• Title/Summary/Keyword: 메이커

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Maker Teaching aid used the Constellation (별자리를 이용한 maker 교구)

  • Kang, In-Ae;Lee, Kyung-Oh
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.226-229
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    • 2019
  • S/W, Coding 3d Print, Aduino, IoT 등은 4차 산업혁명 시대에 주요 산업 분야에서 공통으로 쓰이는 핵심 기술이다. 2018년도부터 코딩 교육 의무화가 되었으며, 4차 산업혁명 시대에 필요한 인재상인 창의 융합형 인재를 육성할 수 있는 교육이 더욱 필요한 때이다. 본 논문에서는 별자리 12궁에 대한 과학적 지식을 탐구하며 Coding, 3D Print, Aduino에 관한 지식을 교육하기 위한 시스템을 만들어 보았다. 메이커 교육을 융합한 창의 융합형 교구인 별 빛 교구와 별자리 무드 등을 제작하였으며, 이 2가지의 교구의 구성 및 교육 내용에 대해 기술하였다.

Development of informatics subject education system using cloud-based social platform for maker education (메이커 교육을 위한 클라우드 기반 교육용 소셜 플랫폼을 활용한 정보교과 교육시스템 개발)

  • Yang, Hwan-Geun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.409-412
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    • 2019
  • 본 논문에서는 인공지능과 빅데이터 클라우드 등 다양한 4차 산업혁명시대의 기술과 교육을 융합한 에듀테크를 기초로 하여 에듀테크에 대한 교사의 학습 방향을 제시하며 전체적인 클라우드의 개념 및 분류체계, 교육의 활용을 제시하였고 클라우드 기반 교육용 소셜 플랫폼과 R. M. Gagne(1985)의 9가지 이론을 토대로 정보교과 추상화 단원의 학습 지도안을 설계 후 성취도 평가를 제시하였다. 연구 내용 분석 결과 기술의 발전성과 교육현장에서의 개인정보 교육 및 정보보안 교육의 필요성이 강조되며 확고한 플랫폼 구축과 빅데이터 확보 및 분석하여 개인에게 맞춤형 서비스 제공이 필요하다. 또한 사용자 편의성 극대화 서비스 및 UX 간결이 요구된다. 본 논문을 토대로 에듀테크의 일부분인 클라우드 기반 소셜러닝의 다양하고 체계적인 선행연구 활성화에 시발점이 되었으면 한다.

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Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education (VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용)

  • Park, Taejung;Cha, Hyunjin
    • Journal of Information Technology Services
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    • v.21 no.2
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

Case Study on Competency-based Maker and Design Education using Marine Robot (해양로봇 활용의 역량중심 메이커 및 설계 교육 사례 연구)

  • Kim, Hyun-Sik
    • Journal of Engineering Education Research
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    • v.24 no.2
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    • pp.12-19
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    • 2021
  • Recently, the need of the future education in youth and univesity is rapidly increasing according to 4th industrial revolution. However, the maker and design education as a kind of youth and university future education has the following problems: it is implemented as an interesting convergence education including software education, it is managed by integrating youth and university competencies, it is composed in the form of blended class of consilient subject and nonsubject, it requires considering satisfaction in competency measurement and management, it is connected with entering school and getting job. To solve these problems, a case study on competency-based maker and design education using marine robot, which is based on the process-based learing method, integrated competency of youth and university, blended-type curriculum in terms of online and offline, is executed. To verify the competency-based maker and design education, the satisfaction survey in subject and nonsubject is performed. Study results show the example of the marine robot-based maker and design education and the need for additional study.

Development of Advanced FMTC Virtual Driving Environment for Autonomous Driving System Development (자율주행시스템 개발을 위한 FMTC 가상주행환경 고도화 개발)

  • Beenhui, Lee;Kwanhoe, Huh;Hyojin, Lee;Jangu, Lee;Jongmin, Yoon;Seongwoo, Cho
    • Journal of Auto-vehicle Safety Association
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    • v.14 no.4
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    • pp.60-69
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    • 2022
  • Recently, the importance of simulation validation in a virtual environment for autonomous driving system validation is increasing. At the same time, interest in the advancement of the virtual driving environment is also increasing. To develop autonomous driving technology, a simulation environment similar to the real-world environment is needed. For this reason, not only the road model is configured in the virtual driving environment, but also the driving environment configuration that includes the surrounding environments -traffic, object, etc- is necessary. In this article, FMTC, which is a test bed for autonomous vehicles, is implemented in a virtual environment and advanced to form a virtual driving environment similar to that of real FMTC. In addition, the similarity of the virtual driving environment is verified through comparative analysis with the real FMTC.

Development of Autonomous Driving System Verification Environment through Advancement of K-City Virtual Driving Environment (K-City 가상주행환경 고도화를 통한 자율주행시스템 검증 환경 구축)

  • Beenhui Lee;Kwanhoe Huh;Jangu Lee;Namwoo Kim;Jongmin Yoon;Seonwoo Cho
    • Journal of Auto-vehicle Safety Association
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    • v.15 no.1
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    • pp.16-26
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    • 2023
  • Recently, the importance of simulation in a virtual driving environment as well as real road-based tests for autonomous vehicle testing is increasing. Real road tests are being actively conducted at K-City, an autonomous driving test bed located at the Korea Automobile Safety Test & Research Institute of the Transportation Safety Authority. In addition, the need to advance the K-City virtual driving environment and build a virtual environment similar to the autonomous driving system test environment in real road tests is increasing. In this study, for K-City of Korea Automobile Safety Test & Research Institute, using detailed drawings and actual field data, K-City virtual driving environment was advanced, and similarity verification was verified through comparative analysis with actual K-City.

Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.

A Study on Dress-up Turning as Means of Expressing Automobile Drivers' Self-identity (자동차 사용의 정체성 표출 수단으로서의 드레스업 튜닝에 대한 고찰)

  • 이호숭
    • Archives of design research
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    • v.11 no.3
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    • pp.219-228
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    • 1998
  • As automobile drivers' desires become ever diversified with the spreading phenomenon of 'characteristic automobile decorations', it is feared that the design quality may be deteriorated, while the safety be retarded in terms of performance and function. In Korea, the 'Dress-up tuning' becomes the source of the social criticism because of lack of relevant codes and professional tuning services, while automobile drivers are excessively having their automobiles overdressed ignoring the overall aesthetic aspect and functions. Under such a circumstance, this study was aimed at reviewing the practices and dress-up accessories by each automobile part of those foreign automobile makers and professional tuners who have introduced the concept of 'customizing' and developed dress-up accessories and various tuning parts only to satisfy their customers' tuning needs. It is anticipated that automobile styling would tend more to pursue a 'coordination' featuring ordinary consumers' individualistic senses, while customers' needs reflecting their life styles be more refined. Meanwhile, Korean automobile consumers have accommodated the product designs : presented within the producers' frameworks, but they are expected to pursue the design values varying according to changing structures of production, society and industry as well as the resultant design activities. In all, makers and designers are requested to be aware of such changing environment structures and thereby, explore other alternatives, or reflect seriously on the socio-cultural implications inherent in the products, namely on the production and consumption of people's favorites.

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The improvement measures for youth activity policies in the intelligent information society: focusing on programs, equipment and facility operation and leaders (지능정보사회에서의 청소년 활동정책 개선방안: 프로그램, 설비·시설, 지도자를 중심으로)

  • Lee, Kyeong-Sang;Lee, Chang-Ho;Kim, Min
    • Informatization Policy
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    • v.26 no.4
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    • pp.62-84
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    • 2019
  • The purpose of this study is to present improvement measures for youth activity policies that can change the youth activity programs, equipment and facility operation and leaders in order to cultivate youth capacities suitable for the intelligent information society. For this purpose, we conducted a literature study on the direction of youth activity policy changes with the forecasted social changes in the intelligence information society and an online survey and expert opinion surveys to identify how youth activity facilities are currently coping with the changes and to explore measures to improve youth activity policies. The research identified 17 policy tasks - 9 tasks for the program area, including 1) increase of intelligent information technology related programs, 2) increase of contents related to career resilience in career experience and training programs, and 3) systematic introduction and diffusion of STEAM and Maker education programs; 5 tasks for the equipment and facility operation area, including 1) strengthening cooperation network with external organizations related to the intelligent information technologies, 2) expansion of AR and VR technology application in activity program development, improvement and operation, and 3) big data building in the field of youth activities; and 3 tasks for the leaders area, including 1) extension of information provision on the intelligent information society to the leaders of the activity facilities, and 2) development of job models related to the intelligent information society and job training.

한국 내연기관 개발의 현재와 미래

  • 이현순
    • Journal of the KSME
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    • v.29 no.6
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    • pp.573-580
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    • 1989
  • 현재 한국의 자동차 공업은 80년대 초반부터 급격한 발전으로 세계의 다른 자동차 생산국으로부 터 경계의 대상이 되고 있다. 그러나 그 내면을 살펴보면 아직도 중요한 기술은 거의 대부분 일 본이나 독일, 미국 등 자동차 선진국의 기술에 의존하고 있으며 특히 엔진 분야는 대부분 외국 기술에 의존하고 있다고 해도 과언이 아니다. 엔진은 자동차 생산원가의 약 30%를 차지하며 자동차의 성능을 좌우하는 경우 기술료 지급은 물론이며 부품구매 선택의 여지가 없어진다. 또한 요즈음과 같이 상품의 수명주기가 짧게 되어 가는 추세 하에서는 시장의 요구에 대처해나가는 엔지니어링 적응력이 부족하게 되면 결국 경쟁성을 상실하게 된다. 그러나 이러한 문제점을 인 식하면서도 80년대 초까지 독자적인 엔진개발을 하지 못했던 원인은 크게 2가지로 분석할 수 있다. 첫째는 한국의 자동차 회사들의 기술 축적의 미약과 둘째는 독자개발의 낮은 투자효율성 이다. 즉 엔진과 변속기를 기술 도입할 때 기술료 지급은 자동차 생산댓수당 5-6만원에 달하지만 엔진과 변속기를 독자개발시의 투자비는 약 300-500억원에 달하므로 간단한 산술적 계산으로는 모델당 100만대를 생산하여야만 투자의 가치가 있는 것으로 보여진다. 물론 위에서 언급한 바와 같은 여러 가지 요인에 의하면 이 숫자보다 훨씬 적은 생산량으로도 경쟁성이 확보될 것으로 예상된다. 이제 한국의 자동차 생산량도 연간 백만 대를 상회하는 수준이며 앞으로도 급격한 양과 질적인 팽창이 기대되고 있는 시점에 자동차 메이커들은 각사 모두 독자적인 고유 엔진 개발을 착수하였으며 일부 회사는 이미 성공을 거두어 양산 준비를 하고 있는 것으로 알고 있다. 그러나 아직도 엔진의 설계부터 양산까지 걸리는 기간이 타 선진 메이커에 비하면 상당히 길며 이로 인해 신제품의 경쟁력 저하가 우려되고 있는 상태이다. 이러한 문제점 해결에 도움을 주기 위해서 학계는 기업체의 기술 개발방향과 전략을 이해하는 것이 필요하다.grightarrow$cn-semistratifiable over$\longrightarrow$semistratifiable over $\alpha$ 2, 어떤 공간이 cn-Semistratifiable over $\alpha$이기 위한 필요충분 조건은 그것이 linearly cushioned cn-pairnet를 갖는 것이다. 3. cn-semistratifiable over $\alpha$의 부분공간 역시 cn-semistratifiabie over $\alpha$ 하다. 4. on-semistratifiable over $\alpha$의 유한개의 적공간 역시 cn-semistratifiabie over $\alpha$한다. 5. 폐 cn-semistratifiable over $\alpha$ 부분공간들의 합공간 역시 on-semistrbtifiable over $\alpha$ 하다. 6. 폐연속 net-cevering 함수에 의하여 cn-semistratifiable over $\alpha$ 성질이 보존된다. 보잘것이 없었고, 현재에도 각 시도별 또는 대학주관의 경시대회가 있으나 거국적인 호응을 받지 못했다. 물론 국제 대회에 참석시키는 것은 엄두도 내지 않았다.로 나타났다. 4. 코코넛과 소나무수피의 경우 암모니아 가스에 대한 흡착 능력은 거의 비슷한 것으로 사료되며, 코코넛의 경우 전량을 수입에 의존하고 있다는 점에서 국내 조달이 용이하며, 구입 비용도 적게 소요되는 소나무수피를 사용하는 것이 경제적이라고 사료된다. 5. 마지막으로 악취제거 미생물균주를 접종한 소나무수피 50%와 펄라이트 30%의 혼합재료를 24시간 동안 장기간 운전 실험을 수행한 결과 암모니아 99.06%, 황화수소 96.61%의 제거

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