• Title/Summary/Keyword: 시각화 능력

Search Result 213, Processing Time 0.025 seconds

경제위기(經濟危機)와 경쟁법(競爭法)·정책(政策)

  • Sin, Gwang-Sik
    • KDI Journal of Economic Policy
    • /
    • v.20 no.1_2
    • /
    • pp.3-77
    • /
    • 1998
  • 경제위기 극복의 핵심과제는 '시장기구의 원활한 작동에 의존하는 경제의 틀'을 마련하는 것이며, 이를 위해서는 경제적 시장경제체제를 구축해야 한다. 이러한 견지에서 공정거래법 정책의 위상, 역할, 과제, 방향 등을 새로이 정립할 필요가 있다. 공정거래법 정책의 기초개념이 되어온 경제력(집중)과 경쟁의(불)공정성은 지나치게 포괄적이고 주관적이며 이에 대한 분석의 틀이 되는 이론체계도 없어 정책의 개념적 기반이 되기 어렵다. 공정거래법 정책은 독점력과 효율성의 개념 위에서 경제효율 증진이라는 목적을 추구해야만 정책의 일관성과 실효성을 높일 수 있다. 이는 대기업들의 독점력이 경제력집중 및 재벌구조와 형태상 제 문제의 근원(根源)이며, 독점력은 경제이론에 의해 정책방향과 기준이 제시되는 개념이기 때문이다. 공정거래법 정책은 시장구조와 형태를 실질적으로 경쟁화함으로써 경제효율을 극대화하는 데 주력해야 한다. 무엇보다도 경쟁 제한적 법령 제도 관행을 철폐하기 위한 규제개혁을 주도하고 경제구조조정과 재벌개혁의 기본원칙과 방법이 시장기능과 경쟁을 강화하는 방향으로 설정 시행되도록 하는 것이 긴요하다. 특히 대기업간 사업교환이나 인수 합병에 대하여 엄격한 경쟁정책적 검토와 규율을 적용해야 하며, 시장의 독과점화를 방지하면서 구조조정을 촉진하는 방향으로 기업결합 규제기준을 개선해나가야 할 것이다. 가격담합 등에 대한 당연위법 원칙의 확립, 입찰조작의 감시 적발체제 구축 등 카르텔 규제를 강화하고, 유통조직 활동의 효율화를 도모하면서 독점유지 강화행위를 엄격히 금지하여 다양한 유통경로와 업태가 출현 발전하도록 해야 한다. 산업조직적 조사 분석능력을 확충하여 경쟁정책적 시각에서 주요 사건을 선별 조사하고 법집행에 있어 사소(私訴)의 역할을 확대하기 위한 노력도 필요하다.

  • PDF

Analysis on the Trends of Studies Related to the National Competency Standard in Korea throughout the Semantic Network Analysis (언어네트워크 분석을 적용한 국가직무능력표준(NCS) 연구 동향 분석)

  • Lim, Yun-Jin;Son, Da-Mi
    • 대한공업교육학회지
    • /
    • v.41 no.2
    • /
    • pp.48-68
    • /
    • 2016
  • This study was conducted to identify the NCS-related research trends, Keywords, the Keywords Networks and the extension of the Keywords using the sementic network analysis and to seek for the development plans about NCS. For this, the study searched 345 the papers, with the National Competency Standards or NCS as a key word, among master's theses, dissertations and scholarly journals that RISS provides, and selected a total of 345 papers. Annual frequency analysis of the selected papers was carried out, and Semantic Network Analysis was carried out for 68 key words which can be seen as key terms of the terms shown by the subject. The method of analysis were KrKwic software, UCINET6.0 and NetDraw. The study results were as follows: First, NCS-related research increased gradually after starting in 2002, and has been accomplishing a significant growth since 2014. Second, as a result of analysis of keyword network, 'NCS, development, curriculum, analysis, application, job, university, education,' etc. appeared as priority key words. Third, as a result of sub-cluster analysis of NCS-related research, it was classified into four clusters, which could be seen as a research related to a specific strategy for realization of NCS's purpose, an exploratory research on improvement in core competency and exploration of college students' possibility related to employment using NCS, an operational research for junior college-centered curriculum and reorganization of the specialized subject, and an analysis of demand and perception of a high school-level vocational education curriculum. Fourth, the connection forming process among key words of domestic study results about NCS was expanding in the form of 'job${\rightarrow}$job ability${\rightarrow}$NCS${\rightarrow}$education${\rightarrow}$process, curriculum${\rightarrow}$development, university${\rightarrow}$analysis, utilization${\rightarrow}$qualification, application, improvement${\rightarrow}$plan, operation, industry${\rightarrow}$design${\rightarrow}$evaluation.'

A Case Study for Augmented Reality Based Geography Learning Contents (증강현실기반의 지리 학습 콘텐츠 활용 사례연구)

  • Lee, Seok-Jun;Ko, In-Chul;Jung, Soon-Ki
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.14 no.3
    • /
    • pp.96-109
    • /
    • 2011
  • Recently, the geographic information system(GIS) is generally used in various fields with the development of information and communication technology, with expansion of its applications and utilization scope. Especially, utilizing GIS is expected to have positive effects on the geography learning and more helpful for the geographic information observation compared to the picture or 2D based media. The effective visualization of complex geographic data does not only take realization of its visual information but also increases the human ability in analysis and understanding to use the geographic information. In this paper, we examine a method to develop the geography learning contents based on the technology with augmented reality and GIS, and then we have a case study for various kinds of visualization techniques and examples to use in geography learning situation. Moreover, we introduce an example of the manufacturing process from the existing GIS data to augmented reality based geography learning system. From the above, we show that the usefulness of our method is applicable for effective visualization of the three-dimensional geographic information in the geography learning environment.

Implementation of a Task Level Pipelined Multicomputer RV860-PIPE for Computer Vision Applications (컴퓨터 비젼 응용을 위한 태스크 레벨 파이프라인 멀티컴퓨터 RV860-PIPE의 구현)

  • Lee, Choong-Hwan;Kim, Jun-Sung;Park, Kyu-Ho
    • Journal of the Korean Institute of Telematics and Electronics B
    • /
    • v.33B no.1
    • /
    • pp.38-48
    • /
    • 1996
  • We implemented and evaluated the preformance of a task level pipelined multicomputer "RV860-PIPE(Realtime Vision i860 system using PIPEline)" for computer vision applications. RV860-PIPE is a message-passing MIMD computer having ring interconnection network which is appropriate for vision processing. We designed the node computer of RV860-PIPE using a 64-bit microprocessor to have generality and high processing power for various vision algorithms. Furthermore, to reduce the communication overhead between node computers and between node computer and a frame grabber, we designed dedicated high speed communication channels between them. We showed the practical applicability of the implemented system by evaluting performances of various computer vision applications like edge detection, real-time moving object tracking, and real-time face recognition.

  • PDF

Creativity Development and Design in Digital Era (디지털 시대의 창조성 개발과 디자인)

  • Rhi, Joo-Myung
    • Archives of design research
    • /
    • v.18 no.2 s.60
    • /
    • pp.265-272
    • /
    • 2005
  • In Korean language, 'changeu'(originality) and 'changjo'(creativity) has been used as almost same meaning, because these have similar pronunciation. However, originality means idea and creativity means process. The former is based on intuition, and the latter is on both of logic and intuition. Intuition process is not perceived very well, but logic has very clear one. We can find the due for that creating something is not difficult too much anymore, because the process is identified. The creation process is a problem solving process and it has the design on its center. Designer study the problem solving process and learn how to solve the problem with many cases on its studio class. Then we can call them as a creator. The meaning of design that it is a styling is very usual in Korean public and even designers. However, it will be not valid anymore in the upcoming digital age, which reproduction is possible with a little restriction. Design should be back as an original methodology for creation with the designer's own capability such as conception, intermediation, and visualization.

  • PDF

Color Scanner Characterization to Overcome the Metamerism Problem by Using the Reflectance Values (Reflectance 값을 이용하여 Metamerism 문제를 극복하는 칼라 스캐너 특성화)

  • 윤창락;강병호;김진서;김홍기;한규서;조맹섭
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 1998.10c
    • /
    • pp.494-496
    • /
    • 1998
  • 디지털 이미징(Digital Imaging) 분야에서 칼라 스캐너와 칼라 디지털 카메라와 같은 입력 장비들을 통하여 획득된 디지털 이미지는 장비 의존적인(Device Dependent) RGB칼라값으로 표현된다. 이러한 장비 의존적인 디지털 칼라 이미지는 인간 시각 체계의 칼라 인지 능력과 일치하지 않으므로 왜곡된 칼라를 제공하게 된다. 이러한 문제를 해결하기 위해서 장비 의존적인 RGB 칼라값을 장비 독립적인(Device Independent) XYZ 칼라값으로 변환하는 다양한 연구가 수행중이다[1-3]. 그러나, 이러한 연구 방법들은 서로 다른 Reflectance 값을 가지는 두 칼라가 특정한 환경하에서 동일한 XYZ 칼라값을 가지고, 또 다른 환경하에서 서로 다른 XYZ 칼라값을 가지는 Metamerism 문제를 해결할 수 없다. 본 논문은 이러한 Metamerism 문제를 해결하기 RGB 칼라값을 Reflectance 값으로 변환하였고, 기존의 연구 결과와 비교하였다.

  • PDF

The Gender-Related Effects of a Web-Based Virtual Reality Program and a Paper-Based Program on Spatial Visualization Skills of Middle School Students (웹 기반 가상현실 프로그램과 지필 학습 프로그램이 공간시각화 능력에 미치는 영향 -성별을 중심으로-)

  • 권오남
    • The Mathematical Education
    • /
    • v.41 no.1
    • /
    • pp.45-58
    • /
    • 2002
  • This study was conducted to investigate the gender-related effects of two instructional programs on spatial visualization skills of ninth grade students. Two instructional programs were developed for this study: a web-based virtual reality program and a paper-based program. 194 ninth graders from two middle schools in Seoul participated in this study. Six classes were divided into experimental groups and control groups. The Middle Grades Mathematics Projects (MGMP) Spatial Visualization Test was used to measure spatial visualization skills. The data analysis indicated that both the web-based and paper-based programs were effective to improve spatial visualization skills to treatment groups. Although boys'test mean scores were higher than girls' in the pretest, when deleting the effect of covariance of pretest, there were no statistical significance in the post-test. Girls in the treatment groups favored the paper-based spatial visualization program. These results imply that spatial training may benefit girls' performance more than that of boys and mode of instructional programs can create gender-related differences regarding spatial visualization skills.

  • PDF

Application of Block Turbo Code for Improving the Performance of 5 ㎓ IEEE 802,11a WLAN System (5 ㎓대 IEEE 802.11a WLAN 시스템의 성능향상을 위한 블록터보코드(Block Turbo Code)의 응용)

  • 김한종;이병남
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
    • /
    • v.15 no.1
    • /
    • pp.21-28
    • /
    • 2004
  • In this paper we apply block turbo coding at the transmitter and iterative decoding algorithm at the receiver for different operating modes, based on the 5 ㎓ IEEE 802.1 la WLAN system, instead of convolutional coding and soft decision viterbi algorithm to improve forward error correcting performance. Experimental results showed that each coding scheme outperforms coding gains of up to 3.5 ㏈ at the BER of 10$\^$-3/.

Implementation of Entertainment Study Support System (엔터테인먼트를 고려한 학습 지원 시스템)

  • Kim, Seok-jun;Oh, Young-jun;Kim, Tae-geun;Kwon, Soon-kak;Lee, Jung-hwa
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.05a
    • /
    • pp.569-571
    • /
    • 2009
  • 요즘 학생들은 대부분의 시간을 컴퓨터 앞에서 보낸다. 컴퓨터를 학습에 이용하는 것이 아니라, 단순 오락을 하기 위한 비싼 가전제품으로 취급, 이미 게임기가 되어 버린지 오래이다. 본 연구에서는 컴퓨터로 문제를 풀고, 해답을 찾고, 오답노트를 자동 작성하여 문제점이 무엇인지 파악할 수 있도록 시스템을 구현하였다. 흥미도 유발을 위한 시각적인 요소가 있어 학생이 지루하기 않고 문제를 연속적으로 풀 수 있도록 도와준다. C#으로 구현된 이 시스템은 학생이 컴퓨터를 사용하기 위해 부팅을 했을 경우 자동 실행되어, 문제를 모두 풀지 않고서는 학생이 원하는 게임이나, 인터넷 등을 할 수가 없게 된다. 이 시스템을 통해 기대되는 효과로는 흥미요소를 가미한 교육학습 동기부여 제공이 가능하고, 오답문제에 대한 반복적인 학습을 통하여 학습능력 배양이 기대된다.

  • PDF

A study on the digitalization of 3D Pen (3D펜의 디지털화에 대한 연구)

  • Kim, Jong-Young;Jeon, Byung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.6
    • /
    • pp.583-590
    • /
    • 2021
  • This paper is a study on the digitization of an analog 3D pen. The term digital implies features such as homeostasis, transformability, combinability, reproducibility, and convenience of storage. One device that produces a combination of these digital characteristics is a 3D printer, but its industrial use is limited due to low productivity and limitations with materials and physical characteristics. In particular, improvements are required to use 3D printers, such as better user accessibility owing to expertise and skills in modeling software and printers. Complementing this fact is the 3D pen, which is excellent in portability and ease of use, but has a limitation in that it cannot be digitized. Therefore, in order to secure a digitalization capability and ease of use, and to secure the safety of printing materials that pose controversial hazards during the printing process, research problems and alternatives have been derived by combining food, and digitization was demonstrated with a newly developed 3D pen. In order to digitize the 3D pen, a sensor in a structured device detects the motion of an analog 3D pen, and this motion is converted into 3D data (X-Y-Z coordinate values) through a spatial analysis algorithm. To prove this method, the similarity was confirmed by visualization using MeshLab version 1.3.4. It is expected that this food pen can be used in youth education and senior healthcare programs in the future.