• Title/Summary/Keyword: 상업교육

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Development of distance sensor module with object tracking function using radial arrangement of phototransistor for educational robot (교육용 로봇을 위한 포토트랜지스터의 방사형 배열을 이용한 물체추적기능을 갖는 거리 센서 모듈 개발)

  • Cho, Se-Hyoung
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.922-932
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    • 2018
  • Radial distance sensors are widely used for surveying and autonomous navigation. It is necessary to train the operation principle of these sensors and how to apply them. Although commercialization of radial distance sensor continues to be cost-effective through lower performance, but it is still expensive for educational purposes. In this paper, we propose a distance sensor module with object tracking using radial array of low cost phototransistor which can be used for educational robot. The proposed method is able to detect the position of a fast moving object immediately by arranging the phototransistor in the range of 180 degrees and improve the sensing angle range and track the object by the sensor rotation using the servo motor. The scan speed of the proposed sensor is 50~200 times faster than the commercial distance sensor, thus it can be applied to a high performance educational mobile robot with 1ms control loop.

Development of AI Convergence Education Model Based on Machine Learning for Data Literacy (데이터 리터러시를 위한 머신러닝 기반 AI 융합 수업 모형 개발)

  • Sang-Woo Kang;Yoo-Jin Lee;Hyo-Jeong Lim;Won-Keun Choi
    • Advanced Industrial SCIence
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    • v.3 no.1
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    • pp.1-16
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    • 2024
  • The purpose of this study is to develop a machine learning-based AI convergence class model and class design principles that can foster data literacy in high school students, and to develop detailed guidelines accordingly. We developed a machine learning-based teaching model, design principles, and detailed guidelines through research on prior literature, and applied them to 15 students at a specialized high school in Seoul. As a result of the study, students' data literacy improved statistically significantly (p<.001), so we confirmed that the model of this study has a positive effect on improving learners' data literacy, and it is expected that it will lead to related research in the future.

An Interactive UCC Creation and the Effect Analysis (상호작용 UCC의 제작 및 효과 분석)

  • Kim, Min-Su;Boo, Kyung-Min;Im, Kyung-Duk;Ko, Seong-Bo;Kim, Seong-Baeg
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.459-466
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    • 2010
  • Recently, UCC, which stands for User Created Content, has emerged in various media industries including Internet. However, there exists little research regarding interaction to overcome the drawback of UCC, one way superficial form. In particular, little research has been done on the creation and effect of experiential UCC type. In the existing research, the interactive feature shows to bring the effectiveness in the field of education or promotion. So, in this study, we examine the problem of provider-centered UCC and to solve this problem, we propose a new experiential UCC form with interactive functionality by adapting the product test between UCCs. From the results of the analysis on the effectiveness of UCC after users experience the proposed UCC related to water industry, watching the interactive UCC represented the values of the higher levels in the aspect of recognition change than watching the existing UCCs. Also, the outcome showed that if this interactive UCC invigorates, UCC application will be very useful in eduction, industry, and promotion. From the analysis of the question instrument on whether an interactive UCC would be helpful or not, the positive response ratios was 84% in promotion, 70% in education, and 52% in industry, respectively.

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A Research on the Extended Definition of Educational Serious Game and Guiding Directions through Categorizations of Serious Games (교육을 위한 기능성 게임 연구의 확장적 정의와 범주화를 통한 기능성 게임 연구의 발전방향에 대한 연구)

  • Kim, Sa-Hoon H.
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.3-13
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    • 2012
  • The study was conducted for cohering academical achievement of serious game studies as well as for attempting to give directions for interdisciplinary development. The purpose of the study were, first, it provides a rationale for integrating game studies lied scattered into a game study field or game industry. Second, by providing exemplary studies according to categories and by analyzing how those studies have been studied, this study provides a milestone for future researchers who are interested in serious game studies. In the article, the author suggests the extended definition of educational serious game study. The educational serious game study is "the study which investigates educational affordances of game including both explicitly intended designed for education and designed for fun but having implicit educational meanings, through the context of formal educational settings as well as informal environments." The author also researched how extended educational serious game studies have been researched according to four categories; game studies which researched educationally designed serious games, commercial games used for educational fields, educational serious games for informal learning, and those found meanings of games. This study has scholarly significance, especially on game study fields. for delineating game studies, a range of proposed and actual applications of educational serious game are reviewed, guiding directions for future studies.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

Development of Cinenurducation Based on Kolb's Experiential Learning Model for Understanding Child Growth and Development (아동성장발달 이해를 위한 경험학습모델 기반 영화간호교육 개발)

  • Oh, Jina;Im, Mihae;Roh, Hyerin
    • Child Health Nursing Research
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    • v.20 no.2
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    • pp.96-104
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    • 2014
  • Purpose: Nurse educators can use film effectively to promote nursing students' motivation and indirect experiences. The purpose of this study was to develop a teaching-learning design using films based on Kolb's experiential learning model for understanding of child growth and development, and to evaluate students' satisfaction with cinenurducation according to learning type and content. Methods: Participants were seventy-four first year nursing students in the spring semester of 2013 at a private university located in Busan. In each class, participants watched film, participated in peer-to-group discussion and an educator's lecture, and wrote a composition based on Kolb's four learning stages. After class, participants filled out a questionnaire developed by the researchers. Results: Results showed a high satisfaction with cinenurducation regardless of learning type and content concerning child growth and development. Advantages of cinenurducation included it being "fun and interesting," "helpful to understand the characteristics of children," and "develop critical thinking through discussions." Disadvantages included "length of time needed," and "burdensome." Conclusion: Films are advantageous in that they provide indirect experience for nursing students. Selection of appropriate films and evaluation of learning goal achievements are important to maximize the effectiveness of cinenurducation.

Geographical Mobility of Vocational High School Graduates (지역 산업수요와 지역이동 : 전문고 졸업생의 첫 일자리를 중심으로)

  • Kim, Kyung-Nyun
    • Journal of Labour Economics
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    • v.33 no.2
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    • pp.53-89
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    • 2010
  • Curricula relevant to labor market needs are often designed with the goals of individual employment and regional development at the forefront. This study provided information on regional scope by investigating the extent and determinants of the geographic mobility of vocational high school graduates and the effects of that mobility on first-job wage rates. Geographic mobility was defined as being employed in other provinces in which vocational schools were located. About 38% of graduates were employed in other provinces. Geographic mobility was positively related to gender and human capital such as health, course of study, vocational certificate, and job training. Mobility led to higher wage rates even after controlling for sample selection bias. The implication is that vocational high school curricula which focus excessively on provincial concerns may weaken a workforce's effectiveness.

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Design of a Sentiment Analysis System to Prevent School Violence and Student's Suicide (학교폭력과 자살사고를 예방하기 위한 감성분석 시스템의 설계)

  • Kim, YoungTaek
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.115-122
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    • 2014
  • One of the problems with current youth generations is increasing rate of violence and suicide in their school lives, and this study aims at the design of a sentiment analysis system to prevent suicide by uising big data process. The main issues of the design are economical implementation, easy and fast processing for the users, so, the open source Hadoop system with MapReduce algorithm is used on the HDFS(Hadoop Distributed File System) for the experimentation. This study uses word count method to do the sentiment analysis with informal data on some sns communications concerning a kinds of violent words, in terms of text mining to avoid some expensive and complex statistical analysis methods.

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A New Similarity Measure using Fuzzy Logic for User-based Collaborative Filtering (사용자 기반의 협력필터링을 위한 퍼지 논리를 이용한 새로운 유사도 척도)

  • Lee, Soojung
    • The Journal of Korean Association of Computer Education
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    • v.21 no.5
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    • pp.61-68
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    • 2018
  • Collaborative filtering is a fundamental technique implemented in many commercial recommender systems and provides a successful service to online users. This technique recommends items by referring to other users who have similar rating records to the current user. Hence, similarity measures critically affect the system performance. This study addresses problems of previous similarity measures and suggests a new similarity measure. The proposed measure reflects the subjectivity or vagueness of user ratings and the users' rating behavior by using fuzzy logic. We conduct experimental studies for performance evaluation, whose results show that the proposed measure demonstrates outstanding performance improvements in terms of prediction accuracy and recommendation accuracy.

A Study on College Entrance Information System for Commercial High Schools (상업계고등학교 진학정보시스템에 관한 연구)

  • Jang, Yun-Jung;Jung, Kyu-Cheol;Lee, Tae-Hun;Park, Ki-Hong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11b
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    • pp.765-768
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    • 2003
  • 실업계 고등학교는 산업계에 우수한 기능인력을 양성 공급하여 국가의 경제 발전에 그 동안 크게 이바지하여 왔다. 그러나 지식기반 사회의 도래에 따른 직업세계의 변화, 국민소득 향상과 핵가족화로 인한 고등교육에 대한 욕구 증대 등 제반 사회 환경의 변화로 인하여 최근 들어 진학위주의 교육풍토가 조성되면서 새로운 변화에 직면하고 있다. 해마다 진학을 희망하는 학생 수는 증가하고 있고, 대학 입시유형은 다양하고 복잡해지는데 비해 실업계 고등학교의 현실은 한 두 명의 진학담당 교사에 의해서 대부분의 업무가 처리되고 있다. 진학을 희망하는 학생들을 조사하여 진학관련 자료를 별도로 작성한 후 상담을 할 경우 일일이 찾아야 하는 불편함과 한 학생이 여러 대학을 지원할 수 있기 때문에 상담 시 많은 시간이 소요되고 있는 실정이다. 본 논문에서는 보다 효율적이고 체계적으로 진학지도에 도움이 될 수 있도록 웹을 기반으로 한 진학 정보 시스템을 설계 구현하였다.

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