• Title/Summary/Keyword: 융복합 개발

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Ubiquitous Service Model Development based on Convergent Technology and Paradigm (융복합 서비스 기술과 패러다임을 중심으로 한 유비쿼터스 서비스모델 개발에 관한 연구)

  • Kim, Yoo-Jung;Yoon, Jong-Su;Kim, Hye-Young;Han, Dong-Il;Song, Yeong-Jo;Im, Ji-Hong
    • KSCI Review
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    • v.15 no.1
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    • pp.151-163
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    • 2007
  • 정부의 IT 관련 정책의 흐름, 융복합 서비스를 위한 핵심 패러다임 및 기술의 특징, 사회의 요구 패턴의 변화 등을 바탕으로, 융복합서비스 인프라의 중요성을 제시하고, 다양한 형태의 융복합 서비스를 가능하게 하는 프레임워크를 제시한다. 본 연구에서는 융복합 서비스 분석 프레임워크를 통해 융복합의 범위와 이동성 정도를 바탕으로 융복합 서비스를 선별하고, 개인 수준에서 이용 가능한 응용서비스를 중심으로 시급성과 효과성을 지닌 10개의 융복합 서비스를 선별하였다. 이에 따라, 향후 역동적이고 다양한 형태의 융복합 서비스를 제공할 수 있는 인프라로서 ESB를 활용한다는 가정 하에 각각의 융복합 서비스의 개념, 융복합 서비스의 흐름, 융복합 서비스 주요 내용과 서비스 추진이 고려사항 등을 제시한다.

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Component-based Convergence Development Method of Software using SETL (SETL을 이용한 소프트웨어의 컴포넌트 기반 융복합 개발 방법)

  • Yoo, Hong-Jun;Yang, Hae-Sool
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.165-175
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    • 2015
  • Methods to design programs which implement IT systems have been developed in various forms from flowchart to activity diagram of UML. However, program design tools and methods developed so far have not been efficient comparing to program coding tools and methods. In addition, Program design methods and tools developed until now have been difficult to support the bidirectional conversion between program design and coding, and the improvement of development productivity and maintainability. Therefore, in this study, we propose Convergence Development Method to enable working with wide bandwidth through fusing the program design and coding phase by using SOC and supporting tool named SETL which automatizes the convergence of design and coding. Thus, by using SETL, it is expected that the efficiency gap between the program design and coding phase is reduced, and development productivity and maintainability is increased. key words.

Convergence Approach of the Marine Tourism Policy (해양관광 정책의 융복합적 접근에 관한 연구)

  • Lee, Jung-Chul
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.233-238
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    • 2017
  • The purpose of this study is to investigate the necessity of policy approach in terms of complex combination of tourists and fishing villages. In order to achieve the purpose of this study, the policies related to the marine tourism industry were investigated and the laws related to the development of the coastal area and fishing port area were investigated. As a convergence approach to marine tourism policy, First, the development of marine tourism resources should be based on the increase of hydrophilic activities and the characteristics of the four seasons. In particular, the need to dig through support of projects such as the successful model that made aquarium associations etc. that are currently in progress, such as "fishing village experience".

융복합플라즈마 연구센터 연구 현황 및 비젼

  • Yu, Seok-Jae
    • Proceedings of the Korean Vacuum Society Conference
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    • 2011.08a
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    • pp.141-141
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    • 2011
  • 융복합플라즈마연구센터는 핵융합 연구의 기반이 되는 플라즈마 과학으로부터 파생된 플라즈마원천기술을 개발하고, 기존의 여러 기술들에 이 플라즈마기술의 접목하여 부가가치가 높은 신기술로 변화 및 산업체에 기술이전을 통하여 상용화를 추진하는 역할을 하도록 만들어진 국가핵융합연구소의 연구조직이다. 현재 국가핵융합연구소는 군산에 융복합플라즈마연구센터를 신축하고 있으며 앞으로의 발전 방향을 모색 중에 있다. 본 발표에서는 융복합플라즈마연구센터의 현재 연구 현황과 앞으로의 발전 방향에 대해 발표하게 될 것이다.

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특집 : IT 융복합의료기기 기술 - 가상현실 기반 지능형 스포메디(Spo-medi) 융복합 기술

  • Jeong, Gyeong-Yeol;Im, Byeong-Ju;Park, Chang-Dae
    • 기계와재료
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    • v.23 no.1
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    • pp.6-13
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    • 2011
  • 우리나라는 2000년에 고령화 사회에 공식적으로 진입하였으며 고령화는 더욱 가속화될 전망이다. 노인의 경우 신체적, 인지 및 심리적, 사회적 기능이 저하되어 올바른 사회활동을 하기가 어려울 뿐만 아니라 특성상 새로운 활동을 기피하고 쉽게 지루해 하며 소극적인 성격으로 인해 운동참여 유도가 어렵다. 노인의 건강 증진을 위해 운동 실천률을 높이는 것이 필요하며 쉽게 접근할 수 있고 상해의 위험성이 적은 환경이 제공되어야 한다. 가상현실을 기반으로 한 스포메디 융복합 기술은 스포츠를 가상현실로 구현하여 의료적 효과를 극대화 할 수 있는 기술로써 사용자의 흥미를 유발하고 운동 및 치료의 효과를 동시에 가능하게 하는 기술이다. 본 논문에서는 노인의 특징을 분석하여 가상현실 스포메디 융복합 기술이 갖춰야할 특성에 대해 제시하고, 관련 개발 기술의 연구 및 개발 동향과 스포메디 관련 시장 동향 및 정부 정책 방향에 대해서 분석하였다.

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An Exploratory Study on the Experience of Service Convergence in the Social Welfare Field (사회복지 현장의 서비스 융복합 경험에 대한 탐색적 연구)

  • Shin, Hee-Jung
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.319-327
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    • 2018
  • The purpose of this study is to find out how to develop the related competency by exploring the service convergence experience of social workers in the social welfare field. For this purpose, social workers were organized into focus groups to reflect various fields and experiences of the social welfare, and the focus group interview method was implemented. The results of this study are as follows: First, research participants who are social workers of the field recognized positive effects and experiential limitations in the experience of providing convergent services through collaboration with various professionals. Second, research participants experienced the necessity of convergence services, while being asked for various roles in the extended area. Finally, research participants propose a plan to develop competencies required in social welfare environment where a convergent approach is required. Based on the results of this study, it was prepared that basic data for the development of practical competency in the social welfare field.

The Didactical Organization of Mathematical Function in Korean Mathematics Textbooks: From the Perspective of Yungbokhap Education (2009년 개정 교육과정에 따른 중학교 1학년 수학교과서의 함수 단원 학습과제 분석: 융복합목표.방식.맥락에서의 접근)

  • Park, Mora;Ju, Mi-Kyung;Moon, Jong-Eun
    • School Mathematics
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    • v.16 no.1
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    • pp.135-155
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    • 2014
  • In this paper, we adapted the frame by Lee et al (2013) to investigate to what extent the Korean mathematics textbooks for the 7th graders adapt the principles of Yungbokhap education. The analysis suggests that the textbooks mostly adapt the competence to use language, symbols and texts interactively, and to use knowledge and information interactively. Among the competencies for interacting in heterogeneous groups, the textbooks included the competences to related well to others and to cooperatively work in teams. The competence for acting autonomously was least adapted in the textbooks. The most tasks in the textbooks adapted the monodisciplinary integration and the personal contexts for integration. The results of this research show that Korean mathematics textbooks are limited in implementing the principal dimensions of Yungbokhap education. In the future development of mathematics textbooks, it is necessary to consider how to further reflect the various dimensions of Yungbokhap education to promote students' creativity and autonomy in mathematics class.

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A Study on the Convergence Entrepreneurship Curriculum Development (융·복합 창업교육 교과과정 개발에 관한 연구)

  • Kim, Heung-Su
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.79-88
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    • 2015
  • Creative economy has been characterized by ideas popularized commercialization. The commercialization of the idea is to develop a creative economy virtuous circle tool, entrepreneurship and start-ups for this serves as a key driver of the creative economy. Convergence, complex thinking and creative planning ability is always a lot from the 20s came a young man. So young age of entrepreneurship and entrepreneurship education, and is easily capable of founding a new culture is created by the right products and services they lead the more outstanding talent in the way of entrepreneurship creates even young and energetic national economy. Such a wide range of system implementation and curriculum development to complete the creative economy with ecology is also a very critical situation. The development of a systematic entrepreneurship curriculum that promote creative thinking and planning ability for creative convergence of economic times is a top priority. The present study considered that the early stages of convergence entrepreneurship program presents a convergence process of entrepreneurship education through a process-oriented research based on statistics.

A Study on Convergence Step Sequence through Virtual Reality (가상현실을 통한 융복합 스텝시켄서(Step Squencer) 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.487-493
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    • 2018
  • In recent years, various virtual reality contents have been explosively developed, and the 'chance operation' in previous studies was mentioned. This study tries to implement the Step Sequencer in the virtual reality. Through the theoretical background analysis and case studies of virtual reality, three major experiential values such as Value of Overcoming Constraints, Value of Strengthening Experience, and Value of Creating New Experience were induced. A convergencestep sequencer with the presence and immersion elements was developed and presented so that the music contents divided into 4 areas can be understood easily controlled more conveniently while keeping the identity of the step sequencer. It is expected that various convergence VR contentscan be developed in the future studies.