• Title/Summary/Keyword: 전자해도 제작 교육

Search Result 111, Processing Time 0.029 seconds

Design and Implementation of Educational Content Authoring Tool for Smart Devices (스마트 디바이스를 위한 교육용 콘텐츠 저작 도구 설계 및 구현)

  • Kwon, Sun-Ock;Kim, Jong-Oh;Ju, Seong-Yeon;Jeong, Ji-Seong;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.1-8
    • /
    • 2013
  • Teachers, who are the subject of on-site training, cannot create education content easily reflecting their experience for themselves, and also cannot distribute the content to leaners. Even though the content is distributed, there are limited in available devices as well as representable content features. So, an applicable authoring tool is needed at the user level. In this paper, we propose an authoring tool by which users and teachers can make education content easier based on WYSIWYG interface, and can distribute that. The proposed authoring tool supports various media education content of XML format so that viewers on various smart devices can see the content regardless of operating systems. And not only we conduct survey of users to evaluate convenience and expression of proposed authoring tool, but also we check whether the content can be equally visualized on various smart devices.

Development of Practical Convergence Education by Construction of the Wind Power System Using the Wind by Car (차량주행풍을 이용한 풍력발전 시스템 구축을 통한 실무 융합 교육 개발)

  • Lee, Jeong-Ick
    • Journal of the Korea Convergence Society
    • /
    • v.5 no.4
    • /
    • pp.107-112
    • /
    • 2014
  • The research goals of this study using the wind by car as replaceable energy are summarized to three things as follows. The first goal is to secure a replaceable energy source of environmental conveniency through the wind power system by the wind by car. The second goal is to develop a educational program for related convergence professional man. The third goal is to make a wind power system for a replaceable energy education. We have performed for obtaining a research goal during six months. So, we concluded three results as follows. The system for doing a wind by car is modeled. New convergence educational program for department of electrical, electronic, mechanical engineering is developed under this system. And, the wind power system is produced for practice education of demonstration for replaceable energy.

A Study on Industry Capstone Design and Professional Practice Linkage Model: Case Study of Department of Electronic Engineering, Gyeongbuk Y University (산업체 참여형 캡스톤디자인 & 현장실습 연계 모형 연구: 경북 Y대학 전자공학과 사례를 중심으로)

  • Lee, Seok-moon;Suh, Young-suk
    • Journal of Practical Engineering Education
    • /
    • v.14 no.1
    • /
    • pp.137-147
    • /
    • 2022
  • Universities should provide experiential learning in subject and non-course subjects so that students can graduate with job competency related to their major and the experiential learning includes capstone design implemented on campus and field training conducted by companies. In particular, the decrease in industry participation in short-term (4 weeks) and mid-term field training (8 weeks) due to the implementation of standard field training introduced from the second half of 2021 is making it more difficult for students to gain practical experience. To solve this problem, in this paper, we propose an industry-participatory capstone design & field practice linkage model that combines capstone design and professional practice to solve the technical difficulties of companies. Participating students find solutions to corporate difficulties in the capstone design process and produce prototypes for solutions during the field practice period, focusing on the case of the department of electronic engineering at Gyeongbuk Y University. We believe that it is one of the good models of industry-university cooperation education in which universities and industries win-win.

VR Smart Factory Training Content Production for XR Content UI/UX Evaluation (XR 콘텐츠 UI/UX 평가를 위한 VR 스마트 팩토리 교육훈련 콘텐츠 제작)

  • Lee, YoungWoo;Leem, EekSu;LEE, Su Min;Kim, Hyun Sik;Kang, Mingoo;Lee, Chang-kyo;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.10a
    • /
    • pp.259-261
    • /
    • 2021
  • In this paper, VR smart factory XR content tailored to process execution scenarios was produced to reflect the characteristics of XR content, which is highly dependent on HDM, unlike general-purpose content software for UX/UI design and usability evaluation of digital twin-based XR content in manufacturing. HMD equipment called Qculus Quest2 was used to perform the process execution task scenario for XR content, and content production was made through Unity Engine and SteamVR Plugin.

  • PDF

Digital-Ink based Web Presentation Authoring Interface (디지털 잉크 기반 웹 프레젠테이션 제작 인터페이스)

  • Sohn, Ei-Sung;Kim, Jae-Kyung;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2007.10c
    • /
    • pp.297-300
    • /
    • 2007
  • 본 연구는 디지털 잉크를 통해 웹 프레젠테이션을 제작하는 인터페이스를 제안한다. 온라인 환경에서 다수의 사용자들이 적절한 시간과 장소에서 프레젠테이션을 들을 수 있는 웹 프레젠테이션 시스템의 역할이 더욱 증대될 것으로 예상되는 가운데, 프레젠테이션 의도를 보다 명확히 전달하면서 이에 따르는 비용과 수고를 최소로 하는 프레젠테이션 시스템에 대한 연구가 더욱 요구되고 있다. 이를 위해 우리는 사용자에게 가장 친숙한 #Pencil & Paper# 방식인 디지털 잉크 인터페이스를 기반으로 가상 프레젠터의 애니메이션 효과를 증강하고, 프레젠터와 사용자간의 상호작용을 지원하는 웹 프레젠테이션 시스템을 제안하게 되었다. 이는 실제 프레젠테이션이 가진 장점들을 살리면서 보다 많은 사용자들이 쉽게 접근할 수 있는 장점을 가지고 있다. 제안 기법은 온라인 교육이나 전자 책, 지능형 교육 시스템, 다양한 가상환경에도 쉽게 확대 적용될 수 있을 것으로 기대된다.

  • PDF

A Useful Method on Effective Primary English Education Based on Multimedia Contents and Video Conference (효율적인 초등학교 영어 학습을 위한 멀티미디어 컨텐츠와 Video Conference의 이용 방안 연구)

  • Kim, Yong-Sin;Kim, Jeong-Rang
    • Journal of The Korean Association of Information Education
    • /
    • v.4 no.1
    • /
    • pp.120-128
    • /
    • 2000
  • Even though we basically regard spoken English like listening and speaking rather than written language as an important principle in Elementary Education of English, actually students are being taught English only by imitating what they heard and watched through audio or video tapes in the scene of elementary school. Of course, it is successful to learn English focused on a spoken language not in EFL(English as a foreign language) but in ESL(English as a second language) circumstance. Therefore, we provide products of multimedia contents in order to give opportunities which can make use of English in the classroom through the Web in this paper. In addition to it, we write this paper on method to strengthen motivation for learning language even out of the classroom by putting English to practical use through video conference system or E-mail exchange.

  • PDF

Education Content Service Platform Using the Near Field Communication based on IoT (IoT 기반의 근거리 통신 기술을 활용한 교육콘텐츠 서비스 플랫폼)

  • Ryu, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.690-692
    • /
    • 2014
  • Conventional one-way cramming education at schools has the disadvantage of poor student interest in learning, immersion, and learning efficiency as well as a limitation in realizing collective intelligence and collaborative learning. Therefore, an educational content service platform using a near-field communication(NFC) technology is required as a tool for encouraging the voluntary learning participation of students and increasing learning effectiveness through self-directed studying. This study focuses on the development of an educational content production system that creates high-quality education contents suitable for smart schools. In these schools, students and teachers generally communicate through an electronic blackboard using Bluetooth, which is an NFC technology. Further, the lecture notes of individual students are reproduced and collected as big data, which will facilitate the sharing of these notes.

  • PDF

Implementation of Educational Two-wheel Inverted Pendulum Robot using NXT Mindstorm (NXT Mindstorm을 이용한 교육용 이륜 도립진자 로봇 제작)

  • Jung, Bo Hwan
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.54 no.7
    • /
    • pp.127-132
    • /
    • 2017
  • In this paper, we propose a controller gain based on model based design and implement the two-wheel inverted pendulum type robot using NXT Lego and RobotC language. Two-wheel inverted pendulum robot consists of NXT mindstorm, servo DC motor with encoder, gyro sensor, and accelerometer sensor. We measurement wheel angle using bulit-in encoder and calculate wheel angle speed using moving average method. Gyro measures body angular velocity and accelerometer measures body pitch angle. We calculate body angle with complementary filter using gyro and accelerometer sensor. The control gain is a weighted value for wheel angle, wheel angular velocity, body pitch angle, and body pich angular velocity, respectively. We experiment and observe the effect of two-wheel inverted pendulum with respect to change of control gains.

Optical Systems of the High-resolution Cameras for the KOMPSAT Payloads (다목적실용위성탑재 고해상도 카메라의 광학계 개발)

  • 이승훈;백홍열
    • Proceedings of the Optical Society of Korea Conference
    • /
    • 2000.08a
    • /
    • pp.36-37
    • /
    • 2000
  • 정밀 지상관측 위성인 다목적실용위성 1호기에는 해상도 6.6 m인 전자광학카메라(EOC)가 탑재되어 현재 우수한 영상을 보내오고 있으며 2003년 발사예정인 2호기를 위하여 해상도 1 m의 Multispectral Camera(MSC)가 개발중이다. 미 TRW 사가 제작한 EOC 개발에 항우연의 연구진은 그 설계 및 시험의 각 단계별 검토와, 탑재, 위성전체 시험과 보정을 포함한 궤도운용 등의 수행과 함께, 개발기간 동안 현지에서 수행된 별도의 현장교육을 통하여 동급의 위성카메라를 실제 개발할 수 있는 설계기술을 이전받았다. 수차례 대구경 비구면 광학계 제작 경험을 더한 항우연은 MSC 공동개발선인 이스라엘 ELOP 사와 현재 그 설계를 진행하고 있다. (중략)

  • PDF

The Awareness Comparison about Creative Converged Competence for the Capstone Design among Engineering Students (공과대학생의 종합설계에 대한 창의융합 인식 비교)

  • Yoon, Seok-Beom;Chang, Eun-Young
    • Journal of Practical Engineering Education
    • /
    • v.11 no.1
    • /
    • pp.9-15
    • /
    • 2019
  • We studied the perceived creative ability, convergent thinking and creative leadership related to converged capabilities among students who participated in the capstone design and graduation works and those who did not participate. In creative ability, students who participated capstone design and graduation works need more curriculum and non-curriculum activities for the idea generation through the understanding of various majors, but overall, they achieved higher positive results than the nonparticipating students. For creative leadership and convergent thinking, students with capstone design and graduation works showed a more positive capabilities, while students with nonparticipating students showed a slightly lack of creative thinking of higher order thinking, the logical analysis of complex phenomena, and overall understanding.