• Title/Summary/Keyword: 융합유형

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Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks(II) : Focusing on the 5th and 6th Grade Group (초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석(II): 5~6학년군을 중심으로)

  • Ae-Kyung Shin
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.2
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    • pp.291-301
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    • 2023
  • In this study, the STEAM elements and convergence types which appeared in the creative and convergent activities in authorized elementary school science textbooks for 5th and 6th graders were analyzed. For this study, creative and convergence activities presented in 9 different science textbooks for 5th and 6th graders were selected and the STEAM elements and convergence types were analyzed by each publisher, grade-semester, and science field. The results of this study are as follows. First, there was a large variation by publisher in the total frequency of STEAM elements and the frequency of each element in creative and convergence activities. Second, the ratio of convergence type consisting of two elements was very high, and the higher the number of fused elements, the lower the ratio appeared in overall. Third, the art (A) element had the highest frequency in all grade-semesters, and the technology (T), engineering (E), mathematics (M) elements differed in the distribution of frequency by grade-semesters. Fourth, the engineering (E) element in the 'integration' field, and the art (A) element in the fields of 'movement and energy', 'material', 'earth and universe', and 'life' had the highest frequency.

Nail Art Convergence Designs Using Kidult Characteristics (키덜트 유형별 특징을 활용한 네일아트 융합 디자인)

  • Jeong, Hee-Lim;Bae, Se-Ji;Kang, Eun-Ju
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.313-322
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    • 2018
  • This study categorized the kidult culture into three: cutiesm kidult, fantasm kidult and memorism kidult and analysed each type of kidult culture for the design. To obtain data on characteristics of kidult and gel nail art techniques, the study searched for theses, technical books and Internet data and developed unique and creative convergence nail art designs based on the results. As a result, it was discovered that cutiesm kidult is characterized by cuteness, brightness and use of characters, fantasm kidult is characterized by value of imagination and fantasy, and memorism kidult is characterized by memories of the past and use of characters. Then using the characteristics of kidult according to types, this study made 6 nail art designs through which creative and unique characteristics of the kidult culture were expressed in nail art design.

Multi-type object detection-based de-identification technique for personal information protection (개인정보보호를 위한 다중 유형 객체 탐지 기반 비식별화 기법)

  • Ye-Seul Kil;Hyo-Jin Lee;Jung-Hwa Ryu;Il-Gu Lee
    • Convergence Security Journal
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    • v.22 no.5
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    • pp.11-20
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    • 2022
  • As the Internet and web technology develop around mobile devices, image data contains various types of sensitive information such as people, text, and space. In addition to these characteristics, as the use of SNS increases, the amount of damage caused by exposure and abuse of personal information online is increasing. However, research on de-identification technology based on multi-type object detection for personal information protection is insufficient. Therefore, this paper proposes an artificial intelligence model that detects and de-identifies multiple types of objects using existing single-type object detection models in parallel. Through cutmix, an image in which person and text objects exist together are created and composed of training data, and detection and de-identification of objects with different characteristics of person and text was performed. The proposed model achieves a precision of 0.724 and mAP@.5 of 0.745 when two objects are present at the same time. In addition, after de-identification, mAP@.5 was 0.224 for all objects, showing a decrease of 0.4 or more.

Relationship of Fixation Disparity and Heterophoria According to Fixation Distance (원, 근거리에서 주시시차와 사위와의 관계)

  • Kim, Chang-Jin;Jeong, Ju-Hyun
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.3
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    • pp.79-87
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    • 2008
  • Purpose: This study measured Y-intercept that means a fixation disparity, X-intercept that means a associated phoria and slope of a fixation disparity curve (FDC), which are variables of dissociated phoria and the FDC. We searched for the result value and examined the direction, distribution pattern and a variable that give an most affect on dissociated phoria and the FDC at distance and near. Also this study examined that there were statistically significant differences between distance and near, comparing the result value. Methods: We measured the dissociated phoria and the fixation disparity for 51 subjects at distance and near in June, 2007. All subjects ranged from 20 to 25 years of age (average 21.72${\pm}$1.88 years old) and had no eye disease. At distance the dissociated phoria measured with the distance MIM card (muscle imbalance measure card, Bernell co., USA), and the fixation disparity measured with the modified Mallett Far Unit (Bernell co., USA). At near the dissociated phoria measured with the near MIM card (muscle imbalance measure card, Bernell co., USA), and the fixation disparity measured with the Wesson fixation disparity card (American Optical co., USA). Results: The percentage distribution of types of fixation disparity curves was that at distance prevalence of Type I (74.6%) was the highest, followed by Type IV (17.6%) and Type II (3.9%), Type III (3.9%) and that at near prevalence of Type I (53.0%) was the highest, followed by Type III (29.4%), Type IV (13.7%) and Type II (3.9%). 2. There were significantly correlation in dissociated phoria, fixation disparity (Y-intercept) and associated phoria (X-intercept). 3. The fixation disparity at distance was most affected by associated phoria (X-intercept) (p=0.000). The distance dissociated phoria was most affected by fixation disparity (Y-intercept) (p=0.342), but the influence was weak. 4. The fixation disparity at near was most affected by associated phoria (X-intercept) (p=0.000). The near also dissociated phoria was most affected by associated phoria (X-intercept) (p=0.009). The result that compared the each variables with the same variables at distance and near had statistically significant on paired t-test for among dissociated phoria (t=7.529, p=0.000), X-intercept (t=5.860, p=0.000), the Y-intercept (t=4.640, p=0.000) but slope of the FDC did not differ significant (t=1.336 p=0.188). Conclusions: Relationship of fixation disparity and Heterophoria had close correlation at distance and near.

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The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

The Study on the Convergence Perception of College Students for the Physical Education. (체육교육에 대한 대학생들의 융합적 인식 연구)

  • Yu, Young-Seol
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.125-133
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    • 2018
  • The purpose of this study was to explore college students' subjective perception on physical education using Q-methodology. Thirty college students participated in this study. This study found four types of college students' perception for physical education. Type I is named 'the type of Emphasizing Expertise.' The subjects of type I emphasize the importance of practicing professional motor skills and basic physical education knowledge in physical education classes. Type II is named 'the type of Emphasizing Instructional Strategy.' The subjects of type II emphasize the importance of developing effective teaching methods for students to participate actively. Type III is named 'the type of Making Physical Education Mandatory.' The subjects of type III emphasize the needing to make physical education and to increase physical education classes in school. Type IV is named 'the type of Emphasizing Sports for All.' The subjects of type IV emphasize to improve students' fitness and social-skill and connect between physical education and sports for all. These findings will contribute to plan the effective school curriculum.

The Convergence Trend and Case by Type in Contents Industry (콘텐츠 산업의 융합 유형별 사례 및 전망)

  • Park, Y.J.;Rim, M.H.;Heo, P.S.;Koo, B.T.
    • Electronics and Telecommunications Trends
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    • v.25 no.5
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    • pp.172-186
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    • 2010
  • 콘텐츠 산업은 디지털 기술의 발달로 콘텐츠 속성이 아날로그에서 디지털 융복화로 변화되고 있으며, IPTV, DMB, WiBro, 3DTV 등과 같은 뉴미디어를 통해 융복합 서비스로 제공되고 있다. 또한 디지털콘텐츠 산업의 영역은 과거 엔터테인먼트 위주에서 미래에는 제조, 서비스를 포함한 산업 전영역에 체화 및 융합되어 산업의 경계를 초월할 것으로 전망된다. 이러한 콘텐츠 산업에 있어서의 융합 현상은 산업간 경계약화, 기술의 발달 및 고객수요의 다양화 등에 의해 빠르게 확산중에 있으며, 특히 문화기술(CT)의 진보가 근본적으로 콘텐츠 산업에서의 융합을 가속화시키고 있다. 이에 본 연구는 콘텐츠 산업에서의 융합 유형을 4가지(강화, 확장, 결합, 창조)로 구분하여 주요 사례들을 살펴보고, 미래 콘텐츠 산업의 트렌드를 전망해 봄으로써 융합형 콘텐츠 산업의 육성 및 발전을 위한 정책을 수립하고 시행하는 데 기여하고자 한다.

Convergence Study of Social support, Self-esteem, and Type of Anger Expression in Dental Hygienists (치과위생사의 분노표현유형과 사회적지지, 자아존중감에 대한 융합적 연구)

  • Lee, Hyun-Hee;Han, Su-Jin
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.79-86
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    • 2020
  • This study aimed to identify the convergence factor where social support, self-esteem, and job stress affect the type of anger expressions in dental hygienists. The study involved 402 hygienists from different dental institutions. Clustering analysis was carried out to classify the types, and logistics regression analysis to find the related factors. Based on the types of anger expressions found in dental hygienists, they were divided into an anger control group and anger out-in group, with the former comprising 233 participants (58%). The results show that those with higher self-esteem (OR=5.592) and enjoying greater social support from their colleagues (OR=1.172) tend to belong to the anger control group. In other words, the study suggests that dental hygienists can control anger better with higher self-esteem and stronger social support from colleagues.

Correlation between sensory processing pattern and stress response in university students (대학생의 감각 처리 유형과 스트레스 반응과의 상관관계)

  • Choi, Yu-Jin
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.195-201
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    • 2021
  • This study analyzed the correlation between sensory processing types and stress responses in university students. A survey was conducted on 99 university students in Gyeonggi-do and Chungcheong-do. The survey contents consisted of Adolescent/Adult Sensory Profile and Stress Response Inventory. Data were analyzed using SPSS version 21.0 for descriptive statistics and Pearson correlation. As a result of the study, low-registration and sensory sensitivity were all correlated except for aggression of stress response, and sensory avoiding was all correlated of stress response. Sensory seeking was net related to any domain of stress response. Based on the results of this study, taking into account the correlation between sensory processing types and stress responses, it is recommended for convergence with other treatments to develop self-regulation strategies for coping with stress in university students.

An Analysis Study on Convergence type of Character's Subject Matter of Expression in Broadcasting Kids TV Animation on EBS (EBS 방영 TV 유아동 애니메이션 캐릭터 표현소재의 융합유형 분석연구)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.319-328
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    • 2015
  • Domestic kids TV animation industry is settled well in domestic animation industry by adding both entertainment value and educational value. Specially, the character that represents various rolls in the kids TV animation is the core visual element. This study is the analysis for character's subject matter of expression. For this, I established the tool which could classify character's subject matter of expression, and apply the tool to the character which were selected in broadcasting kids TV animations on EBS. Through this procedure, I analyzed character's subject matter of expression with the distribution chart as the final step. In addition, I hope the result of this study could intend to provide the index of the character creation in the kids TV animation and also informed the current situation about the character's subject matter of expression in the kids TV animation.