• Title/Summary/Keyword: 메이커스

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Direction of Designer-makers Business Activation through Strategic Design Support Policy-Focusing on 'Young man's Creative Work & Startup Support Project' (전략적 디자인 지원정책을 통한 디자이너-메이커스 비즈니스 활성화 방향 -청년 창의인력 취·창업지원사업을 중심으로-)

  • Park, Jun-Hong;Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.291-298
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    • 2019
  • This study discusses the core contents and implications of the design support policy of government in the creation of the designer-makers' business ecosystem through the analysis of 'Young man's Creative Work & Startup Support Project'. This case, which aims to cultivate a design brand based on maker technology and to create jobs for young people, suggests the role of government as a creative culture creator so that designer-makers are able to create creative activities in a more free and creative atmosphere. Furthermore, this study emphasizes the importance of efficient integration and reorganization of similar maker support policies implemented by each government department, the necessity of a roadmap for realizing this, and the support for quality improvement. As a result, the design support policy of government for the designer-makers' business activation should evolve into the qualitative development of intellectual property based on a mature shared culture and the discovery of a new production paradigm model of the manufacturing industry based on the open manufacturers beyond the economic and numerical goals of creating new jobs.

A Study on Quality Characteristics of 3D Printer Using Kano Model and Timko Customer Satisfaction Factor - Focused on Makers - (Kano 모델과 Timko 고객만족계수를 활용한 3D프린터 품질특성에 대한 연구 -메이커스를 중심으로-)

  • Won, Jong Myeon;Kim, Youn Sung
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.4
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    • pp.107-121
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    • 2018
  • This study investigates the effects of the Kano model on the product quality and quality satisfaction on the FDM low cost 3D printer, which is used by consumer and makers. 3D printer product quality is analyzed in terms of functionality, usability, durability, reliability and safety based on the inherent quality of the product itself. This study were tested using Kano analysis to calculate the product detail characteristics and Timko coefficient to calculate the degree of satisfactory effects of the 3D printer. As a result, this study becomes product size, the output speed, durability against external impact as attractive quality and the safety part is regarded as One-dimensional quality. With the exception of surface resolution, the Timko customer satisfaction index was the same as the Kano model.

A Study on the Design Diagnostic Guideline in Crowdfunding for Makers (메이커스(Makers)를 위한 크라우드 펀딩 디자인 진단 가이드라인에 관한 연구)

  • Oh, In Kyun;Lee, Jang Woo
    • Korea Science and Art Forum
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    • v.35
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    • pp.281-292
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    • 2018
  • Crowd funding is also called social funding because of SNS that it helps early start-up founder and makers to raise money for idea product production. Recently, the funding platform has recorded high growth rates. As a result, the government in Korea has introduced various support policies for the crowd funding. The purpose of this study is to develop a diagnostic design guideline for product design oriented makers based on the historical situation. The paper writer applied literature survey and expert interview as research methods. The literature survey focused on internet news and previous research studies. The expert interview was conducted for 10 specialist people and divided for the second time. As a result of the text survey, the current guideline was lacking in design and in detail. Researchers have been informed through previous paper that information transfer text and images are important factors for funding success. In the first interview with seven special participants, we made a draft design guideline for social funding with a two-step process and nine themes. We, research and three professional people having a evaluation experience, conducted verification and supplementation for establishing the design guider with a three-step process and eight themes in the next interview. The design guideline for crowd funding, it can be used by money funding manager apart from design makers. Through the results of this paper, researchers are expected to prevent problems and contribute to healthy crowd funding ecosystem development.

Recent progress in astronomy education in Makerspace situation

  • Kim, Yonggi;Kim, Hyoungbum
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.73.2-73.2
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    • 2021
  • 본 연구는 지능정보기술을 천문교육에 활용하여 어떻게 천문교육에 활용할 것인가에 대한 방안을 모색해보았다. 3D프린터, 레이저커팅기, 빅데이터, 인공지능, 드론 등 지능정보기술을 확보한 메이커스페이스 공간에서 이들 기술을 활용하여 천문교육 프로그램을 개발해보는 일은 4차산업혁명시대의 핵심역량을 함양하는데 크게 기여할 것으로 판단된다. 또한 2021년 8월에 중기부 사업으로 선정된 충북대 Pro 메이커스 센터를 중심으로 메이커스페이스 환경에서 다양한 천문교구 개발 및 개발된 천문교구를 활용한 프로그램이 개발되어 형식교육의 현장 뿐만 아니라 비형식 교육의 현장에 다양하게 적용될 계획이다. 이에 향후 메이커스페이스 환경에서 대중천문프로그램이 어떻게 발전될 것인가에 대한 견해 및 토론도 발표될 예정이다.

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Exploring the Value of the Maker Mind Set at Maker Education (메이커 교육(Maker education)을 통한 메이커 정신 (Maker mindset)의 가치 탐색)

  • Kang, Inae;Kim, Hongsoon
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.250-267
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    • 2017
  • Maker activity, mainly practiced in informal or non-formal education environments activities, was expanded to the form of maker education' due to its various educational values and effects. Yet, one of the difficulties in practicing the maker education in school education is the lack of makerspace as a space for the maker activities. In this context, this study aimed to examine the process of how the students make the makerspace in their school and to define its educational effects defined as 'maker spirits.' For this purpose, this study developed a maker education program for 22 $10^{th}$ graders in an high school for 8 weeks who had participated in the project of 'Making Makerspace'. The results of the program were analyzed through data collected from reflective journals, interview, and observation journals. In conclusion, this study presented a practical and helpful way to make 'Makerspace' in school and at the same time, confirmed Maker education as constructivist learning environments re-encountered in the $21^{st}$ and as an alternative learning approach suitable for the $4^{th}$ Industrial Revolution Age.

Brand New SW Education Solution with GM:S (GM:S의 풍부한 API와 낮은 진입 장벽의 교육적 활용 방법)

  • Kim, Jinkwan;Lee, Heejun
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.75-78
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    • 2017
  • 기존의 프로그래밍 교육용 프로그램(스크래치, 엔트리)들은 프로그래밍의 진입장벽을 낮춰 교육의 효율을 높일 수 있었다[1][2]. 하지만 그러한 접근 방식은 실용적인 프로그래밍에 대한 지표가 되기에는 좋지 않다. 우리는 교육용 프로그램으로 게임메이커 스튜디오(이하 GM:S)를 사용하는 것을 제안 하고, 기존 지표의 단점을 풍부한 스크립팅 API와 네이티브 라이브러리 링크 등으로 극복한 GM:S를 교육적 목적으로 사용하는 방법에 대해 알아보고자 한다.

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항공기 산업의 미래

  • Seo, Byeong Hong
    • Aerospace Industry
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    • v.55
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    • pp.44-55
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    • 1997
  • 항공기 제작업계는 세계 항공기 여객시장을 놓고 양분된 상태이다. 보잉이 미국의 또다른 여객기 제작사인 맥도널 더글러스사를 합병했고 이것을 EU가 승인함으로서 기정사실로 인정되어 세계 최대의 메머드 항공기 메이커로 자리매김이 된 상태이다. 이에 대하여 유럽의 에어버스사는 세계시장의 절반을 점유한다는 거창한 목표를 내걸고 전의를 불태우고 있다.

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사무기기 산업의 현재와 미래

  • Korea Optical Industry Association
    • The Optical Journal
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    • s.104
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    • pp.17-17
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    • 2006
  • 올해 전체 사무기기 시장의 이슈는‘컬러화’와‘솔루션화’에 맞춰지고 있다. IT기술발전과 컨버전스의 영향으로 복사기와 프린터 등 사무기기 고유의 경계영역이 무너지면서 IT와 결합된 고부가가치 솔루션 부문에 다같이 주목하는 상황이다. 지난해까지 디바이스 판매에 중점을 뒀던 메이커들은 단순 하드웨어가 아닌 네트워크 기반으로 한 솔루션을 제공하며 더 높은 부가가치를 창출하는데 포커스를 맞추고 있다. 이제는 단순 사무환경의 편리성에만 머무는 것이 아니라 기업의 생산성 및 수익성에 관심이 증대되고 있다.

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첨단과학기술현장 - 로봇의 오늘과 내일

  • Hyeon, Won-Bok
    • The Science & Technology
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    • v.33 no.7 s.374
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    • pp.75-79
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    • 2000
  • 오늘날 세계 70여개 병원에서는 '헬프 메이트'라는 이름의 시중꾼 로봇들이 병원 복도를 굴러 다니면서 엘리베이터를 호출하고 음식을 운반하고 있다. 스웨덴에서는 장비메이커 일렉트로룩스사가 날씬한 둥근모양의 로봇 진공소제기를 생산 실험하고 있다. 미국 워싱턴 DC소재 스미소니언박물관의 몹시 붐비는 전시장에서 '미네르바'라고 불리는 안내 로봇이 방문객들을 안내하고 있다. 사람들이 길을 막으면 눈산을 찌푸리면서 비켜달라는 표정을 짓는다. 이런 실용로봇의 등장은 인조인간사회라는 새로운 시대의 개막을 마침내 예고하는것일까?

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Multiple Mediating Effects of Knowledge Sharing Behavior and Innovation Behavior on the Effects of Job Crafting on the Job Satisfaction: The Moderated Mediating Effect of Smartwork Enviroment (잡크래프팅이 직무만족에 미치는 영향에서 지식공유행동과 혁신행동의 다중매개효과: 스마트워크 환경의 조절된 매개효과)

  • Yoon, Byeong-Seon;Kim, Mi-Yeon;Kim, Chun-Kyu
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.231-245
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    • 2022
  • Most humans live at work and continue their lives through work. This study aims to understand the influence of job crafting on job satisfaction and knowledge sharing behavior, innovation behavior, and smart work environment variables in the rapidly changing labor market. In addition, a study was conducted on the effect of job crafting on job satisfaction by dividing it into male and female groups. The study was conducted on 453 office workers who responded to the survey, and SPSS 26.0 and Amos 26.0 were used. Frequency analysis, exploratory factor analysis, confirmatory factor analysis, reliability analysis, descriptive statistics, correlation, structural model analysis and Multi-group analysis were performed. Multiple mediating effects were analyzed and Process macro model 7 was used as the smart work environment effect. As a result of the analysis, first, job crafting had a significant effect on job satisfaction, and second, job crafting had a significant effect on knowledge sharing behavior and innovation behavior. Third, knowledge sharing behavior had a significant effect on job satisfaction, but innovation behavior did not affect job satisfaction. Fourth, for the parameters of knowledge sharing behavior and innovation behavior, knowledge sharing behavior had a partial mediating effect, but innovation behavior did not affect it. Fifth, it was found that the moderating effect of the smart work environment had no effect, and sixth, the results of a study on the effect of job crafting on job satisfaction divided into men and women had a greater effect than men.