• Title/Summary/Keyword: 문화 컴퓨팅

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Web Server based Hologram Image Production Pipeline System Implementation (웹 서버 기반의 홀로그램 영상 제작 파이프라인 시스템 구현)

  • Kim, Yongjung;Park, Chansoo;Shin, Seokyong;Kim, Jungho;Gentet, Philippe;Lee, Jiyoon;Kwon, Soonchul;Lee, Seunghyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.751-757
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    • 2021
  • In this paper, we proposed a pipeline system for holographic image production in a web server-based environment. There are time and spatial constraints for the existing holographic image production. The purpose of the proposed system is to obtain high-quality holographic images by reducing accessibility to users. It is a structure in which a video captured by a user in a web environment is transmitted to a server and converted into a frame for holographic image production through post-production. For high-quality holographic image acquisition, post-processing uses a deep learning-based algorithm. The proposed system provides various service tools in the web environment for user convenience. Through this method, the user's accessibility is improved when producing holographic images because images are taken in a web environment rather than in a limited space.

A Structure of Spiking Neural Networks(SNN) Compiler and a performance analysis of mapping algorithm (Spiking Neural Networks(SNN)를 위한 컴파일러 구조와 매핑 알고리즘 성능 분석)

  • Kim, Yongjoo;Kim, Taeho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.613-618
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    • 2022
  • Research on artificial intelligence based on SNN (Spiking Neural Networks) is drawing attention as a next-generation artificial intelligence that can overcome the limitations of artificial intelligence based on DNN (Deep Neural Networks) that is currently popular. In this paper, we describe the structure of the SNN compiler, a system SW that generate code from SNN description for neuromorphic computing systems. We also introduce the algorithms used for compiler implementation and present experimental results on how the execution time varies in neuromorphic computing systems depending on the the mapping algorithm. The mapping algorithm proposed in the text showed a performance improvement of up to 3.96 times over a random mapping. The results of this study will allow SNNs to be applied in various neuromorphic hardware.

A Study on the Level of Algorithmic Thinking of Students in Elementary and Secondary Schools (초중등 학습자의 알고리즘적 사고 수준 측정 연구)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.237-243
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    • 2019
  • The ability of problem-solving, communicating, and collaborating with computing technology is considered as core competencies for future society. In order to improve those competences, the algorithm and programming ability was set as the important goal of the Information curriculum of Korea. Algorithmic thinking is a key component of computing thinking, and it is known to play a very important role in designing and programming algorithms. It is used to set goals of Information curriculum and to measure student achievement. Therefore, in this study, developed a test to measure algorithmic thinking of students in elementary, middle and high schools, and applied the test to measure the levels of algorithmic thinking. As a result of the analysis, the higher the school level, the better the algorithmic thinking. And no difference was found between genders. This study is expected to provide a guide for constructing measures or setting the difficulty level for algorithmic thinking.

Development of Fine Dust Robot Unplugged Education Program (미세먼지 로봇을 주제로 한 언플러그드 교육 프로그램의 개발)

  • Lee, Jaeho;Jang, Junhyung;Jang, Inpyo
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.183-191
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    • 2019
  • The purpose of this paper is to develop an unplugged education program that develops the 4C (Creativity, Critical thinking, Communication ability, Collaboration) and CT (Computational Thinking) competencies required in modern society. This study discovered "Fine Dust Robot" as a theme suitable for the unplugged education program, and designed the Unplugged 4-hour education program which can develop 4C and CT competencies. The first stage motivates learning, and the second and third stages develop unplugged activity to develop CT. In the fourth stage, the algorithms created through unplugged activities were programmed through the natural language instruction card and produced the output. We developed educational materials that can be utilized in the unplugged education program. Finally, education programs were conducted for elementary school students, and pre- and post-tests of computational thinking were conducted for general students and gifted students. Educational effective was found in both groups.

Development of a Sound Art Programming Course for Non-Majors (비전공자를 위한 사운드 아트 프로그래밍 교과목 개발)

  • Kwon Hyunwoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.71-79
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    • 2024
  • This study developed a sound art programming course using pure data to foster computational thinking and convergence of art and technology in college students who are non-computer majors. This paper presents an example of operating a curriculum that designed and developed a sound art-centered music programming subject using Pure Data, derives educational outcomes and improvement measures for classes, and presents a creative convergence education program of technology and art. It has a purpose. For the study, we looked at examples of educational programs that combine art and technology, as well as pure data and sound art, and based on this, we designed and developed a sound art programming course for non-majors. The curriculum was operated based on the developed subjects, and the results showed increased interest in programming through art and technology convergence classes, active class participation through autonomous choice, creation of a new perspective on art, improvement of computational thinking skills, collaboration and communication. The educational effect of ability enhancement was confirmed. We expect that this study will be able to present a new perspective on the convergence education of art and technology, including artistic diversity and understanding of new media according to the development of media.

The Impact of Metaverse Presence on Immersion and Intention to Continuous Use (메타버스 이용자의 프레즌스 경험이 몰입과 지속이용의도에 미치는 영향)

  • Mideum Choi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.581-588
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    • 2024
  • Metaverse technology, heralded as the fourth major innovation in computing following personal computers, the internet, and mobile devices, has realized a three-dimensional virtual world where communication with others as well as social, cultural, and economic activities of the real world can take place. While platforms like Zepeto, launched in 2018, and Animal Crossing: New Horizons, released in 2020, initially became popular among younger generations, concerns about declining investment and usage rates of the metaverse have become apparent since 2023. This study examines the impact of metaverse users' sense of presence on their immersion and intention to continue using these platforms.

Recipe Analysis of Korean Traditional Representative Food for Export to China and Japan (중국, 일본 수출을 위한 한국 전통 대표 식품에 대한 레시피 분석)

  • Son, Nam Rye;Jeong, Senator;Han, Gyu Sang
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.5
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    • pp.71-79
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    • 2018
  • Recently, Korean traditional foods have been commercialized and exported to the world because they can be conveniently and easily ingested. In particular, it is necessary to study and develop recipe for representative foods with high preference in China and Japan which are geographically close to Korea. Therefore, this paper retrieves and collects recipes for representative foods of Korean traditional foods in China and Japan using country portal sites in China and Japan. The recipe collected for each country is constructed with a recipe database to analyze and visualize what materials are used for each type of recipe. The recipe analyzed by country will be used as basic data for commercializing Korean traditional food in China and Japan in the future.

Development and Application of a Turtle Ship Model Based on Physical Computing Platform for Students of Industrial Specialized High School (공업계 특성화고 학생을 위한 피지컬 컴퓨팅 플랫폼 기반의 모형 거북선 개발 및 적용)

  • Kim, Won-Woong;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.41 no.2
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    • pp.89-118
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    • 2016
  • In this study, the model of Turtle Ship, which is evaluated as one of the world's first ironclad ship in battle as well as the traditional scientific and technological heritage in Korea, was combined with the Physical Computing Platform(Arduino and App Inventor) that enables students to learn the basic concepts of IT in an easy and fun way. Thus, this study contrived the Physical Computing Platform-based Turtle Ship model which will make the students of Industrial Specialized High School develop the technological literacy and humanities-based knowledge through flexible education out of stereotype and single subject as well as enhance the potential of creative convergence education. The following is a summary of the main results obtained through this study: First, Arduino-based Main-controller design and making is helpful to learn of the hardware and software knowledge about EEC(Electron Electronics Control) and to confirm the basic characteristics and performance of interaction of Arduino and actuators. Second, The fundamental Instructional environments of abilities such as implementing EEC systems, thinking logically, and problem-solving skills were provided by designing of pattern diagram, designing an actuator circuit and making, the creation of sketches as technical programming and developing of mobile app. Thirdly, This is physical computing platform based Turtle ship model that will enable students to bring up their technological literacy and interest in the cultural heritage.

SW Education Program using Pair Programming Collaboration Tools (짝프로그래밍 협업도구를 활용한 SW교육프로그램)

  • Kim, Yong-Ok;Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.375-384
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    • 2019
  • In a rapidly changing society with the Fourth Industrial Revolution, future students should have the skills to utilize and organize high-quality knowledge, not the amount of knowledge. With the launch of the revised curriculum in 2015, the curriculum has been reorganized based on competency and the software education has been seeking capabilities such as 'Cultural computing knowledge', 'Computational thinking', and 'Collaborative problem solving skills'. Therefore, practical collaboration tools and education programs that can be used in the field of education are developed based on Pair Programming, which is a specific collaborative learning strategy to develop cooperative problem solving skill. The educational program using this collaboration tool was developed with a focus on developing computational thinking and collaborative problem solving skills through Pair Programming rather than focusing on learning grammar of programming language and programming techniques. In a educational program, students will be able to use collaborative tools for pair programming and foster collaborative problem-solving skills.

Development of K-12 Digital Culture Curriculum for AI Edcuation (AI교육을 위한 초등 디지털 문화 교육과정 개발)

  • Soo-Bum Shin;Jeong-Hye Han
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.449-455
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    • 2022
  • The digital culture area is a field of artificial intelligence education and partially overlaps with information ethics, and this study proposed an elementary school-centered digital culture curriculum, a detailed area of artificial intelligence education. First, as a leading overseas case in the field of digital culture, we analyzed the secure online interaction, which is the core content of the K12CS framework in the United States and the UK's computing curriculum. We presented by categorizing it into four digital areas: content, communication method, copyright, and job exploration in accordance with the domestic educational environment and field conditions. In addition, educational goals were stated according to the level of kindergarten and elementary school, and the validity of a group of field teachers majoring in in information and artificial intelligence was investigated to confirm the validity. As a result of the analysis, it was found that all the contents set were suitable except for some of the detailed goals of the first grade elementary school stages. Accordingly, a digital culture curriculum for artificial intelligence education was presented by revising and supplementing the detailed goals of the first graders.