process. A data target saved in a compound knowledge repository suggested in this article includes all compound knowledge meta data and digital resources, which can be divided into the three following factors according to the purpose: user roles, functional elements, and service ranges. The three factors are basic components to describe abstract models of repository. In this article, meta data of compound knowledge are defined by being classified into the two factors. A component stands for the property about a main agent, activity unit or resource that use and create knowledge, and a context presents the context in which knowledge object are included. An agent of the compound knowledge process performs classification, registration, and pattern information management of composite knowledge, and serves as data flow and processing between compound knowledge repository and user. The agent of the compound knowledge process consists of the following functions: warning to inform data search and extraction, data collection and output for data exchange in an distributed environment, storage and registration for data, request and transmission to call for physical material wanted after search of meta data. In this article, the construction of a compound knowledge repository for recommendation system to be developed can serve a role to enhance learning productivity through real-time visualization of timely knowledge by presenting well-put various contents to users in the field of industry to occur work and learning at the same time.

Design and Implementation of an Access Control System Based on GeoXACML (GeoXACML 기반의 접근 제어 시스템 설계 및 구현)

  • Ban, Hyun O;Shin, In Su;Kim, Jeong Joon;Han, Ki Joon
    • Spatial Information Research
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    • v.21 no.4
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    • pp.15-24
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    • 2013
  • Recently, as the spatial information and various multimedia are fused together, the demand for the high value-added spatial information contents and the necessity of technology for spatial information security are increasing. However, since the current security policy is being managed independently by each system, there is a problem with unreliable or costly to modify or revise the security policy. Such problems occur frequently in the process of coordination or integration of the spatial information management systems that are used in public institutions and private companies. Therefore, in this paper, the access control system that could provide an integrated security policy for many spatial platforms and systems with expandable grammar and semantics was designed and implemented based on GeoXACML proposed by OGC. As the GeoXACML-based access control system designed and implemented in this paper follows the international standard specifications, it provides high portability and interoperability. Finally, in this paper, the efficiency of the system was proved by applying it to a virtual scenario on the military area requiring the access control.

Provisioning Anonymous Communication in Ad Hoc Networks (Ad Hoc 네트워크상에서 익명성을 보장하는 방법에 관한 연구)

  • Kang, Seung-Seok
    • Journal of the Korea Society for Simulation
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    • v.15 no.1
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    • pp.77-85
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    • 2006
  • The cost of downloading content from the Internet may be costly for mobile device users using its 3G connection, because the 3G connection cost to download data from the Internet is a function of the amount of data downloaded. This paper introduces an approach in which mobile devices, called peers, form an ad hoc network and share their downloaded content with others. As an example, spectators may want to collect/share information about players and game records in a stadium. In an art gallery, visitors may want to retrieve some background information about the displayed work from the nearby ad hoc network. In an outdoor class, a teacher may download today's topic files from the Internet, and all students may share the content with minimal or no cost paid. This is possible if mobile device has both a 3G interface and a wireless LAN interface. If the peers want to improve privacy md discourage traffic analysis when sharing content, this paper describes a low-delay anonymous connection between the sending peer and the receiving peer using two additional peers. Simulation results show that the transmission time overhead of the anonymous connection may increase 50% or less as the number of peers increase or the peers are scattered over the larger area.

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Achievements of Characterized Education for Healthcare Data Science Initiative (대학 특성화 사업 성과에 관한 연구-보건의료 데이터 사이언티스트 프로그램을 중심으로)

  • Park, HwaGyoo
    • Journal of Service Research and Studies
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    • v.9 no.3
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    • pp.87-99
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    • 2019
  • Healthcare and data science are often linked through finances as the industry attempts to reduce its expenses with the help of large amounts of data. Data science and medicine are rapidly developing, and it is important that they advance together. Data science is a driving force in transition of healthcare systems from treatment-oriented to preventive care in healthcare 3.0 era. It enables customized precision-based medicine that current healthcare systems cannot facilitate, and discovers more cost-effective treatment. Currently, healthcare big data is in the reality of medical institution, public health, medical academia, pharmaceutical sector as well as insurance agency. With this motivation, the medical college of Soonchunhyang university has performed a 'healthcare data science initiative(HDSI)' since 2014. Most of domestic HDSI programs focus on short-term contents such as mentoring and sharing cases for data science. Therefore, it is difficult to provide education tailored to the level of skills and job competency required at the practical site. Soonchunhyang HDSI implemented specialized strategies for improving resilience and response to changes in the IT education of current healthcare with the emphasis on the need for systematic activation of the practical HDSI. The HDSI has been performed as a part of on industry-academic link program in CK-1. Through quantitative and qualitative analysis, this paper discussed the HDSI process, performance, achievement, and implications.