• Title/Summary/Keyword: 설계 가이드 라인

Search Result 543, Processing Time 0.032 seconds

An Analysis of the Teacher Librarian's Duties and Competencies Embedded in the IB International School Job Advertisement (IB 국제학교 구인광고에 담긴 사서교사의 직무 및 역량 분석)

  • Eun-Hae, Kim;Gi-Ho, Song
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.33 no.4
    • /
    • pp.5-25
    • /
    • 2022
  • The purpose of this study is to analyze the duties and competencies of the teacher librarian required by schools as consumers to operate the curriculum, and to suggest ways to improve their professionality. To this end, the duties and competencies included in 20 job advertisements posted by IB schools to select teacher librarians were analyzed based on the IFLA School Library Guidelines. As a result of the analysis, it was found that the duties and competencies of IB schools are based on the IB curriculum guidelines and this guideline is based on the educational philosophy and learner image that IBO curriculum aims. And the job that schools want the most from the teacher librarian is teaching through library collection management and collaboration, and the main competencies for this are communication and collaboration skills, teaching-learning·curriculum·education design and operation, and digital & media literacy. The results of this analysis show that the professionalism should be based on the vision for the educated person and learner capabilities presented in the curriculum. Based on this results, in this study the ways for developing teacher librarians' professionalism were presented in the following aspects. First, including the educational responsibilities of the school library in the Arrangement and Implementation Guideline of National Level Curriculum. Second, Classifying human resources' duties through revision of the Enforcement Decree of the School Library Promotion Act. Third, reorganizing of basic courses to acquire teacher librarian qualifications and introducing a demonstration of collaborative teaching in the eduactional practice and the certification examination.

A Exploratory Study of the Concept and Theories of the Healing Environment for Mental Health Enhancement (정신건강증진을 위한 치유환경 개념 및 이론 탐색연구)

  • Lee, Hae Kyung
    • Design Convergence Study
    • /
    • v.17 no.3
    • /
    • pp.109-123
    • /
    • 2018
  • This exploratory research examines a new approach to the healing environment in the changed health paradigm, and seeks to conceptualize the extended characteristics of the healing environment in the context of mental health promotion. This study aims to, first, define the concepts of health, mental health, and the healing environment in the changed paradigm, and second, develop the healing characteristics of the physical environment for mental health promotion and create indicators. For these purposes, this study performed a theoretical exploration that could support the concept of the healing environment for mental health promotion by expanding its scope into not only architecture, psychology, and psychiatry but also philosophy of architecture and environment psychology, which concerns the relationship between humans and the environment. This study considers related theories and attempts to establish a new concept from a convergent perspective. The characteristics of the healing environment categorized as a result of exploratory research on previous studies and theories include (a) physical protection promotion, (b) psychological comfort promotion, (c) social exchange promotion, and (d) personal self-esteem promotion. Establishing the concept of the healing environment for mental health promotion is important to implement the actual healing environment. Based on the concept, more specific design indicators and guidelines could be developed to conduct applied research.

Limits of STEAM Education and its Improvement Alternative : Based on the Viewpoints of STEAM Expert Teachers (STEAM 교육의 한계와 개선방향 -STEAM 교육 전문성을 가진 교사의 견해를 바탕으로-)

  • Son, Mihyun;Jeong, Daehong
    • Journal of The Korean Association For Science Education
    • /
    • v.39 no.5
    • /
    • pp.573-584
    • /
    • 2019
  • It is necessary to look at the essence of STEAM education from the viewpoint of the teacher who is the subject of education execution. We carry out questionnaires and telephone interviews for the purpose, definition, change, etc. of STEAM education from eight elementary, middle, and high teachers who are rich in policy and field application experience. As a result of the analysis, the purpose of the STEAM education that the specialists mentioned includes the active participation of the students. Most experts pointed out that the definition of STEAM education is ambiguous. So, it is necessary to express a clear goal of STEAM education. The category and level meaning "fields" from "a convergence of two or more fields" are not indicative definitions, but can be different depending on the situation, considering the context of activities and the level of students. The perception of the experts on framework may be a guide for STEAM education and stumbling block. It is necessary for "Context" to shift away from the emphasis on the real life connection and to the emphasis on the interest of the student and the guidance of the class. "Creative design" must be based on trial and error in the process of solving problems. "Emotional touch" needs to correct elements that cannot be observed, evaluated, and applied to lessons that are elements of emotional experience. As for the expansion of STEAM education, most expert teachers have recognized that STEAM education is becoming increasingly stable and that policy change has continued to slow the pace of stabilization.

Study of Coherent High-Power Electromagnetic Wave Generation Based on Cherenkov Radiation Using Plasma Wakefield Accelerator with Relativistic Electron Beam in Vacuum (진공 내 상대론적인 영역의 전자빔을 이용한 플라즈마 항적장 가속기 기반 체렌코프 방사를 통한 결맞는 고출력 전자파 발생 기술 연구)

  • Min, Sun-Hong;Kwon, Ohjoon;Sattorov, Matlabjon;Baek, In-Keun;Kim, Seontae;Hong, Dongpyo;Jang, Jungmin;Bhattacharya, Ranajoy;Cho, Ilsung;Kim, Byungsu;Park, Chawon;Jung, Wongyun;Park, Seunghyuk;Park, Gun-Sik
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
    • /
    • v.29 no.6
    • /
    • pp.407-410
    • /
    • 2018
  • As the operating frequency of an electromagnetic wave increases, the maximum output and wavelength of the wave decreases, so that the size of the circuit cannot be reduced. As a result, the fabrication of a circuit with high power (of the order of or greater than kW range) and terahertz wave frequency band is limited, due to the problem of circuit size, to the order of ${\mu}m$ to mm. In order to overcome these limitations, we propose a source design technique for 0.1 THz~0.3 GW level with cylindrical shape (diameter ~2.4 cm). Modeling and computational simulations were performed to optimize the design of the high-power electromagnetic sources based on Cherenkov radiation generation technology using the principle of plasma wakefield acceleration with ponderomotive force and artificial dielectrics. An effective design guideline has been proposed to facilitate the fabrication of high-power terahertz wave vacuum devices of large diameter that are less restricted in circuit size through objective verification.

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-
    • /
    • v.15
    • /
    • pp.25-56
    • /
    • 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.

A Study of Improvement Plans for Urban Parks through the Application of Barrier-free Living Environment Certification Standards - A Focus on Boramae Park- (장애물 없는 생활환경 인증기준을 적용한 도시공원 개선계획 - 보라매공원을 대상으로 -)

  • Seo, Eun-Sil;Koo, Bon-Hak
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.43 no.5
    • /
    • pp.100-110
    • /
    • 2015
  • With the trend for the construction of barrier-free living environments in accordance with the ever-increasing external activity of the aging population, multi-culture families and socially disadvantaged, there is also a demand for the facilities improvement at parks for their convenience of use. This study analyzed the possibility of Barrier-Free Certification of an existing open space and defined its prototype renovation plan. This study is intended to help develop Borame Park into a barrier-free park by securing a barrier-free line of movement linking the major facilities sites within the park, improving park facilities lest there should be inconvenience in the use of the major facilities, and a guidance system convenient for use by physically and mentally impaired people. The significance of this study lies in the fact that it diagnosed the possibility of the BF Certification of existing urban parks and established a barrier-free park, which is easy for anyone to use. In the course of doing research on this, this study was able to discover the limitations of the BF Certification system, and its related tasks to be solved in the future as follows: The first thing this study shows is that there is a lack of understanding and awareness of the BF Certification system. Basically, there is a need for giving consideration to the development of a barrier-free living environment from the planning and design phase of a park, but in actuality, an examination of the certification is undertaken at the time of the completion of design and construction, which causes a large loss both time-wise and economically. Second, as evaluative items for the BF Certification of a park, applied are detailed evaluation items that fail to reflect the characteristics of an outdoor space whose natural constraints are large, such as geographical highs and lows and existing trees, plants, etc. Third, guidelines for establishment of a barrier-free park must be created in the light of the locational conditions of the park, followed by improvements of its BF Certification evaluation items.

Elementary Teachers' Perception in Using Smart-Technology in STEAM Class : Focus on Application Type, Difficulties and Support Required (STEAM 수업에서 스마트테크놀로지 적용에 대한 초등교사의 인식 -적용 유형과 어려움 및 지원을 중심으로-)

  • Han, Areum;Na, Jiyeon
    • Journal of The Korean Association For Science Education
    • /
    • v.39 no.6
    • /
    • pp.777-790
    • /
    • 2019
  • The purpose of this study is to investigate the experience of teachers who apply Smart-technology in elementary school STEAM class and the reasons, difficulties when applying the technology and required support. Semi-structured in-depth interviews were conducted with six elementary school teachers with specialized knowledge in STEAM education who have experienced STEAM lessons several times before. The research findings are as follows: First, research participants utilized a variety of Smart-technology in STEAM class, most of which were experiential or interactive technology. Among the STEAM learning criteria, the Smart-technology in 'Creative Design' course was most often applied. Second, they adopted Smart Technology in STEAM class to encourage students to feel interested, actively participate in the class, enjoy indirect experience, and nurture interest in state-of-the-art technology. They used it to prepare for future societies and organize classes that are suitable for STEAM learning criteria. They also used Smart-technology because it was easy to use. Third, they found it difficult to find, secure, and use suitable Smart-technology when applying Smart-technology in the STEAM class. They also had trouble restructuring the curriculum. In addition, there were difficulties in using Smart-technology in the class such as lack of class hours, increased level of activity, insufficient physical environment and unexpected malfunction of Smart-technology, thus interrupted the class. After the class, it was hard to manage Smart-technology and also, there were difficulties in assessment, record, and negative awareness of surrounding people. Fourth, they mentioned that's suggesting education guidelines, develop, and distribute educational materials are required to enable 'Creative Design,' reduce educational content, provide training, secure Smart-technology equipment and provide Wi-Fi, support teacher's club and communities and create an atmosphere to emotionally support teachers in order to activate using Smart-technology in STEAM class.

Foundation Methods for the Soft Ground Reinforcement of Lightweight Greenhouse on Reclaimed Land: A review (간척지 온실 기초 연약지반 보강 방법에 대한 고찰)

  • Lee, Haksung;Kang, Bang Hun;Lee, Su Hwan
    • Journal of Bio-Environment Control
    • /
    • v.29 no.4
    • /
    • pp.440-447
    • /
    • 2020
  • The demand for large-scale horticultural complexes utilizing reclaimed lands is increasing, and one of the pending issues for the construction of large-scale facilities is to establish foundation design criteria. In this paper, we tried to review previous studies on the method of reinforcing the foundation of soft ground. Target construction methods are spiral piles, wood piles, crushed stone piles and PF (point foundation) method. In order to evaluate the performance according to the basic construction method, pull-out resistance, bearing capacity, and settlement amount were measured. At the same diameter, pull-out resistance increased with increasing penetration depth. Simplified comparison is difficult due to the difference in reinforcement method, diameter, and penetration depth, but it showed high bearing capacity in the order of crushed stone pile, PF method, and wood pile foundation. In the case of wood piles, the increase in uplift resistance was different depending on the slenderness ratio. Wood, crushed stone pile and PF construction methods, which are foundation reinforcement works with a bearing capacity of 105 kN/㎡ to 826 kN/㎡, are considered sufficient methods to be applied to the greenhouse foundation. There was a limitation in grasping the consistent trend of each foundation reinforcement method through existing studies. If these data are supplemented through additional empirical tests, it is judged that a basic design guideline that can satisfy the structure and economic efficiency of the greenhouse can be presented.

A Study on the Directions of Sewol Ferry Tragedy Memorial Park Based on the Analysis on Social Discourse and Recognition Evaluation (도심형 메모리얼파크의 사회적 담론 및 인식분석을 통한 4·16 세월호 참사 추모공원 방향성 제안 연구)

  • Kim, Do-Hun
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.48 no.6
    • /
    • pp.25-38
    • /
    • 2020
  • The objective of this study is to propose a direction for creating a memorial park for the 250 students victims of the Sewol ferry disaster. To this end, this study first attempted to understand the matters discussed at various levels to create a memorial park and find a way that the park can be built by gathering opinions from the bereaved families and the victims themselves, as well as local residents, and experts. Workshops, competitions, special lectures, and websites, etc, were analyzed. A social discourse analysis methodology was used for systematic analysis, and the analyzed discourse was categorized into 4 types for assessment, and the functions and roles were subdivided into 15 types. To assess the priorities and the adequacy of the discourse, an analytic hierarchy process (AHP) was used among 30 activists, public servants, and experts. Then, a survey was conducted to analyze the perception of the residents (467 participants including the bereaved families) about the memorial park. Based on the results of the analysis, two directions were set for the memorial park. First, is a memorial park to remember the victims in everyday life. It must be a park with various cultural contents instead of a conventional memorial park that is solemn and grave sharing anguish and sorrow. The memorial park for the Sewol ferry disaster must become a space where visitors can naturally encounter and remember the victims. Second, is a park that serves as a catalyst that brings change and innovation to the community. It must be able to bring change to the community with direct and indirect influence. It must serve as an impetus to bring change and innovation to the community in the mid-to-long-term. Having many visitors may also lead to an economic effect. These visitors may not just stay in the park, but even contribute to revitalizing the local businesses. The purpose of this study is to apply the research findings to guide the International Design Competition scheduled for 2020 and serve to establish guidelines for a continuous park management system.

A Study on Image Copyright Archive Model for Museums (미술관 이미지저작권 아카이브 모델 연구)

  • Nam, Hyun Woo;Jeong, Seong In
    • Korea Science and Art Forum
    • /
    • v.23
    • /
    • pp.111-122
    • /
    • 2016
  • The purpose of this multi-disciplinary convergent study is to establish Image Copyright Archive Model for Museums to protect image copyright and vitalize the use of images out of necessity of research and development on copyright services over the life cycle of art contents created by the museums and out of the necessity to vitalize distribution market of image copyright contents in creative industry and to formulate management system of copyright services. This study made various suggestions for enhancement of transparency and efficiency of art contents ecosystem through vitalization of use and recycling of image copyright materials by proposing standard system for calculation, distribution, settlement and monitoring of copyright royalty of 1,000 domestic museums, galleries and exhibit halls. First, this study proposed contents and structure design of image copyright archive model and, by proposing art contents distribution service platform for prototype simulation, execution simulation and model operation simulation, established art contents copyright royalty process model. As billing system and technological development for image contents are still in incipient stage, this study used the existing contents billing framework as basic model for the development of billing technology for distribution of museum collections and artworks and automatic division and calculation engine for copyright royalty. Ultimately, study suggested image copyright archive model which can be used by artists, curators and distributors. In business strategy, study suggested niche market penetration of museum image copyright archive model. In sales expansion strategy, study established a business model in which effective process of image transaction can be conducted in the form of B2B, B2G, B2C and C2B through flexible connection of museum archive system and controllable management of image copyright materials can be possible. This study is expected to minimize disputes between copyright holder of artwork images and their owners and enhance manageability of copyrighted artworks through prevention of such disputes and provision of information on distribution and utilization of art contents (of collections and new creations) owned by the museums. In addition, by providing a guideline for archives of collections of museums and new creations, this study is expected to increase registration of image copyright and to make various convergent businesses possible such as billing, division and settlement of copyright royalty for image copyright distribution service.