• 제목/요약/키워드: 지식 구성적 도구

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Development of Web-Based Platform System for Sharing Manufacturing Technologies on Housing Parts of Mobile Products (휴대폰 외장부품 제조기술 공유를 위한 웹기반 플랫폼 개발)

  • Jung, Tae Sung;Yoon, Gil Sang;Heo, Young Moo;Lee, Hyo Soo;Kang, Moon Jin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.1
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    • pp.113-119
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    • 2013
  • Despite rapid changes in the structure of industry, manufacturing remains a key industry for economic progress, promotion of trade, increased employment, and the creation of new industries. Production technologies are essential for strengthening the competitiveness of small- and medium-sized manufacturing industries. However, it is very difficult to standardize and systematically propagate production technology from an experienced worker to an inexperienced worker because these technologies are generally improved by the skilled people in a workshop. In this study, we introduce a Web-based platform system consisting of a knowledge authoring tool, technology database, semantic database, and Web portal service for sharing production technologies for the exterior housing parts of mobile products. By investigating various cellular phone designs, reference form factors for three types of mobile phone housings were designed based on the standard features. In addition, several manufacturing technologies and considerable information such as reference mold designs and molding conditions optimized using CAE and recent R&D outputs are stored in this system.

A Study on the Knowledge of and Attitudes toward the Elderly of College Students in Korea and the United States (한국과 미국 대학생의 노인에 대한 지식 및 태도 연구)

  • Kim, Wook
    • 한국노년학
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    • v.31 no.3
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    • pp.505-526
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    • 2011
  • The purposes of this paper were to examine the level of knowledge of and attitudes toward the elderly and investigate the differences in the level of knowledge of and attitudes about the elderly by selected socio-demographic factors and aging related factors in Korea and the United States. The research subjects were 1129 college students attending 10 schools in Korea and the United States(840 Korean students in 5 schools, located in Seoul City, Gyeonggi-Do, Chungcheong-Do in Korea and 289 American students in 5 schools located in the State of New York of the United States). They were interviewed, using the structured questionnaire, and the data were analyzed by SPSS 15.0 for Windows. The research questionnaire was composed of Fact on Aging Quiz Part 1(FAQ 1) developed by Palmore(1998), Semantic Differential Scale development by Sanders et al., and several socio-demographic and aging related variables. The results indicated that, first, the level of knowledge of the elderly for Korean students was 12.51/25 and for American students was 11.57/25, resulting that the knowledge level of the elderly in Korea was higher than that of the United States. In addition, the results of students' knowledge differences between korea and the United States showed that Korean students showed high ratio of correct answer in 9 questions while American students showed high ratio of correct answer in only 4 questions, resulting that Korean students have higher knowledge than American students. Second, the level of attitudes toward the elderly for Korean students was 77.54 and for American students was 70.07 in 20-140 points, resulting that the attitude level of the elderly among American students were more positive than that of Korean students. The results of students' attitudes differences between Korea and the United States showed that Korean students responded positive tendency in only one question while American students responded positive tendencies in 14 questions, resulting that American students were more positive attitudes toward the elderly than that of Korean students. Third, there is a significant correlation between the knowledge of and attitudes toward the elderly in both Korean and American students. Based on these results, implications for policy, practice, and research were further discussed.

A Study on the Construct Building of Service Quality in the International Passenger Terminal (해상여객터미널에 있어서 서비스품질 구성요인 개발에 관한 연구)

  • Kwon, Jae-Hyun;Han, Chul-Hwan;Lee, Su-Ho
    • Journal of Korea Port Economic Association
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    • v.25 no.1
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    • pp.107-124
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    • 2009
  • In order to create value for maritime tourism industry, new port infrastructures have been planned, improvements in passenger terminal services have been designed, and new maritime transport technologies have been applied, so that ports improve their efficiency and the quality of their service more than their national and international competitors. Thus, the purpose of this study is to verify the dimensions of the service quality of ocean passenger terminal. Based on a survey of 260 customers in port of Busan and Inchon, terminal service quality's five main dimensions have been checked regarding their fit with the use of Confirmatory Factor Analysis. Empirical results support that this is a valid instrument for measuring service quality of a ocean passenger terminal. The interactive sequence of computing Cronbach's alpha, corrected item-to-total correlation, and factor analysis was repeated a few times and resulted in a final set of 19 items representing five distinct dimensions-tangibles, responsiveness, knowledge, reliability, and accessibility. This finding provides the more appropriate instrument to evaluate the customers perception as well as to measure the service quality of ocean passenger terminal.

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A Verification of Cognition Improvement of Science and Engineering using Gamification (게이미피케이션을 활용한 과학과 공학의 인식 개선 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.37-46
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    • 2018
  • Purpose of this study was to improve students' negative perception of 'difficulties' in science & engineering. a survey tool consisting of four questionnaire for research had developed. For the experiment, this study used the gamified contents and used to 58 students of A University in Chuncheon. According to the results of the analysis, it was found that the gamified contents influenced a positive in improving the negative perception of science & engineering. Based on the results of this study, we will discuss the sustainability of knowledge acquisition along with the improvement of negative perception of science & engineering.

GAN-based Automated Generation of Web Page Metadata for Search Engine Optimization (검색엔진 최적화를 위한 GAN 기반 웹사이트 메타데이터 자동 생성)

  • An, Sojung;Lee, O-jun;Lee, Jung-Hyeon;Jung, Jason J.;Yong, Hwan-Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.79-82
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    • 2019
  • This study aims to design and implement automated SEO tools that has applied the artificial intelligence techniques for search engine optimization (SEO; Search Engine Optimization). Traditional Search Engine Optimization (SEO) on-page optimization show limitations that rely only on knowledge of webpage administrators. Thereby, this paper proposes the metadata generation system. It introduces three approaches for recommending metadata; i) Downloading the metadata which is the top of webpage ii) Generating terms which is high relevance by using bi-directional Long Short Term Memory (LSTM) based on attention; iii) Learning through the Generative Adversarial Network (GAN) to enhance overall performance. It is expected to be useful as an optimizing tool that can be evaluated and improve the online marketing processes.

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Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.649-665
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    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.

A Study on the Problems and Policy Implementation for Open-Source Software Industry in Korea: Soft System Methodology Approach (소프트시스템 모델 방법론을 통해 진단한 국내 공개 SW 산업의 문제점과 정책전략 연구)

  • Kang, Songhee;Shim, Dongnyok;Pack, Pill Ho
    • The Journal of Society for e-Business Studies
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    • v.20 no.4
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    • pp.193-208
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    • 2015
  • In knowledge based society, information technology (IT) has been playing a key role in economic growth. In recent years, it is surprisingly notable that the source of value creation moved from hardware to software in IT industry. Especially, among many kinds of software products, the economic potential of open source was realized by many government agencies. Open source means software codes made by voluntary and open participation of worldwide IT developers, and many policies to promote open source activities were implemented for the purpose of fast growth in IT industry. But in many cases, especially in Korea, the policies promoting open source industry and its ecosystem were not considered successful. Therefore, this study provides the practical reasons for the low performance of Korean open source industry and suggests the pragmatic requisites for effective open source policy. For this purpose, this study applies soft system model (SSM) which is frequently used in academy and industry as a methodology for problem-solving and we link the problems with corresponding policy solutions based on SSM. Given concerns which Korean open source faces now, this study suggests needs for the three different kinds of government policies promoting multiple dimensions of industry: research and development (R&D)-side, supply-side, and computing environment-side. The implications suggested by this research will contribute to implement the practical policy solutions to boost open source industry in Korea.

An Educational Robot Game Framework for Programming Leaning in K-12 (프로그래밍 학습을 위한 교육용 로봇 게임 프레임워크)

  • Kwon, Dai-Young;Shim, Jae-Kwoun;Hur, Kyoung;Lee, Won-Gyu
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.89-94
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    • 2010
  • This paper proposes an educational robot game framework for novice students in k-12 to learn concepts of programming through interesting experiences. It is designed to be able to enjoy robot games without technical knowledge of robotics and programming. For this, in the proposed robot game framework, educational robots based on line-tracer are used and the programming APls that can be used for various educational programming languages are offered. And the proposed robot game framework also offers a game board to create several games with easy operations. Additionally, through experiments, it shows that novice students are able to create different games that have several game solutions for various programming using this robot game framework.

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A Study on the Improvement of University Institutional Repositories (dCollection) based on its Current State (대학 기관 리포지토리의 운영 현황 분석 및 개선 방안에 관한 연구 - dCollection을 중심으로 -)

  • Kim, Hyun-Hee;Joung, Kyoung-Hee;Kim, Yong-Ho
    • Journal of the Korean Society for information Management
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    • v.23 no.4 s.62
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    • pp.17-39
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    • 2006
  • Building institutional repositories is known as one of powerful methods for realizing the open access movement. The Korean Education and Research Information Service(KERIS) proposed to organize institutional repositories into a consortium, called 'dCollection (Digital Collection),' composed of 62 universities since 2003. The purpose of this study is to investigate the current state of 40 member universities of dCollection using the evaluation model including 4 categories and 39 indicators , and, based on the survey outcomes, to pinpoint the procedural or performance weak points of the dCollection systems in order to find its customized solutions focusing on the improvement of use and self-archiving rates.

Development of an Expert System for Diagnosing Diseases of Watermelon Grown in Greenhouse (시설 재배 수박병 진단을 위한 전문가시스템의 개발)

  • 조성인;박은우;이강걸;김승찬
    • Journal of Bio-Environment Control
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    • v.3 no.1
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    • pp.28-35
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    • 1994
  • An expert system, Watermelon Disease Expert System (WDES), was developed in this study using HCLIPS which allows input and output in Korean. WDES could diagnose 8 diseases and 1 physiological disorder frequently occurring on watermelons grown in greenhouses. The knowledge base of WDES consisted of 35 ‘IF -THEN ’rules and the forward chaining was used to make inferences. Help menu providing information on the nature of questions in text and image forms was included for users to answer questions without difficulty. Watermelon growers and researchers have validated the system and proved possibility of its practical use. In order to facilitate the practical use of WDES by watermelon growers, the knowledge base of WDES needs to be improved by including more detailed information on various diseases and disorders and restructuring rule bases.

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