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A Study on how to improve Survey of Fire Safety Management of manufacturing plants (The Medium and Small-sized Manufacturing industry) (제조 사업장의 소방안전관리 실태조사 및 개선방안에 대한 연구 (중소규모 제조사업장 중심으로))

  • Choe, Yeong-Gi;Kim, Byeong-Seok
    • Proceedings of the Safety Management and Science Conference
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    • 2013.11a
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    • pp.483-497
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    • 2013
  • 현대사회가 발전 할수록 대량산업화와 도시화가 심화되어 건축물의 초고층화 및 대형화가 증가하고 있으며, 안전적인 건축물 보다는 건물 및 제조사업장의 시각적인 디자인에 치우쳐 화재하중이 높은 건축자재의 내 외장재 및 고급스러운 장식물을 사용함으로써 그 위험뿐 만 아니라 화재발생시 대규모 인명 및 재산상의 피해를 가져오게 된다. 그리고 제조사업장화재는 화재로 인한 직접적인 손실 즉 물적 손실은 물론 생산중단으로 인한 간접적인 손실은 실로 측정하기가 어렵다. 지금까지 발생한 제조사업장화재의 발화요인별 분석은 부주의, 전기적, 미상 순으로 인한 화재가 가장 많고 발화열원은 작동기기, 담뱃불(라이터), 마찰 전도 복사등이 주요 원인이 되고 있고 대형화제 취약시설로는 공장 및 창고로 나타나고 있다. 소방방재청의 통계자료를 살펴보면 2012년 화재 발생현황 중 발화요인에 대한 화재별 장소 건수를 검토 한 결과 비주거의 화재발생 16,009건 중 5,758건으로 (36%)부주의이고, 주거에도 화재발생 10,715건 중 5,560건으로 51.9%의 부주의로 가장 높은 것으로 나타났다. 그러므로 제조사업장의 사소한 부주의로 발생하는 화재를 예방하기 위해서는 소방안전관리자의 처우개선과 기업활동규제완화의 겸직 허용을 재검토 하여야 하며, 소방안전관라자의 실무능력 강화를 위한 소방안전관리 실무교육과정을 이론적 교육 보다는 현장 실습위주로 할 필요가 있다. 이를 위해서는 소방안전관리자에 대한 법정 실무교육 횟수를 확대하여 현행 2년에 1회 에서 1년에 1회로 하고, 실무교육에 있어서도 우수송방안전관리 업체를 선정하여 화재예방에 대한 구체적인 업무를 활성화 하고, 문제 발생요소들을 분석하여 실습을 통한 소방안전관리자의 실무교육을 실시해야 할 것이다. 이러한 전문 소방안전관리자로 소방대상물의 소방교육 및 훈련을 성실히 수행 해야 할 것 이다. 한순간의 부주의로 인하여 화재가 발생하면 돌이킬 수 없는 수백명의 생명을 앗아가고, 수백억원대의 재산피해를 줄이기 위해서는 소방안전관리자의 역량을 넓히고 화재예방 업무를 최우선적으로 수행해야 할 것이다. 화재예방을 위해 소방안전관리자의 업무개선 및 전문교육을 활성화 하여 업무능력을 향상 시켜 화재발생시 초기진압에 신속하고 정확하게 대처해야 한다는 것이 전문적인 화재예방 대책 일 것이다.

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A Study of a Semantic Web Driven Architecture in Information Retrieval: Developing an Exploratory Discovery Model Using Ontology and Social Tagging (정보검색의 시맨틱웹 지향 설계에 관한 연구 - 온톨로지와 소셜태깅을 활용한 탐험적 발견행위 모델개발을 중심으로 -)

  • Cho, Myung-Dae
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.3
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    • pp.151-163
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    • 2010
  • It is necessary, due to changes in the information environment, to investigate problems in existing information retrieval systems. Ontologies and social tagging, which are a relatively new means of information organization, enable exploratory discovery of information. These two connect a thought of a user with the thoughts of numerous other people on the Internet. With these connection chains through the interactions, users are foraging information actively and exploratively. Thus, the purpose of this study is, through qualitative research methods, to identify numerous discovery facilitators provided by ontologies and social tagging, and to create an exploratory discovery model based on them. The results show that there are three uppermost categories in which 5, 4 and 4 subcategories are enumerated respectively. The first category, 'Browsing and Monitoring,' has 5 sub categories: Noticing the Needs, Being Aware, Perceiving, Stopping, and Examining a Resource. The second category, Actively Participating, has 4 categories: Constructing Meaning, Social Bookmarking and Tagging, Sharing on Social Networking, Specifying the Original Needs. The third category, Actively Extends Thinking, also has 4 categories: Social Learning, Emerging Fortuitous Discovery, Creative Thinking, Enhancing Problem Solving Abilities. This model could contribute to the design of information systems, which enhance the ability of exploratory discovery.

The Effect of Interactive Metronome Training on Reading Fluency in Elementary Students: A Single Case Study (상호작용식 메트로놈(Interactive Metronome: IM) 훈련이 초등학생 저학년의 읽기 유창성에 미치는 영향: 단일사례연구)

  • Gim, Yeong-Jun;Shin, Min-ho;Jeong, Hye-won;Jeon, Byoung-Jin
    • The Journal of Korean Academy of Sensory Integration
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    • v.19 no.2
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    • pp.26-35
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    • 2021
  • Objective : The purpose of this study is to investigate the effect of Interactive Metronome (IM) training on the reading fluency of an elementary school student. Methods : This study followed the ABA design, a single-case research method, and was conducted on one elementary school student. From October 2019 to December 2019, a three-session baseline phase (A), twelve-session intervention phase (B), and three-session post-baseline phase (A') were conducted. The intervention was IM training, and long-form assessment (LFA) of IM and BASA:R were performed for each session. In addition, BASA:R was conducted three times at baseline and post-baseline. Result : Compared with baseline, there was a significant improvement in reading fluency after the IM training intervention. Conclusions : IM training can be useful for increasing reading fluency. The results of this work demonstrate the efficacy of IM training as a clinical intervention to improve reading fluency in elementary school students.

The Effect of Non-Face-to-Face Class on Core Competencies of College Students in Clothing Major: Focused on Application Case of Flipped Learning (언택트 시대에 비대면 수업이 의류학 분야 대학생의 핵심역량 수준에 미치는 영향: 플립러닝 기법의 적용 사례를 중심으로)

  • Kim, Tae-Youn
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.151-165
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    • 2022
  • The aim of this study is to examine the effectiveness of non-face-to-face classes conducted due to the COVID-19 crisis. In order to achieve this goal, a non-face-to-face class with flipped learning was applied in one subject of clothing major held at 'S' University in Cheongju, Korea. In addition, this study tried to analyze the differences between pre- and post-non-face-to-face classes in problem analysis ability, resource/information/technology literacy, convergent thinking ability as core competencies, and overall learning satisfaction. As a result, after participating in the non-face-to-face class in which the flipped learning was applied, the students recognized that their abilities improved in the three problem-solving competency sub-areas, and their overall learning satisfaction also increased. The effectiveness of non-face-to-face classes in the field of clothing and fashion has been mainly measured in fashion design and clothing construction courses. However, based on the results of this study, it can be suggested that non-face-to-face classes in a theory-oriented lecture-type class can be effective methods for improving students' core competencies such as problem-solving skills if teaching-learning methods such as flipped learning are applied. Therefore, the results of this study will be useful data for designing differentiated non-face-to-face class strategies in a theory-oriented lecture-type class to improve the core competencies of college students.

Cognitive Individual Differences and L2 Learners' Processing of Korean Subject-Object Relative Clauses (인지능력의 개별차와 한국어 학습자의 주격-목적격 관계절 프로세싱)

  • Goo, Jaemyung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.6
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    • pp.493-503
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    • 2018
  • The present study is a conceptual replication of O'Grady, Lee, and Choo's (2003) earlier study designed to investigate two hypotheses (linear distance hypothesis vs. structural distance hypothesis) in relation to L2 Korean learners' processing of Korean subject and object relative clauses (RCs) in a scholarly attempt to explicate Keenan and Comrie's (1977) Noun Phrase Accessibility Hierarchy (NPAH). In addition, the current study is intended to explore any potential role of working memory capacity (WMC) in the processing of Korean subject and/or object RCs. Chinese-speaking learners of Korean taking a language course offered at a local university in Korea participated in this experimental study. Among those recruited, only 23 learners completed the experimental tasks appropriately according to the specific instructions provided on each task, and thus, subsequent statistical analyses were conducted on their data. Fifteen Korean NSs were also recruited for the control group. Two experimental tasks were administerd to the participants: one picture selection task containing the same test items used in O'Grady et al.'s study to measure their processing of subject-object RCs and an operation span (OSPAN) task to measure their WMC. Somewhat differently from O'Grady et al.'s findings, the participating Chinese learners of Korean performed significantly better on object RCs than on subject RCs, seemingly lending support to the linear distance hypothesis. Further analyses, however, suggested that the results in favor of, or relative ease of processing, object relative clauses were due, most likely, to the learners' excessive use of the canonical sentence strategy, which also led to nonsignificant correlations between WMC and learner performance on the picture selection task.

Optical Switch Structure Analysis Evaluation and Line Competition Avoidance Test using Wavelength Converters (광 스위치 구조 분석 평가와 파장 변환기를 이용한 회선 경합 회피 실험)

  • Lee, Sang-Wha
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.1
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    • pp.466-474
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    • 2014
  • This paper presents the line contention avoidance experiments with an optical switch, which was selected based on the comparison analysis and evaluation of the various characteristics. For example, the function, structure, strengths and weaknesses of the optical switches. After considering the nonblocking, modularity, upgrade ability and optical power loss of the several kind of the switch fabrics, a switch was selected. The selected switch fabric by using wavelength converters was controlled to avoid contention of the optical lines. In this experiment shows an example of three cases. As a result of this experiment, optical signal shows a changed peek of optical power in output. By showing a peak it confirms that the contention was avoided. By analyzing of changed optical power according to the channel setting time and release time to control of the switch could be determined. If this analysis applied to the network design, economical and efficient structures can be formed.

A Study on the Role Division in Team Projects of Architectural Design (건축설계 프로젝트 팀별 진행의 역할분담에 관한 연구)

  • Kim, Hee-Kyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.5184-5190
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    • 2010
  • This study chiefly aims to find out the efficient ways of organizing teams of architectural design projects. In order to reach this goal, this study analyzed (1) specialties of students' projects during semesters in architectural design studios, (2) teaching methods relevant to architectural design education, (3) division of role play in architectural studios and organizing method that students prefer. Besides, in order to clarify the principles of practical project team organization and to find out more efficient methods in team organization, this study executed archival research on (1) specialties of team organization rules and principles in architectural firms, (2) types and merits of projects teams, (3) efficient methods of dividing roles. For the students project of the studio, it is desirable to switch the roles of team leader and staff members of the team to make members' feeling of participating the decision making of the project progress. In architectural design team, since the high productivity was valued beyond individual preferences, the team organization and and work split was done on the basis of (1) experiences, (2) design ability, (3) schedule of the project, etc. However, for the continuous motivation and enthusiasm for the firms, it is required to study efficient ways of team organization.

Mobile Phone Guide for Cultural Heritage (문화유적지 투어를 위한 모바일 폰 가이드 시스템)

  • Suh, Young-Jung;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.116-121
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    • 2009
  • In the design of mobile entertainment systems for historical heritage sites, it is important to not only overcome technical challenges imposed by power requirements, computation limits, and connectivity, but to support group experiences and consider users preferences for situated media consumption. Cultural heritage sites provide an opportunity to entertain and educate the public through the use of mobile media. The proposed system implemented on a Java-enabled mobile phone provides both audio and visual content that is tailored by tracking user movement with GPS, collecting various user inputs and demographics, and allowing for socially acceptable eavesdropping via wireless networking. By designing for the spatial, personal, and social considerations of the environment, we aim to help users navigate the diverse topology of the space and consume the vast quantities of historical media.

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Study on the motion acting in the game character animation (게임캐릭터애니메이션 동작연기연구)

  • Hwang, Kil-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.273-278
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    • 2006
  • In the virtual space in which human imagination exists, a great deal of games and animation contents have been developed and shown. Games and animations are performing a role as an unrealistic representative, and creating abundant virtual culture with variety of human life. A representative, that is, a main character is being completed with external design, unique personality and ability, and action in the story. This study is expecting that a game character might develop into motion acting for emotional situation from the simple action. As giving a game character a role as a medium to express various circumstances and emotions, choosing motions from a pantomimist and applying them to 3D character, and expressed according to the motion acting. Motion acting is extended from the basic motion into the emotional phases such as joy, anger, sorrow and pleasure. The motion acting expressed from various viewpoints is suggested, as communicating clear message through emotional acting contrary to the symbolic language.

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Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.