• Title/Summary/Keyword: 융합디자인모형

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Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

A Study on Development of Sway Velocity Reference Model During Auto-berthing/Unberthing Through Analysis of Ship's Berthing/Unberthing Data (선박의 이/접안 데이터 분석을 통한 자동 이/접안 시 횡방향속도 참조모형 개발에 관한 연구)

  • Kim, Jung-Hyeon;Jo, Hyun-Jae;Kim, Su-Rim;Lee, Jun-Ho;Park, Jong-Yong
    • Journal of the Society of Naval Architects of Korea
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    • v.58 no.6
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    • pp.358-365
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    • 2021
  • Crabbing motion is a pure sway motion with only sway velocity. The ship's crabbing motion is essential for an ideal berthing/unberthing process. The unberthing situation proceeds in sequential order such as crabbing motion section, pivoting section, and outer port section. For the berthing situation, the sequence has a reverse order: the inner port section, pivoting section, and crabbing motion section. In this paper, the berthing/unberthing data of the reference ship, Pukyong National University research ship "NARA", was analyzed to develop a sway velocity reference model. Several constraints were defined to derive the crabbing motion section during berthing/unberthing. The sway velocity reference model for the auto-berthing/unberthing was developed using the estimated sway velocity. A reproduction simulation of the ship was performed to compare the designed reference model and the reference ship data.

Guidelines for Serious Game Museum Exhibits (박물관 전시용 기능성 게임을 위한 가이드라인 연구)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.119-138
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    • 2019
  • Digital interactives in museums are expanding and user experience is becoming the focus of exhibition design. The purpose of this study was to suggest guidelines for serious games as a part of museum exhibits. To achieve this, studies on museum education, public space HCI, serious games, and universal design were analyzed by using content analysis methods. Results included 16 quality standards from cognitive, physical, and personal/social models. The findings from this study could benefit the design of future museum gaming interactives.

Development of Studio Lectures to Develop Systematic Model Making Skills in Industrial Design Engineering Major (디자인공학전공에서의 체계적 모형 제작 스킬 함양을 위한 스튜디오 강의 개발)

  • Sungjoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.153-160
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    • 2023
  • The process of verifying design concepts and ideas by producing real or equivalent model is essential in the product development process. Against this background, the purpose of this study is to consider the case of developing subjects that can systematically cultivate the ability to produce model from the basic stage to a certain level or higher, focusing on design engineering majors. As a theoretical consideration for this, prior studies related to making such as modeling or prototyping in related areas and majors such as industrial design are considered, followed by Bloom's revised taxonomy model and Hioshi Ishikawa's industrial design program as a methodological consideration for curriculum development. Finally, by applying this, we propose a new course that includes a lecture plan corresponding to the 16th week of learning, which is a general semester of university education. As a result of the study, it was confirmed that producing a physical model was still essential for the development of a new design, and accordingly, it was also necessary to establish a systematic curriculum suitable for the major area. Since the scope of this study extends to the development of subjects, in subsequent studies, it is necessary to consider the contents such as verification and reflection of the utility as competency education through actual application and suggestion of improved subject design.

A Study on the Development of Visual Arts Convergence Education Model with the Formless Concept (비정형 개념에 따른 시각예술 융합교육 모형 개발)

  • Cho, Hyun Geun
    • Korea Science and Art Forum
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    • v.37 no.2
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    • pp.275-292
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    • 2019
  • This study was initiated with the attention of demanding new and diverse approaches, we're talking familiar with imitations in the design process like a way to draw a image. So I studied a convergence of humanities and visual arts with the understanding and conceptual approach of the formless. The purpose of this study is to develop formless languages and to organize practical courses which are to enable deeper research and design expression on theoretical approaches and explanations of outcomes required before and after the process when we practice in connection with the formless. The method of this study is to draw detailed items from selected words through advanced researches, work and author researches and practice teaching. The results of the study I proposed the formless language that is related to the horizontality in spatial positioning system, and pulse in the separation of space and time, and entropy in structural orders of the system, and base materialism in the limitation of matter as the operating mechanism and parent item of formless. And those elements are related with shape, size, shading, color, texture, space, structure as visual elements of formative elements and those have various adjectival meanings as the subordinate concept. So I presented an education materials of basic design which is to enable understanding and expressing the formless language in the overall process of formless visual art(theoretical approach, practice course, presentation, etc.). Based on these study results, I hope that this educational materials will be used as educational contents that makes them express and understand different new beauties, and a role that reveals social identity, and a reference for research on a formless visual arts.

A Study on Smart Factory Introduction Cases and Sustainable Effect (스마트팩토리 도입사례와 효과 지속성에 관한 연구)

  • Son, Young-Jin;Choi, Hwan Young
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.127-136
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    • 2022
  • As manufacturing items have changed in various ways, changes in the mass production of small-scale small-scale production of multiple varieties have become commonplace. As a result, the method of the manufacturing site has also changed, and the "smart factory," which emphasizes the production efficiency aspect using automation lines and big data of factories, is in the spotlight according to the global market economy. The introduction performance of smart factories has a positive effect in terms of production efficiency and is drawing a steep upward curve. In addition to the positive aspects, the aspect that needs to be supplemented in the future is the support and cooperation of specialized smart equipment suppliers, but education on standardized smart factories and the relocation of existing manpower, education, evaluation, and creative production that robots cannot replace Various support measures are also needed for activities. In addition, continuous management and systematic education are required to enter the upper stage. Through the case of companies that have built smart factories, it is intended to emphasize the need for proper use of manpower and support management for settlement and maintenance after introduction and continuous on-the-job training through the comparison of productivity before and after introduction to ensure the effect continues.

Digital Media Design Curriculum: Focusing on Planning and Evaluation in Design Process (디지털미디어 디자인학과의 교과 과정 현황 및 교과 과정 제안: 계획 및 평가 프로세스를 중심으로)

  • Yoon, Young-Doo
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.190-196
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    • 2010
  • Digital media has evolved in different areas as a result of the development of media and communications technology. The development of such media has also affected design in general as well as the design process systems focused on computer systems. Specifically, study of digital media design is based on a variety media and the development of computers due to social and environmental changes. Additionally, study is required on the convergence of variety of research including business, computer science, and human ergonomics. Nevertheless, most curricula in domestic universities are biased towards training practical manpower rather than creative/analytical manpower. For this reason, interchange between and study in multidisciplinary courses is desirable. Therefore, this study analyzes the curricula of departments of multimedia design of major universities and suggests enhanced curricula based on an analysis of the current state and understanding of the problem.

A study on the user satisfaction evaluation model of the smart learning system - Focusing on www.basic-edu.net usability evaluation results - (스마트러닝 시스템의 이용만족도 평가모형 연구 - www.basic-edu.net 사용성 평가 결과를 중심으로 -)

  • Park In-chan;Huh Hyeong-sun;Jeon Gwan-cheol;Ahn Jin-ho
    • Journal of Service Research and Studies
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    • v.11 no.4
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    • pp.67-76
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    • 2021
  • The importance of smart learning is increasing as the speed of development of non-face-to-face services increases due to the influence of COVID-19. This study is the user satisfaction evaluation model that utilizes the causal relationship between variables used for evaluation, focusing on the usability evaluation results of the learning disability intervention service (www.basic-edu.net) according to the need to evaluate the use satisfaction of the smart learning system. To this end, theoretical studies were conducted on smart learning and learning disability intervention services, www.basic-edu.net, usability evaluation of learning disability intervention systems, and use satisfaction evaluation models. And based on the results, a hypothesis was presented on the user satisfaction evaluation model of the smart learning system. The experimental method allowed 40 students and parents across the country to use the www.basic-edu.net service and was evaluated for its usability. In addition, using this data, the hypothesis was verified using regression analysis based on four variables: ease of use, interest, self-learning, and satisfaction with use. As a result of the hypothesis verification, it was found that the causal relationship of all hypotheses from H1 to H4 was significant.

A Study on US Consumers' Loyalty to Online Shopping Mall : Focused on Group Buying Social Commerce (미국 소비자의 온라인 쇼핑몰 충성도 연구 : 공동구매형 소셜커머스를 중심으로)

  • Cho, Yun-Jin
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.75-84
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    • 2019
  • The purpose of this paper is to examine the factors influencing on loyalty in US online shopping malls. The study proposed a model to investigate the relationship among quality of sites, satisfaction, attitude, and loyalty. The hypotheses were examined by analyzing a structural equation model. 280 US samples were used for the final analysis. The results show that this model demonstrates good fit for the samples. The ease of use was found to be a significant variable in their satisfaction, while it did not have the direct effect on attitude toward the sites. The information quality was found to be a crucial variable in consumers' satisfaction and attitude toward the site. Satisfaction directly affected attitude as well as loyalty, and attitude also directly affected loyalty. Thus, the structural relationship among the variables of customers' loyalty was verified. This research provides practical insights into US consumer behaviors that would be beneficial to marketers when they make decisions for the US e-commerce market.

Research on the touch points of city brand users based on M-ICT (M-ICT시대의 도시 브랜드 사용자의 터치포인트에 관한 연구)

  • Yao, Xiao-Dong;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.289-296
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    • 2019
  • In the era of M-ICT (mobile information communication technology), it is becoming more and more important to establish a city brand image that is "user-centered" and creates a new experience of "interaction between people, people and things, and people and space". The experience of city users on the brand image of a city is the key factor to determine the competitiveness of the city, among which the user's research on the touch point of the city brand is particularly important. The purpose of this study is to enhance the user's brand experience and enhance the city's brand competitiveness. The research methods of this paper are literature review and investigation. Firstly, the background and purpose of the study are expounded, then the characteristics and ways of user experience touch points are defined through the document review, and the multi-latitude composition model of city brand touch points is proposed. By means of user investigation, the structural characteristics of high frequency touch points between digital touch points and physical touch points are obtained. According to the problems found in the investigation, the optimal design strategy of touch point is put forward in combination with the case. The innovation of this study is to study the relationship between the city brand and the touch point of user experience from the perspective of user experience, and propose a multi-latitude model of the touch point of city brand.