• Title/Summary/Keyword: 상호주도 방식

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Lightweight Energy IoT Standard Protocol and Test Certification Procedure (에너지 IoT 표준 프로토콜 경량화 및 시험인증절차에 관한 연구)

  • Park, Myunghye;Kim, Younghyun;Myoung, Nogil;Kang, Sukyung;Eun, Changsoo
    • KEPCO Journal on Electric Power and Energy
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    • v.6 no.2
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    • pp.129-135
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    • 2020
  • The standardization of e-IoT (energy Internet of Things) communication and service, which is the energy field of energy, is to define the standard model and to demonstrate the practical model in order to take the lead and occupy the market where new market is created with the latest technology. In particular, detailed technical specifications are defined for developing a framework for IoT technology, the foundation technology of the 4th Industrial Revolution, securing interoperability through standardization, and operating a standard platform. In this paper, we propose a method for e-IoT standard protocol lightening and test certification procedure. The proposed method provides a product implementation method that can solve the problem of low power issue of e-IoT product in the future.

A Study of Communication Factor in Lunyu (『논어(論語)』의 커뮤니케이션 속성고(屬性考))

  • Lee, Bum-Soo
    • (The)Study of the Eastern Classic
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    • no.36
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    • pp.85-104
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    • 2009
  • This study examines a study of communication factor in Lunyu, as a communication text, in terms of communicator, audience, message, communication factor, communication text, interdisciplinary research. In many respects, it is generally accepted that Lunyu have been the generic references of the Oriental culture. Lunyu consider ethics, logic, and practicability as the qualifying requirement of communicator, asserting that communicator should speak true language, like a "chuntzu"(君子) does, and should also put their language into practice. The audience's attitude and method as contained in Lunyu are that hearers should have sharp ears for language, hear selectively the right language, and use the language suitable to the situation. It is also emphasized that the Hearer should actively lead in the situation of transactional communications. In Lunyu, one property of message is that language, which determines the rise and fall of a nation and is also the basis of judgement for other people, should comply with ethics and reasons and sould also be put into practice. In other words, credible message, as the practice of language, is the practical requirement of ethics and the qualification of a "chuntzu"(君子, superior man) in ruling the nation or conducting one's life.

A Design of Participative Problem Based Learning (PBL) Class in Metaverse (메타버스에서의 참여형 PBL 수업 설계)

  • Lee, Seung Ho
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.91-97
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    • 2022
  • Recently, as per a representative education method to develop core capabilities (such as critical thinking, communication, collaboration, and creativity) problem based learning (PBL) has been widely adopted in universities. Two important features of PBL are 'collaboration between team members' and 'participation based self-directed learning'. These two features should be satisfied in online education, although it is difficult due to the limitation on space and time in the COVID-19 pandemic. This paper presents a new design of PBL class in Metaverse, based on improving the online PBL class operated in the previous semesters in the H university. In the proposed PBL class, students are able to display materials (e.g., image, pdf, video files) in 3D virtual space, that are related to problem solving. The 3D virtual space is called gallery in this paper. The concept of gallery allows for active participation of students. In addition, the gallery can be used as a tool for collaborative meeting or for final presentation. If possible, the new design of PBL class will be applied and its effectiveness will be analyzed.

The Analysis of effectiveness of the rainfall harvesting system by using infiltration-storage in the catchment area (유역 침투-저류방식을 이용한 빗물이용시설의 효과 분석)

  • 최계운;정기일;윤용진;현지환
    • Proceedings of the Korea Water Resources Association Conference
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    • 2004.05b
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    • pp.1213-1218
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    • 2004
  • 인류의 발전을 주도하였던 수자원은 현대에 이르러 음용수, 공업용수, 농업용수 등의 사용목적을 가지고 활용되는 한편 하천, 호수 등 자연환경과 어우러져 인간의 삶을 윤택하게 해주는 기능을 동반하여 다양한 형태로 활용되기에 이르렀다. 그러나, 수요 증가에 따른 개발증가로 수자원 부존량을 점차적으로 저하시키고 있고, 산업의 발전에 부가되는 환경 오염 등의 영향으로 현재 활용이 가능한 수자원의 양은 점차 줄어들고 있는 추세이다. 직접유출량이 발생하는 포장 면적이 증가할수록 침투가 가능한 면적이 줄어들어, 강우시 발생하는 다량의 수자원을 활용하지 못하고 하천으로 방류하게 되므로 점차 수자원 부족 현상이 가시화되고 있는 현 시점에서는 적극적인 활용 대책의 마련이 반드시 필요한 실정이다. 이와 같은 이유로 미국, 일본, 유럽 등 선진국에서는 빗물을 받아 활용할 수 있는 빗물이용시설에 대한 연구와 실제 적용을 통해 수자원의 효율적 활용을 유도하고 있으면, 국내의 경우 1990년대 중반부터 유출저감시설 연구 및 시범지역 적용을 시작으로 현재 빗물이용시설을 포함하는 연구가 활발하게 진행되고 있다. 빗물이용시설은 활용 면적에 따라서 건물의 옥상면을 통하여 유출되는 빗물을 저류하여 활용하는 방식과, 일정 면적에 내리는 빗물을 침투-저류하여 활용하는 두 가지의 방식으로 크게 구분 할 수 있다. 본 연구에서는 두 가지 방법 중, 유역 침투-저류 방식을 이용한 빗물이용시설에서의 강우강도에 따른 유출량 및 저류량 변화를 분석하고 아울러 침투-저류 방식을 활용하는 경우, 수질 변화를 검토하는 실험을 통하여 유역 저류-침투방식을 활용한 빗물이용시설의 적용성 여부를 확인하고자 한다.적법의 불확실도 $5\%\~10\%$에 비교하여 $5\%$ 내외의 정확도 수준을 지니고 있어 정확도 향상을 기대할 수 있다. 경제적인 측면에서도 매년 측정사업에 소요되는 비용과 비교하였을 때 장기적으로는 경제적인 방법이 될 수 있다. 하천수 등의 상호 관계 분석을 통해 장기간의 유역 물순환체계 변화를 분석할 수 있었다.골풀과, 닭의장풀과가 각 1종씩으로, 조사지점( I )보다 좀 더 많은 종이 분포하는 것으로 조사되었다. 또한 어류는 조사지점( I )에서 3회에 걸쳐 총 396개체가 채집되어 3목 8과 21종이었다. 이 중 한국 고유종은 11종이었고, 외래 어종은 검정우럭과 2종이 조사되었으며, Zacco platypus(피라미), Zacco temmincki(갈겨니), Acheilongnathus koreanus(칼납자루), Odontobutis platycephala(동사리), Coreoleuciscus splendidus(쉬리) 순으로 분포하고 있었고, Acheilognathus signifer(묵납자루)는 댐 건설 전에는 많이 분포하였으나 현장조사에서 서식을 확인 할 수 언어 개체수의 큰 감소내지 멸종된 것으로 추정되었다.에서 동시에 시행하였다. 수술 후 1년 내 시행한 심초음파에서 모든 환아에서 단지 경등도 이하의 승모판 폐쇄 부전 소견을 보였다. 수술 후 조기 사망은 없었으며, 합병증으로는 유미흉이 한 명에서 있었다. 술 후 10개월째 허혈성 확장성 심근증이 호전되지 않아 Dor 술식을 시행한 후 사망한 예를 제외한 나머지 6명은 특이 증상 없이 정상 생활 중이다 결론: 좌관상동맥 페동맥이상 기시증은 드물기는 하나

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Research on the Normalization Schemes for Insolvent Development Site on Mutual Savings Banks (상호저축은행 부실PF사업장 정상화 방안)

  • Shin, Jong-Chil;Baik, Min-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.195-204
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    • 2015
  • This study analyzed the normalization cases of the mutual savings bank insolvency PF (MSBIPF) to suggest the appropriate improvements according to the purpose. The results were as follows. First, the original intention to normalize the MSBIPF was unsuccessful. This may be caused by the daunting situation of the real estate market along with the complex and shared interests. On the other hand, it can be responsible for the lack of evidence and related regulations as well as the lukewarm attitude on public projects. Active institutional settings are warranted to compensate the remaining insolvent businesses to PF even today and in the future. The data related to the recognized sites as the poorest 32 PF sites was compared primarily to normalize by KAMCO and the relevant sites. The area variable was the only significant variable according to the correlation analysis and logit analysis. The direct investment, diverse PF-backed bonds and the activation of the Ritz can be suggested as alternative ways of normalization with respect to the issue of the KAMCO.

Step-by-step Participatory Design Process through Construction of Public Discourse and Community Development - An Analysis of New York Governors Island Park and Public Spaces - (공론과 커뮤니티 형성을 통한 단계적 참여 설계 - 뉴욕 거버너스 아일랜드 공원 및 공공 공간을 중심으로 -)

  • Choi, Hyeyoung;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.2
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    • pp.11-24
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    • 2016
  • This study, which takes the New York Governors Island project as an example, is an in-depth analysis of the process of participatory design for transforming a space that had long been isolated from the public into a park and/or communal space. We found that the process of participatory design at each project phase consists of the following. First, in the preparatory phase, there was construction of public discourse: efforts to find a consensus to develop the space in a public-driven direction was led by various initiatives. Second, by opening the site to the public before the design phase and by consistently inviting a wide range of activities, a community was formed and its attachment to the site was established. Third, after the competition until the completion of the project master planning phase, substantial and active participatory design was enabled through social interaction of the community formed and developed over many years. Fourth, in the detail design and implementation phase, a traditional and passive way of participatory design such as public hearings was used, thereby preserving the expertise of professional designers. Public participation was reflected most in the master planning phase to create a broad framework of the park, while professionals designed the more specific aspects; this efficient and effective approach enabled both citizens and professionals to dutifully take part in developing the park. The results of this study can be summarized as follows. The mode of participatory design should be varied at each project phase, from construction of public discourse, to formation and development of the community, to participatory design for social interaction. Furthermore, it is effective to preserve the unique roles of citizens and design professionals. It is particularly important to extend the process of participatory design to include the construction of public discourse and community.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

An Exploratory Study on the Care Farm Governance: Focusing on the Netherlands and Belgium Cases (케어팜 거버넌스에 대한 탐색적 연구: 네덜란드와 벨기에 사례를 중심으로)

  • Hwang, Jeong Seop;Hwang, Yoon Min
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.358-372
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    • 2020
  • Recently, there has been growing social interest in the use of care farms as part of therapy for neurological or mental patients and regional innovation for rural areas. Care farm, which combines the health treatment and rural innovation perspectives, is important to establish a proper governance system for mutual collaboration with various stakeholders. However, there is still a lack of research on this. Therefore, this study designed the care farm governance framework and comparatively analyzed the governance between Netherlands paradise care farm and Belgium blue farm, which are major successful care farm cases. The results showed different governance system between Netherlands and Belgium care farm in terms of institutional and financial support, regional characteristics, structure, operation, and strategy. In Netherlands, as the central government-initiated therapy-centric, care farm governance is concentrated in treatment of patient mainly supported by Ministry of Health, Welfare and Sports under the law on social support. Whereas, in Belgium, as local government-initiated agriculture-centric, care farm governance is mainly focused to lead voluntary participation of agricultural cooperatives and medical institutions in regional area. This study provides a theoretical foundation of governance type and system for the care farm research and suggests guidelines of care farm governance for the governments like South Korea consider activating care farm.

A Case Study on the 'Consumer Studies' Class Using Problem-Based Learning for Prospective Home Economics Teachers (예비교사를 위한 문제중심학습에 기반한 '소비자학' 수업 사례)

  • Jung, Joo Won;Ha, Oh Sun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.101-116
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    • 2022
  • This study aims to apply the problem-based learning method to a college course on 'Consumer Studies' in a teacher education program. The participants of this study were 27 undergraduate students who were enrolled in the course. The PBL class was implemented for seven weeks using two problems: proposing special lectures on economic concepts and financial consulting. The effectiveness of PBL was analyzed through self-reflective journals, self-assessment, and a learning satisfaction survey of students. The result of this study was as follows. Students achieved the learning objectives and strengthened their collaboration and communication skills with team members during the PBL process. Moreover, students improved their self-directed learning and problem-solving ability through the PBL class. The results of self-assessment, in terms of learning task performance, active interaction, and self-directed learning were generally high at 4.63 points. In addition, the overall learning satisfaction level was very high, with a score of 4.75. The results will provide effective information on PBL classes to instructors and prospective teachers and will be used as data for learner-centered PBL classes.