• Title/Summary/Keyword: 수행과제 개발 도구

Search Result 80, Processing Time 0.021 seconds

How is the Social Problem-Solving R&D Done? (사회문제 해결형 연구개발은 어떻게 수행되는가?)

  • Song, Wichin;Seong, Ji-Eun
    • Journal of Science and Technology Studies
    • /
    • v.18 no.3
    • /
    • pp.255-289
    • /
    • 2018
  • The social problem-solving R&D is different from the goal and process in comparison with research aimed at scientific excellence and industrial innovation. It pursues social values and active participation of the end-user civil society. In this study, we try to derive its characteristics by analyzing the cases that are evaluated as successful social problem solving R&D project. In order to analyse the social problem-solving R & D case, these four variables are selected; 1) social and technological planning for problem solving 2) participatory technological development 3) law, system and delivery system development for innovation deployment 4) scale-up of new R&D process. Those are important issues identified through case studies: 1) the tools and support services needed to carry out social and technical planning effectively, 2) the role of the Living Lab to coordinate opinions with experts and users, 3) the legislative and institutional improvement activities as important as technological development, 4) researcher's change through interaction with end user.

Perception Survey of Virtual Reality Simulation with Malocclusion Models (부정교합 모델을 적용한 가상현실 시뮬레이션에 대한 인식조사)

  • Kim, Boram;Ryu, Jeeheon;Kim, Seonmi;Choi, Namki
    • Journal of the korean academy of Pediatric Dentistry
    • /
    • v.48 no.3
    • /
    • pp.302-312
    • /
    • 2021
  • The purpose of this study was to develop prototype of virtual reality(VR) simulation with malocclusion models and evaluate its applicability. Task abilities, task completion time, and a satisfaction survey were compared between dentist trainees and dental students. Participants were instructed to observe virtual malocclusion models and then performed three tasks to diagnose the type of malocclusion, determine clinical findings and develop treatment plans. Their satisfaction with the simulation experience were evaluated using a questionnaire containing five questions. Task abilities of trainees related to clinical features and treatment plans were significantly higher than that of students(p < 0.01). In both groups, the task completion time for the second case was significantly reduced compared to that for the first case(p < 0.01). The satisfaction survey showed high scores and positive responses for this simulation in both groups. If the prototype of VR simulation is continuously advanced, it will be applicable for orthodontic education in pediatric dentistry.

Validity and Reliability of a Korean Version of the Flow State Scale for Occupational Task (한글판 작업과제 몰입상태척도(Korean version of Flow State Scale for Occupational Task: K-FSSOT)의 타당도 및 신뢰도연구)

  • Lee, Jeong-Hoon;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
    • /
    • v.10 no.4
    • /
    • pp.53-63
    • /
    • 2021
  • Objective : This study aimed to develop a Korean version of the Flow State Scale for Occupational Task (K-FSSOT), to measure the level of a flow experience of a subject in occupational therapy activities. Methods : To develop a measure of K-FSSOT, validity and reliability were verified through a systematic development process. The validity was verified by calculating the content validity index (CVI) through the content validity of 10 occupational therapists and a question-and-answer survey of 20 patients. Reliability was verified by investigating the internal consistency and examination-re-test reliability of 33 patients. Results : The item-CVI for each question in the content feasibility study was .90 to 1.00, and the scale-CVI, which is the average of the whole item, was found to be appropriate at .97. The verification of reliability indicated that the intrinsic value of the entire question was high at .855, and the test-retest reliability value was high at .894 (p<.01), showing a high correlation, and very high reliability. Conclusion : K-FSSOT could be used as a useful tool to measure the level of a flow experience of the target in performing occupational therapy activities for occupational therapists concerned about the participation and flow experience of the target.

Development of Beat Processing Device for Rhythm Production Assessment (리듬 산출 검사 어플리케이션 Beat Processing Device 개발)

  • Chong, Hyun Ju;Mun, Ju Hyoung;Han, Eunyoung;Choi, Jin Hee
    • Journal of Digital Convergence
    • /
    • v.18 no.7
    • /
    • pp.215-222
    • /
    • 2020
  • The aim of this study was to develop a mobile application 'Beat Processing Device (BPD)' to record and quantify the data for the performance accuracy of rhythm production. BPD has been developed in three phases. First, we reviewed studies that used rhythm as main intervention strategy to improve cognitive functioning of older adults, and derived four basic rhythm idioms. Second, we developed an iOS-based mobile application, optimized the device, the instrument tone, and the measurement variables through preliminary test. Lastly, we tested the mobile application by comparing the performance data obtained from MIDI and BPD from 60 older adults. The device was shown to be reliable and consistent with other mode of measurement and analysis. Conclusively, BPD can be a useful tool for assessing rhythm production ability in the course of cognitive skills training.

Development of Tool for Measuring the User's Emotions expressed while Using a Product (제품 사용중 표출되는 사용자의 감성 측정 도구 개발에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.343-354
    • /
    • 2006
  • Human emotion is the issue which is subjective, difficult to define and even more difficult to measure because it's personal. In general, the methods for measuring human emotion is divided in two, one is the psychological way based on user's subjective evaluation and another is the physiological way based on physiological signs. However, these methods have some limitations. Therefore, in this study we suggested the methods for measuring users emotion in the natural and accessible environment for the design field. In order to observe user's emotional changes while they interact with a product, we have extracted some emotional words and representative emotions, and made a set of subjective evaluation scales. With these scales, emotion logging program 'VideoTAME' was developed as an effective measurement tool for complementing the current psychological methods. In the testing module of 'VdeoTAME,' participants evaluate their emotional changes through playing and watching the video dips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Exel. It is hoped that this study will be of great help for designers for effective measurement of user's emotions naturally expressed while using a product.

  • PDF

Developing an Instrument for Analysing Students' Behavioral Engagement in School Science Classroom (과학수업에서 나타나는 학생들의 행동적 참여 분석을 위한 영상 분석 도구의 개발)

  • Choi, Joonyoung;Na, Jiyeon;Song, Jinwoong
    • Journal of The Korean Association For Science Education
    • /
    • v.35 no.2
    • /
    • pp.247-258
    • /
    • 2015
  • Students are engaged in classroom learning, and classroom learning occurs not only through conversation but also through nonverbal behavior. In science classrooms especially, there are meaningful nonverbal behaviors such as practical activities like observation and measurement. But these behaviors have not been properly investigated by existing instruments that try to measure students' engagement. This study aims to develop a new instrument for analyzing students' behavioral engagement especially in science classrooms. The method of developing the instrument was structured along three steps. First, student behaviors have been classified into fourteen categories through literature review and a series of observation of elementary science classroom. Second, based on these, a framework for analyzing student behavioral engagement has been developed. With the framework, every student moment could be labeled as Participatory Speech or Participatory Silence or Non-Participatory Speech or Non-Participatory Silence. Third, an instrument to which the framework is applied has been developed by using Microsoft Excel. As a trial, two fourth-grade students in elementary science class were analyzed with this instrument. The results of the trial analysis shows that the longest period of a science lesson was occupied by Participatory Silence (63% and 72%). Among the participatory silence, 'listening' was the most common (51% and 42% of the trial lesson) and 'observing' which is a specific behavior to science was the fourth position (17% and 17% of the trial lesson). It is expected that the developed instrument could be used in improving our understanding of the patterns of student engagement in science classrooms.

A Study on the Domain Knowledge Development of Expert System for the Project Management in the Defense Information Systems (국방정보체계 사업관리용 전문가 시스템의 도메인 지식 개발에 관한 연구)

  • 김화수;문세진;장호석
    • Journal of Intelligence and Information Systems
    • /
    • v.5 no.2
    • /
    • pp.43-61
    • /
    • 1999
  • 국방정보체계는 종류가 다양하고 대규모로 추진되기 때문에 소프트웨어 개발을 위한 사업관리에 어려움이 많이 따른다. 더구나, 현재 국방정보체계의 사업관리는 자동화시스템을 이용하여 체계적으로 실시하지 않고 수동으로 처리하기 때문에 많은 문제점이 야기되고 있고 현재의 소프트웨어 개발 표준인 ISO 12207을 수정 없이 그대로 대규모 실시간 국방정보체계의 소프트웨어 개발사업에 적용하는 것도 한계가 있다. 따라서 본 논문의 목적은 효율적인 국방정보체계 소프트웨어 개발 사업관리를 위해서 국방정보체계별로 적절한 개발 생명주기 모델을 선정하고, 각 단계별로 사업관리자가 수행할 태스크를 식별하는 등의 도메인 지식을 개발하여 궁극적으로 국방정보체계 사업관리용 전문가 시스템을 개발할 때 활용함과 동시에 국방정보체계 사업관리의 일환으로 최종 산출물에 대한 품질을 높일 수 있도록 체계적인 시험평가 방안에 대한 도메인 지식도 개발하여 사업관리용 전문가 시스템 구축 시에 활용하고자 하는 것이다. 이를 위해서 국방정보체계의 소프트웨어 개발 사업관리에 영향을 미치는 요소들을 식별하고 이를 이용하여 국방정보체계 소프트웨어 개발 사업관리를 위한 전문가 시스템을 구축할 수 있도록 생명주기 모델 선정을 위한 도메인 지식, 생명주기 각 단계별 세부활동을 위한 도메인 지식, 시험평가 방안선정을 위한 도메인 지식을 개발하여 제시하였다. 본 논문에서는 이러한 도메인 지식을 전문가 시스템 개발도구에서 지원되는 각종 에디터에 사용되는 형태나 IF A, THEN B 형태로 개발하지 않고 사업관리용 전문가 시스템의 지식베이스에 포함될 지식들을 식별하는 것을 중심으로 개발하였다. 즉, 본 논문에서는 국방정보체계 사업관리용 전문가 시스템 개발의 필요성과 가능성을 검증하는 용역연구과제로써 프로토타입 혹을 완벽한 사업관리용 전문가 시스템을 개발한 것이 아니며, 전문가 시스템 개발 시 가장 어렵고 중요한 지식베이스 모듈속에 포함될 도메인 지식을 개발하는 것이 이 연구의 목적이다. 이러한 연구는 궁극적으로는 이러한 도메인 지식이 국방정보체계의 사업관리를 위한 전문가 시스템의 지식베이스 모듈 구축 시 기초/기반 및 핵심 지식으로 활용될 수 있을 것이다.

  • PDF

A Design of Handling Quality Assessment Environment Based on FLIGHTLAB Model Using Legacy Simulator (레거시 시뮬레이터를 활용한 FLIGHTLAB 모델 기반의 조종성 평가 환경 설계 연구)

  • Yang, Chang Deok;Lee, Seung Deok;Cho, Hwan Heui;Jung, Dong Woo
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • v.44 no.6
    • /
    • pp.530-536
    • /
    • 2016
  • The handling quality simulator including high fidelity flight mechanics model is indispensable component to design and verify the flight control system. Korea Aerospace Industries, LTD. (KAI) has been performing LCH (Light Civil Helicopter) core technology development program regarding automatic flight control system (AFCS) software development. And KAI has been developing flight mechanics model using FLIGHTLAB to design and evaluate the AFCS flight control law. This paper presents the handling quality assessment environment development results through the combining FLIGHTLAB with a legacy simulator. And this paper details the FLIGHTLAB model, application development process and FLIGHTLAB interface design. The developed handling quality assessment environment has been demonstrated with the ADS-33E hover and pirouette MTE (Mission Task Element) maneuver simulation.

Development and Usability of a Cognitive Rehabilitation System Based on a Tangible Object for the Elderly (고령자를 위한 실감객체기반 인지재활 시스템의 개발과 사용성 연구)

  • Park, Sangmi;Won, Kyung-A;Shin, Yun-Chan;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
    • /
    • v.8 no.1
    • /
    • pp.51-62
    • /
    • 2019
  • Objective: To develop and verify the usability of a cognitive rehabilitation system with diverse cognitive functional levels based on tangible objects for the elderly population. Methods: A study was conducted to investigate the system's strengths and weaknesses by upgrading it with responses from two groups of 15 patients and 4 occupational therapists. After undergoing three forms of training - regarding executive function, memory, and concentration for a total of 20-30 min, the participants were asked to answer a structured questionnaire about contents of the three forms of training, hardware including the tablet PC functioning as a CPU and display media and tangible objects, and satisfaction of experiential usage of the system. Results: Both groups responded that the most interesting training area was executive function while the least interesting was concentration. Six participants reported that the size of the screen of the tablet PC was inappropriate, and five responded that the size of the tool was inappropriate. All therapists and 40% of the patients responded that they were satisfied with this system. Conclusion: This system's features include easy manipulation of tangible tools for performing training tasks, easy selection of and training in cognitive areas based on users' needs, and automatic adjustment of difficulty level based on users' performance. The training environment was designed to be similar to the natural environment by using tangible objects in both hands as input devices for the system, and the system was considered as an alternative to the lack of community cognitive rehabilitation specialists.

Analysis of class satisfaction with Peer Evaluation in Collaborative Learning-based classes (협력학습 기반 수업에서의 동료평가에 대한 수업 만족도 분석)

  • Jeong, Sun-Kyeong;Park, Nam-Su
    • Journal of Convergence for Information Technology
    • /
    • v.12 no.3
    • /
    • pp.158-170
    • /
    • 2022
  • The purpose of this study is to analyze class satisfaction with peer evaluation in Collaborative Learning-based classes. For collaborative learning-based classes, problem-based learning and project-based learning were selected. Educational implications were derived by designing Instructional procedures of Collaborative Learning-based classes, Peer evaluation types and questionnaire design, Peer evaluation progress of Collaborative Learning-based classes, Class satisfaction research and analysis In Collaborative Learning-based classes. The subjects of the study were participants in Collaborative Learning-based classes selected as problem-based learning and project-based classes. For class satisfaction with peer evaluation in Collaborative Learning-based classes, a survey was conducted on 168 participants A University in Korea. The research tool was designed as Learning procedures for peer evaluation Collaborative Learning-based classes is Team Building, Plan to the Task, To do Task, Mid-check on task, Task completion, Presentation & Evaluation, Reflection & Self-Evaluation. The content validity of items was confirmed by CVR of 12 experts. In the research results, the average class satisfaction of peer evaluation is 4.05(SD=91), followed by class concentration, diligence, voluntary, learning atmosphere. As a result of t-testing the difference in class type between collaborate learning-based classes, the satisfaction of PBL was higher than that of PjBL and a statistically significant difference was observed. The result of this study have significance in providing implications for class design and operation for the application and expansion of peer evaluation in higher education. However, there is a limit to generalization as a result of research using convenience.