• Title/Summary/Keyword: 자기 유도자

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Development of Collaborative Robot Control Training Medium to Improve Worker Safety and Work Convenience Using Image Processing and Machine Learning-Based Hand Signal Recognition (작업자의 안전과 작업 편리성 향상을 위한 영상처리 및 기계학습 기반 수신호 인식 협동로봇 제어 교육 매체 개발)

  • Jin-heork Jung;Hun Jeong;Gyeong-geun Park;Gi-ju Lee;Hee-seok Park;Chae-hun An
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.543-553
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    • 2022
  • A collaborative robot(Cobot) is one of the production systems presented in the 4th industrial revolution and are systems that can maximize efficiency by combining the exquisite hand skills of workers and the ability of simple repetitive tasks of robots. Also, research on the development of an efficient interface method between the worker and the robot is continuously progressing along with the solution to the safety problem arising from the sharing of the workspace. In this study, a method for controlling the robot by recognizing the worker's hand signal was presented to enhance the convenience and concentration of the worker, and the safety of the worker was secured by introducing the concept of a safety zone. Various technologies such as robot control, PLC, image processing, machine learning, and ROS were used to implement this. In addition, the roles and interface methods of the proposed technologies were defined and presented for using educational media. Students can build and adjust the educational media system by linking the introduced various technologies. Therefore, there is an excellent advantage in recognizing the necessity of the technology required in the field and inducing in-depth learning about it. In addition, presenting a problem and then seeking a way to solve it on their own can lead to self-directed learning. Through this, students can learn key technologies of the 4th industrial revolution and improve their ability to solve various problems.

Design and Development of Digital Contents Authoring System for Cyber University Using Programing Skills (프로그래밍 기법을 활용한 가상대학 컨텐츠 제작 시스템 설계 및 개발)

  • Cho Sae-Hong
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.1-7
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    • 2001
  • The authoring systems for digital contents using multimedia technologies ate requested in many fields such as education, medical science, entertainment market e-commerce and etc. Especially, the emergence of cyber universities and the rapid expansion of on-line education market require the effective contents authoring systems, which have various functions to generate the qualified contents. Therefore, many systems arc developed and currently used. However, since the developed systems considered only the developer's convenience, the generated digital contents by using these systems are failed to draw tile users'(or learners') active interaction with contents. That is, since the users just watch the contents like watching a drama or a film, it causes many problems in delivering the contents effectively or in evaluating the users. This paper presents, develops, and implements the new contents authoring system by using programing languages and/or software tools. The presented, developed, and implemented system mimics the face-to-face education in off-line system, induces the users' active interaction with contents, and continuous evaluation to the users.

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Dielectrophoresis for Control of Particle Transport: Theory, Electrode Designs and Applications (입자 이동 제어를 위한 유전영동: 이론, 전극 구조 및 응용분야)

  • Lee, Minji;Kim, Ji-Hye;Koo, Hyung-Jun
    • Korean Chemical Engineering Research
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    • v.57 no.2
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    • pp.149-163
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    • 2019
  • Under non-uniform electric field, a directional force along the electric field gradient is applied to matter having permanent or induced dipoles. The transport of particles by the directional force is called dielectrophoresis (DEP). Since the strength and direction of the DEP force depend on parameters, such as permittivity and conductivity of particles and surrounding media, and frequency of the applied AC electric field, particle can be precisely manipulated by controlling the parameters. Moreover, unlike electrophoresis, DEP can be applied to any particles where dipole is effectively induced by electric field. Such a DEP technique has been used in various fields, ranging from microfluidic engineering to biosensor and microchip research. This paper first describes the fundamentals of DEP, and discusses representative microelectrode designs used for DEP study. Then, exemplary applications of DEP, such as separation, capture and self-assembly of particles, are introduced.

Design of the Smart Planner System for Students based on a Mobile Web App (모바일 웹앱 기반 학생용 스마트 플래너 시스템의 설계)

  • Ahn, Sungwoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.460-463
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    • 2013
  • 스마트 기기의 보급 활성화로 최근 주목받고 있는 스마트교육은 다양한 영역을 포함하고 있지만 주로 스마트 디바이스를 활용한 학습방법과 교육콘텐츠 개발 등 학습역량을 높이는데 집중되어 있다. 그러나 성공적인 교육을 위해서는 무엇보다도 학교생활 전반에 걸쳐 학습자와의 소통과 교감이 우선되어야 한다. 이를 위해서 대학과 일선 학과에서는 학생들과 소통을 위해 오프라인 기반 게시판이나 홈페이지를 활용해왔지만 더 이상 스마트 기기에 익숙해져 있는 학생들과 효과적으로 소통을 할 수 있는 수단이 되지 못하고 있다. 본 논문에서는 이러한 문제를 해결하기 위해서 모바일 웹앱기반 학생용 스마트 플래너 시스템을 제안한다. 제안하는 시스템은 학과의 프로그램 공지와 같은 단순 정보 전달에 국한되지 않고 학생이 스스로 학사일정을 체크하면서 자기 관리를 할 수 있는 수단을 제공해준다. 또한 다양한 학과 프로그램에 학생들이 자발적으로 참여할 수 있도록 유도하기 위한 인센티브 시스템 운영, SNS를 활용한 상호 커뮤니케이션을 포함하고 있다.

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BAS/BIS analysis before/after inducing acoustic anger arousal (청각적 분노 자극 유도 전/후의 행동활성화체계/행동억제체계 분석)

  • Jang, Seung-Jin;Gang, Ji-Yun;Kim, Won-Sik
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.217-218
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    • 2009
  • 총 19 명 (male=9, female=10)을 대상으로 자기 보고식 질문지를 일주일 간격으로 2 회 수행한 후 double blind 방식과 실험 목적/프로토콜을 피검자에게 알려주지 않은 상태로 EEG 검사를 수행하여 행동활성화체계/행동억제체계(BAS/BIS)를 분석하였다. 안정기를 거친 후 갑자기 불유쾌한 청각적 자극(1Hz, 110dB, 15초간)을 2 회 실시하여 BAS/BIS 수치의 변화를 분석하였다. 분노활성화 음성자극에 대한 BAS/BIS 성향 대상자들의 반응을 분석하여 그 변화추이를 살펴보고자 함이 본 연구의 목적이다.

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Design of Game Programming Classes for Improving Computational Thinking in Elementary School Students (초등학생의 컴퓨팅 사고력 향상을 위한 게임 프로그래밍 수업 설계)

  • Kim, Eun Ji;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.265-268
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    • 2018
  • 컴퓨팅 사고력의 함양을 위해서는 알고리즘을 설계하는 단계가 선행되어야 한다. 그러나 알고리즘 설계와 프로그래밍 구현 활동으로 이루어지는 소프트웨어 교육에서 구체적 조작기에 해당하는 초등학생들에게 추상적인 개념을 필요로 하는 알고리즘은 어려울 수밖에 없다. 학습자들의 흥미를 유도하기 위한 전략 중 하나로 게임 프로그래밍을 활용할 수 있다. 게임 프로그래밍은 또한 문제해결력, 학업성취도, 자기효능감을 향상시킨다. 따라서 본 연구에서는 엔트리와 자연어 알고리즘을 활용하여 초등학생의 컴퓨팅 사고력 향상을 위한 게임 프로그래밍 수업을 설계하고자 한다.

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21세기를 향한 기술사의 문제

  • Huh, Ginn
    • Journal of the Korean Professional Engineers Association
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    • v.30 no.3
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    • pp.64-67
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    • 1997
  • 우리나라는 지금 경제의 국제화에 따라 국내산업의 공동화, 노동인구의 고령화 등 사회적 경제적으로 어려운 문제에 직면하고 있습니다. 21세기를 향해 밝은 전망을 개척하기 위해서는 국제 경쟁력 있는 고부가가치의 신산업을 창조하지 않으면 안되겠습니다. 연구개발을 통해서 찾아낸 독창적 성과를 현실사회로 유도하며 실용화하기 위해서는 기술력이 불가피한 것으로 사료됩니다. 이런 뜻에서 기술사의 역할이 더욱더 중요시 되며 근래 기술사에 대한 사회적 기대는 점차 더해가고 있는 실정입니다. 따라서 기술사는 자기연마의 노력으로 국내외 기술자의 최고 자격으로서의 그 지위를 확립해 나가야 할 것으로 사료됩니다. 한 편 국제화의 진전에 따라 앞으로 세계로 눈을 돌려 명실공히 이 나라를 대표하는 기술선구자로서 세계무대를 개척해 나가야 할 것입니다. 이를 위해서 기술사의 문제를 구체적으로 짚어 보고자 합니다.

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Effects of the Interaction with Computer Agents on Users' Psychological Experiences (컴퓨터 에이전트와의 상호작용이 사용자의 심리적 경험에 미치는 영향)

  • Park, Joo-Yeon
    • Science of Emotion and Sensibility
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    • v.10 no.2
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    • pp.155-168
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    • 2007
  • Social and psychological experiences in human-agent interactions are becoming more important than the task-oriented efficiency, as the influence of computer agents increases and human-agent interaction develops similarly with interpersonal interaction. Many previous studies aimed to increase social presence in human-agent interaction, in order to derive users' positive psychological experiences, by applying the factors of interpersonal communication to verbal and non-verbal communication of the agents. This study examined the effects of the exchanges of mutual self-disclosure, one of the most important communication acts in interpersonal communication, between users and interface agents. Users' attachment styles towards the perception of social presence, the evaluations toward the agents, user experiences, and the intentions for future interaction were also studied. The mediating role of social presence in dependent variables was, also, examined in this research. The results showed that exchanging self-disclosures with an agent increased the perceptions of social experience, friendly evaluations toward the agent, positive user experience, and the intentions for future interaction. Participants' attachment styles, also, affected the perceptions of the dependent variables. The effects of the exchanges of self-disclosure and participants' attachment styles were mediated by perceived social presence toward the agent. The findings of this study imply that the social and communicational aspects need to be considered in design of the agents seriously. The results also suggest that there may be differences in the psychological effects of agents on users according to the users' personality.

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Factors on the Intention to Purchase Charged Items in Mobile Social Network Game (모바일 소셜 네트워크 게임의 아이템 구매의도에 영향을 주는 요인)

  • Kim, Jae Min;Lee, Young Joo;Lee, Hye Won
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.165-178
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    • 2014
  • Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users' flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.

Comparison of Health Promoting Behavior and Self-efficacy between New freshmen and University students before and after Health Education (보건교육 전·후 대학 신입생과 재학생 간 건강증진행위, 자기효능감 비교)

  • Kim, Sung-Soo;Lee, Hyun-Ju
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.295-303
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    • 2014
  • This study has tried to find the gap of health promoting behavior and the lower level-health responsibility, physical activity, self-actualization, stress management and self-efficacy-between new freshmen and other university students in dormitories who have taken health education as an elective course through health education. With 105 students conducted self-answering survey. It was conducted from June 12 to June 13 of the year 2013. Analysis has been conducted into 5-point scale in every parts of health promoting behavior, 4-point scale in self-efficacy. As a result of the study, after health education, the increasing level of the score was bigger than general university students in preceding research before education; from this, we could interpret that the peers who live together lead positive competition. For before-and-after affects of education, after-education score increased statistically significantly higher from before-education score for both freshmen and other students on every item of the survey. Especially, self-efficacy and stress management, which are the lower level of health promoting behavior, have shown statistic significance of health education. When comparing freshmen and other students, the item that showed significant difference was 'self-efficacy,' and for both before and after health education, other students had higher score than freshmen. Based on the result of the analysis, for those who live together with group of people such as in-dorm students, group education is preferred to personal education; in addition, when selecting health education recipients, better achievement of education will be expected by primarily educating students who have lower level of self-efficacy and stress, especially freshmen who have lower self-efficacy level than other students in university.