• Title/Summary/Keyword: 신산업분야 교육

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Directions of Convergence Technology Education related to New Industry Field through Analysis of Industrial Needs (산업체 요구분석을 통한 신산업 융합기술교육의 방향)

  • Jin, Sung-Hee
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.105-113
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    • 2019
  • Convergence education, which is operated by many engineering colleges, is mainly led by government-led projects. Convergence majors are established in consideration of the research field of the university professors rather than systematically analyzing the needs of the industry. The purpose of this study is to present the directions of convergence technology education related to new industry fields by analyzing industry needs. Participants were 299 industrial workers in various fields. Instrument consisted of three parts: necessity for convergence education, demand for convergence new technology education from industry perspective, and opinions about undergraduate convergence education. As a result, it was found that the level of awareness of industry needs for fusion technology education was high, and it was confirmed that there is a high demand for IoT convergence, bio-health, advanced new material, and renewable energy fields among convergence technology fields. In addition, the results of the industry demand for convergence new technology education were presented. The suggestions for expectations, problems, and improvements in undergraduate education were presented and implications for convergence technology education were discussed based on the results of the study.

A Study on the Practical Talent Training Method Based on Team Project Using CK-AR/VR PBL (CK-AR/VR PBL을 활용한 팀 프로젝트 기반의 실무형 인재 양성 교수법 연구)

  • Jung-Sun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.449-452
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    • 2023
  • 본 연구는 신산업분야 특화 선도전문대학 지원사업 연구를 통해 개발된 CK-AR/VR PBL 교수법을 팀 프로젝트 기반의 캡스톤디자인 정규 교과목 수업에 적용해봄으로써, 해당 교수법의 장점 및 문제점을 파악하고 활용방안을 모색하기 위해 진행되었다. CK-AR/VR PBL 교수법은 기존 PBL(문제중심수업) 교수법의 특징과 장점을 유지하고 AR/VR 게임콘텐츠 특성에 맞는 특징을 중심으로 구축된 교수법으로 15주 정규교과목 수업인 '취업과창업을위한차세대게임창작프로젝트(캡스톤디자인)' 수업과 '취업과창업을위한차세대게임 포스트프로덕션(캡스톤디자인)' 수업을 수강한 200여 명의 학생에게 적용하였고 장단점을 파악하게 되었다. 이를 바탕으로 게임 개발 팀 프로젝트 교육과정을 운영 중인 교육 관계자들이나 앞으로 유사한 교육과정을 운영하기 위해 준비 중인 교육 관계자들에게 조금이나마 도움을 주고자 한다.

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A study on the direction of team project education based on new industry (신산업체 기반 팀 프로젝트 교육 방향에 관한 연구)

  • Sang-jung Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.223-224
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    • 2023
  • 본 논문에서는 코로나 19로 인한 환경의 변화는 팀 프로젝트 교육에도 많은 변화를 가지고 왔다. 개인적인 성향이 매우 강해졌고, 비대면 환경에 3년 가까이 노출된 학생들은 현재 대면을 통한 팀 프로젝트의 어려움을 호소하고 있다. 그렇다면 현재 산업체 또한 비슷한 어려움이 있을 것인데, 산업체에서는 어떻게 극복하고 있는지, 신산업 분야의 산업체 FGI(Focus Group Interview)를 통해 팀 프로젝트의 실무실태를 파악하고 학생 교육에 필요한 프로세스 및 필요 조건 등을 분류하여 개선 방향 및 효과적인 적용 방법을 제시하여 수업의 질적 양적 향상에 기여 하고자 한다.

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Study on activation of job creation in Pyeongtaek area through natural dyeing education (천연염색 교육을 통한 평택지역 일자리창출 활성화 연구)

  • Park, HyeSook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.117-122
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    • 2020
  • In this study, among the new industries that are attracting attention as a new industry to lead the 4th Industrial Revolution era, Korean traditional culture and arts are being promoted in the context of local community efforts and collaboration between industry and academia. It aims to create jobs through local traditional culture, arts, tourism events and design product development, while seeking ways to secure labor force that can save and revitalize high value-added industries in the community. In particular, in the current situation where the era of change and the education of traditional techniques are increasingly ignored and neglected, this study is a traditional cultural art through natural dyeing education and cultural and art events conducted by industry, regional universities, and research institutes in Pyeongtaek for many years. It is expected to be used as a basic data for the transmission and creation of high value-added jobs.

A Study on the Development of EV Powertrain System Simulator for Education and Training (교육훈련용 EV 동력 시스템 시뮬레이터 개발에 대한 연구)

  • Dong-June Shin
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.53-61
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    • 2023
  • The biggest core task in the new modern automobile industry lies in the development of eco-friendly vehicles with the goal of 0% emissions by the EU by 2035. Accordingly, in an era where the industry is rapidly changing with electric vehicles, education and training on EV electric vehicles are urgently needed. In this study, by developing a core EV powertrain system simulator excluding the chassis platform (body, tire, etc.) used identically to existing internal combustion locomotives, Understand the EV powertrain system, including mechanical engineering, electrical engineering, and electronic engineering applications. Through this course, we intend to use it as a medium to develop engineering and convergence development capabilities.

일본 제2차 해양기본계획 고찰

  • Kim, Gyeong-Sin
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2013.06a
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    • pp.283-284
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    • 2013
  • 일본의 제2차 해양기본계획이 올 4월에 발표되었다. 이 계획은 지난 1차 기본계획(2008-2012)에 이은 제2차 계획으로 2013년 이후 5년간 일본의 국가 해양 전략에 대한 비전과 향후 추진과제가 제시되어 있다. 2008년에 수립된 1차 계획이 일본의 통합해양에 대한 기반 구축이 목표였다면, 이번 2차 계획은 1차의 성과를 토대로 해양의 이용과 관리를 구체화하고 세분화한 것이 특징이다. 분산된 해양행정을 종합 조정하기 위해 2007년에 설립된 종합해양정책본부의 기능도 강화했다. 종합해양정책본의 사무국 기획기능을 강화하고 부처간 실무급 회의기구에 민간의 참여를 확대했다. 우리나라의 해양수산부나 올해 신설된 중국의 국가해양위원회와 같은 종합 해양행정 조직의 구축 단계까지로 이르지는 못했지만 바다를 통해 국가 현안을 극복하고 타 분야와의 협업을 통해 해양력을 강화하고자 하는 일본의 해양 정책 방향성은 시의 적절한 것으로 평가된다.

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Curriculum of IoT by IPC Code Analysis of Patents (특허문헌의 IPC 코드 분석에 의한 사물인터넷 분야 교육과정에 관한 연구)

  • Shim, Jaeruen;Choi, Jin-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1642-1648
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    • 2021
  • We analyzes representative technologies of IoT patents and reflects these results in the curriculum of IoT. In order to identify the representative technologies, the IPC codes of the patents were analyzed. Among the main category IPC codes, the most used IPC codes were H04L in Single IPC Patent with 974 cases(32.0%) and G06Q in Multiple IPC Patent with 710 cases(29.2%). As a result of classifying the IPC code into the WIPO technology classification system, the most emphasized technologies are Digital Communication, accounting for about 60.5% in the Single IPC Patent and IT Methods for Management(710 cases, 29.2%) in Multiple IPC Patent. The main points to be considered when organizing the curriculum of IoT are: ∇Emphasis on Digital Communication, ∇Expansion of Education related to IT Methods for Management(Including entrepreneurship and patent application), and ∇Consideration of subjects related to the Convergence of IoT. This research can contribute to the curriculum design of new industrial technologies such as AI and Fintech.

3D Printing Technology and Its Application on Tissue Engineering and Regenerative Medicine (3D 프린팅 기술의 조직공학 및 재생의학 분야 응용)

  • Lee, Junhee;Park, Sua;Kim, Wan Doo
    • Transactions of the KSME C: Technology and Education
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    • v.1 no.1
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    • pp.21-26
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    • 2013
  • In this paper, we introduced various 3D printing technology and it's application on tissue engineering and regenerative medicine. Using the 3D printing technology, Korea Institute of Machinery and Materials (KIMM) has developed 3D bio-printing system. Various 3D tissue engineered scaffolds have been fabricated by the 3D bio-printing system. Cell printing system has been also developed and it is the fundamental technology for organ regeneration in tissue engineering and regenerative medicine.

An Exploratory Study of the Competence of Computational Thinking: for Software Developer (컴퓨팅사고력의 역량 탐색 연구: 소프트웨어개발자를 중심으로)

  • Park, Seongbean;Ahn, Seongjin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.5
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    • pp.41-53
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    • 2016
  • Due to increase in software-based new technologies, software developers are being required to creative problem solving. Especially, for a successful business change of software developers into a new industrial field, software analysis phase and design phase are important and it is an important task to strengthen these competences. In this study, two independent researches were conducted. First, a survey with 300 software developers was conducted and it was explored that uniform thinking of software developers caused by application of "standard software development methodology" made it difficult to approach creative problem solving. Based on this finding, the influences of 9 competences of computational thinking on software developers were analyzed after selecting 111 software developers with over 10 years of experience in the IT industry. As a result, it was revealed that abstraction was an important competence. The study finding demonstrates that software developers recognized design phase as the most important thing and abstraction of CT is the basics of other competences.

An Exploratory Study for Metaverse Governance in the Public Sector (공공 메타버스 거버넌스에 대한 탐색적 연구)

  • Haejung Yun;Jaeyoung An;Sang Cheol Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.353-376
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    • 2023
  • The global pandemic and the development of virtual and augmented reality technologies have led a metaverse boom that enables a lot of interactions in virtual worlds, and is being utilized in various fields such as business, government, and education etc. Despite the growing interest in the metaverse, its scope and definition are still unclear and the concept is still evolving, making it challenging to establish its governance. Governmental entities are also investing intensively in public metaverses to make public value and promote social welfare, but they are underutilized due to lack of systematic governance. Therefore, in this study, we propose a public metaverse governance framework and identify the relative importance of the factors. Furthermore, since a public metaverse should be accessible to anyone who wants to use, we explore the factors of shadow work and examine the ways to minimize it. Based on the socio-technical system theory, we derived public metaverse governance factors from previous literature and topic modeling and then generate a framework with 23 factors through expert interviews. We then tested relative priority of the factors using the analytic hierarchical process (AHP) from the experts. As a result, the top five overall rankings are: 'roles and responsibilities', 'standardization/modularization', 'collaboration and communication', 'law and policies', and 'availability/accessibility'. The academic implications of this study are that it provides a comprehensive framework for public metaverse governance, and then the practical implications include suggesting prioritized considerations for metaverse operations in the public sector.