• Title/Summary/Keyword: 창의적 재사용

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The Effect of Engineering Design Based Ocean Clean Up Lesson on STEAM Attitude and Creative Engineering Problem Solving Propensity (공학설계기반 오션클린업(Ocean Clean-up) 수업이 STEAM태도와 창의공학적 문제해결성향에 미치는 효과)

  • DongYoung Lee;Hyojin Yi;Younkyeong Nam
    • Journal of the Korean earth science society
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    • v.44 no.1
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    • pp.79-89
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    • 2023
  • The purpose of this study was to investigate the effects of engineering design-based ocean cleanup classes on STEAM attitudes and creative engineering problem-solving dispositions. Furthermore, during this process, we tried to determine interesting points that students encountered in engineering design-based classes. For this study, a science class with six lessons based on engineering design was developed and reviewed by a professor who majored in engineering design, along with five engineering design experts with a master's degree or higher. The subject of the class was selected as the design and implementation of scientific and engineering measures to reduce marine pollution based on the method implemented in an actual Ocean Clean-up Project. The engineering design process utilized the engineering design model presented by NGSS (2013), and was configured to experience redesign through the optimization process. To verify effectiveness, the STEAM attitude questionnaire developed by Park et al. (2019) and the creative engineering problemsolving propensity test tool developed by Kang and Nam (2016) were used. A pre and post t-test was used for statistical analysis for the effectiveness test. In addition, the contents of interesting points experienced by the learners were transcribed after receiving descriptive responses, and were analyzed and visualized through degree centrality analysis. Results confirmed that engineering design in science classes had a positive effect on both STEAM attitude and creative engineering problem-solving disposition (p< .05). In addition, as a result of unstructured data analysis, science and engineering knowledge, engineering experience, and cooperation and collaboration appeared as factors in which learners were interested in learning, confirming that engineering experience was the main factor.

Development of System-Level Simulator for Analyzing the Performance of Multi-Level Central Networks (멀티레벨 중추 네트워크의 성능분석을 위한 시스템 레벨 시뮬레이터 개발)

  • Kim, Jun Suk;Choi, Bum-Gon;Shin, JaeSheung;Park, Ae-Soon;Chung, Min Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.715-717
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    • 2012
  • 최근 대용량 모바일 트래픽을 효율적으로 처리하고 다양한 5세대 지식 서비스를 제공할 수 있는 차세대 이동통신 기술개발을 목표로 중추 네트워크라는 개념이 고려되고 있다. 중추 네트워크에서는 시스템 용량을 기존 이동통신 시스템 대비 크게 증대시키기 위하여 밀리미터파 대역에서 넓은 대역폭을 사용하고 빔형성 기술을 통하여 무선자원을 재사용한다. 그러나 밀리미터파 대역은 직진성이 매우 강하기 때문에 비가시거리 통신영역에서 통신 품질이 급격히 저하되는 문제점이 발생하며, 이를 해결하기 위해 중추 네트워크에서는 적절한 위치에 중계기를 설치하여 비가시거리 통신영역을 최소화하는 것을 고려한다. 본 연구에서는 기지국 및 중계기 위치에 따른 중추 네트워크의 성능을 분석하기 위해 개발된 시스템 레벨 시뮬레이터를 소개한다. 본 시뮬레이터는 중추 네트워크의 통신영역과 채널용량을 분석 및 연구하는데 크게 기여할 수 있을 것으로 기대된다.

Standardization Strategy on 3D Animation Contents (3D 애니메이션 콘텐츠의 SCORM 기반 표준화 전략)

  • Jang, Jae-Kyung;Kim, Sun-Hye;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.218-222
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    • 2006
  • In making 3D animation with digital technology, it is necessary to increase productivity and reusability by managing production pipeline systematically through standardization of animation content. For this purpose, we try to develop the animation content management system that can manage all kind of information on the production pipeline, based on SCORM of e-teaming by considering production, publication and re-editing. A scene as the unit of visual semantics is standardize into an object that contains meta-data of place, cast, weather, season, time and viewpoint about the scene. The meta-data of content includes a lot of information of copyright, publication, description, etc, so that it plays an important role on the management and the publication. If an effective management system of meta-data such as ontology will be implemented, it is possible to search multimedia contents powerfully. Hence, it will bring on production and publication of UCC. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative animation by reorganizing and packaging the selected objects.

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A study on designing guidelines for Linked Open Data organization of national databases (공공데이터베이스의 Linked Open Data구축을 위한 가이드라인 설계)

  • Yi, Hyun-Jung;Nam, Young-Joon
    • Proceedings of the Korean Society for Information Management Conference
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    • 2012.08a
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    • pp.63-68
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    • 2012
  • 공공데이터베이스는 공무상의 활용뿐만 아니라 민간의 창의성과 결합할 경우 새로운 비즈니스와 일자리를 창출할 수 있는 잠재력을 가지고 있다. 미국과 영국 등 해외 주요국들은 공공정보 재사용의 가치를 깨닫고 공공데이터를 Linked Data화하는 작업을 진행하고 있다. Linked Data는 웹에서 자유롭게 데이터를 개방하여 연계할 수 있도록 하는 네트워크 기술이다. 본 고에서는 국내 공공정보의 개방과 재사용을 지원하기 위한 방안으로 Linked Data 구축을 제안하고, 이를 위해 데이터, 시스템, 서비스의 3가지 측면에서 표준화 방안을 제안하였다. 데이터 표준화 측면에서는 데이터 표현 및 접근에 관한 표준을 준수하고, 표준화된 데이터모델과 데이터구조에 대한 정보와 함께 완전하게 수요자 입장에서 배포해야 한다. 특히 데이터의 상용화나 재가공에 아무런 제약이 없는 완전한 공개를 원칙으로 해야 한다. 시스템 표준화 측면에서 Linked Data 플랫폼은 트리플 스토어, 원데이터의 트리플 변환기, 그리고 추론기로 구성되어야 한다. 서비스 표준화 측면에서는 Linked Data를 이용자에게 다양한 포맷으로 제공할 수 있는 인터페이스가 제공되어야 한다. 무엇보다도 공공정보의 공개와 재사용성을 위한 국가적 차원의 거버넌스와 지원이 마련되어야 공공정보의 Linked Data 플랫폼이 온전히 이루어질 수 있을 것이다.

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Consumer Characteristics Influencing 'Difficulty in Discarding' Fashion Goods (패션제품 버리기 어려움에 영향을 미치는 소비자 특성)

  • Park, Hyun-Hee;Ku, Yang-Suk
    • Fashion & Textile Research Journal
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    • v.19 no.5
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    • pp.559-568
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    • 2017
  • The purpose of this study was to identify the socio-psychological variables and demographic factors influencing the difficulty people may have in discarding fashion goods. In addition, differences of disposal behavior were investigated according to the degree of reported difficulty with which people discarded fashion goods. A total of 260 survey questionnaires were analyzed. Frequency, correlation, exploratory factor analysis, reliability, t-test and multiple regression analyses were used for data analysis using SPSS 22.0. The study results were as follows. First, the difficulty of discarding of fashion goods was positively affected by concern for the environment and the potential for creative reuse of fashion goods, whereas it was not influenced by interdependence. Second, there were differences in the difficulty with which people discarded fashion goods according to demographic factors such as gender and whether or not they held certain religious beliefs; however, there were no differences among other demographic factors. Third, the group demonstrating a high degree of difficulty in discarding fashion goods preferred certain disposal behaviors such as donating to religious organizations, schools, charities etc., exchanging with other people or bartering, reforming for other purposes, selling to secondhand shops or on the internet, storing without wearing it, or discarding it after salvaging reusable parts. The results of this study provide various guidelines for consumers and retailers of fashion products who are interested in the efficient disposal of fashion goods.

Development and Application of the Butterfly Algorithm Based on Decision Making Tree for Contradiction Problem Solving (모순 문제 해결을 위한 의사결정트리 기반 나비 알고리즘의 개발과 적용)

  • Hyun, Jung Suk;Ko, Ye June;Kim, Yung Gyeol;Jean, Seungjae;Park, Chan Jung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.87-98
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    • 2019
  • It is easy to assume that contradictions are logically incorrect or empty sets that have no solvability. This dilemma, which can not be done, is difficult to solve because it has to solve the contradiction hidden in it. Paradoxically, therefore, contradiction resolution has been viewed as an innovative and creative problem-solving. TRIZ, which analyzes the solution of the problem from the perspective of resolving contradictions, has been used for people rather than computers. The Butterfly model, which analyzes the problem from the perspective of solving the contradiction like TRIZ, analyzed the type of contradiction problem using symbolic logic. In order to apply an appropriate concrete solution strategy for a given contradiction problems, we designed the Butterfly algorithm based on decision making tree. We also developed a visualization tool based on Python tkInter to find concrete solution strategies for given contradiction problems. In order to verify the developed tool, the third grade students of middle school learned the Butterfly algorithm, analyzed the contradiction of the wooden support, and won the grand prize at an invention contest in search of a new solution. The Butterfly algorithm developed in this paper systematically reduces the solution space of contradictory problems in the beginning of problem solving and can help solve contradiction problems without trial and errors.

Design and development of SCORM based e-Learning contents about Mathematics for the KERIS' Cyber Home Education System (KERIS의 사이버가정학습 시스템에 적합한 SCORM기반 수학과 e-Learning 컨텐츠 설계 및 개발)

  • Lee Hye-Gyung;Kim Hyang-Sook
    • Communications of Mathematical Education
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    • v.20 no.3 s.27
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    • pp.425-441
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    • 2006
  • Entering upon 21th, the internet which bring the digital era, are changing the paradigm of education and cultivating creative and challenging person, which is the core of competitive power in knowledge-information society, is more emphasized than ever. To meet the needs of the present times, it has been concentrating its effort to improve learning-environment using e-Learning in the field of teaching. E-schoolbooks that were introduced recently by way of showing an example are representative case of this intention. Though many e-learning contents are being developed, the more speedily a society grow, the shorter the life of contents are. Moreover, the contents developed are impossible to use directly for tele-education system, so standard types adjusted for various kind of system are showing up. Among them the leading standard type is SCORM(Sharable Content Object Reference Medel) made in ADL(Advanced Distributed Learning) Corporation. The KERIS' Cyber Home Education System adopted this and is using it. So, in this study, we set the goal at designing and developing an e-learning contents and an experiment-focused mathematics that suit the KERIS' Cyber Home Education System on the basis of SCORM.

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Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.

The Effect of indoor illuminance depends on direction of the side windows lighting (측창채광의 방향에 따른 실내조도의 영향)

  • Cho, Shee-Man;Kim, Won-Joong;Jang, Woo-Jin
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2004.05a
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    • pp.253-260
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    • 2004
  • 실내의 조명은 자연채광방식과 인공조명으로 나누어지는데 자연형 채광방식에서도 측창채광과 천창채광, 정 측창채광 그리고 반사 채광방식이 있다. 측창채광은 벽면에 대하여 일반적으로 연직인 창에 의한 채광을 말한다. 측창채광의 방향에 따라 실내조도는 영향을 많이 받는다. 따라서 본 연구는 측창채광의 동서남북의 방향에 따라 봄, 여름, 가을, 겨울의 계절에 따라 아침, 점심, 저녁시간대에 따라 변화되는 실내조도를 알아보았다. 실험방법은, 조명시뮬레이션 프로그램인 Lightscape V3.2를 사용하여 교실공간의 치수와 작업면의 높이를 가로 5.8[m], 세로 10.8[m], 높이 3[m], 작업면의 높이 0.75[m]로 정하였고, 각 시설물의 반사율[p]은 벽 80%, 창문 12%, 출입문 13%, 바닥 20%, 천장 85%로 지정하였으며 창문의 투과율은 88%로 설정하였다. 본 연구에서 측정하고자 하는 변수 값은 계절은 여름을 6월20일, 겨울은 1월20일 기준으로 하고 시간대는 09시, 13시, 18시로 하였으며 창측방위는 동, 서, 남, 북으로 정하였으며 계절과 시간은 가장 차이가 많이 나는 값을 선택하였다. 결론으로 창이 남쪽일 때 평균조도가 9,100[lx]로 가장 높았고, 시간별로는 점심에 19,590[lx]로 조도가 가장 높은 것을 알 수 있었고 조도 균제도는 창이 동쪽일 때 겨울에 가장 높았다. 창이 북쪽일 때는 여름이 겨울보다 평균조도가 약간 높았고, 시간별로는 아침에 조도가 약간 높은 것을 알 수 있었고 전체적으로 북쪽 창에서 실내조도가 현저하게 떨어지는 것을 알 수 있었다. 이와 같은 결과로 측창의 브라인드를 현재 사용하고 있는 수직 브라인드 대신에 수평 브라인드를 사용하여 주광의 범위를 넓게 조절하여 사용하게 하고, 점등제어를 현재 측창면과 수직으로 되어있는 배열을 수평으로 한다면 자연채광의 효과를 배가 할 수 있으리라고 사료된다. 미백 전, 미백후, 재광화 후 미세경도 변화 양상이 미백을 하지 않은 대조군과 차이를 보이지 않았으며 (p > 0.05) 미백 전과 미백 후의 미세경도의 차이 미백후와 재광화 후의 미세경도의 차이도 유의할 만한 차이가 없었다 (p > 0.05). 따라서 시중에 판매되고 있는 whitening strip과 미백 젤은 14일 동안의 통상적인 미백과정 동안 법랑질의 미세경도에 영향을 미치지 않는 것으로 사료된다.able pitch와 helical angle보다는 근본적으로 radial land가 screw-in effect의 예방에 더 큰 역할을 하는 것으로 추정될 수 있다 따라서 NiTi file의 사용 경험이 없는 초심자의 경우 근단부 폭경의 유지능력이 좋은 ProFile$^{(R)}$의 사용이 추천된다.)되었다.였으나 강남콩군 외에는 단백질의 소화 흡수율 및 효율은 크게 향상되지 않아 단백질의 소화 흡수율을 떨어뜨리는 요인에 관한 연구가 집중적 으로 이루어져야 하리라고 생각된다.면 바로 위 지점의 풍속을 측정하였다. 각 Seeding 물질에 대해 팬을 켜지 않았을 때, 즉 바람의 영향이 없을 때 측정한 표면유속을 바람의 세기가 변한 경우의 기준 표면유속으로 이용하였다. 본 연구의 결과 비중이 0.01 내외인 Ecofoam과 white polystyrene에 비해 비중이 0.92인 black polypropylene은 대부분이 물속에 잠겨 있어 흐름과 거의 일치하여 움직임을 알 수 있었다. 또한 흐름의 평균유속이 0.165 m/s의 저유속에서 바람이 tracers에 미치는 영향이 평균유속 0.558m/s인 경우보다 커서, 바람의 세기의 증가에 따라 표면유속 측정값이 급속히 감소되었다. 흐름의 평균유속이 큰 경우에는 바람이 tracer에 마치는 영향이 현격히 줄어듬을 보이고 있다. 결론적으로 유속이 증가함에 따라 바람의 영향은 감소하나, 바

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Permanent Formwork of PLA Filament utilizing 3D Printing Technology (3D 프린팅 기술을 활용한 PLA 필라멘트 비탈형 거푸집 연구)

  • Jeong, Junhyeong;Hyun, Jihun;Jeong, Heesang;Go, Huijae;Lee, Juhee;Ahn, Joseph
    • Korean Journal of Construction Engineering and Management
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    • v.22 no.1
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    • pp.81-89
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    • 2021
  • In recent years, the design of buildings is changing from formal to creative and freeform. Accordingly, the scale of construction technology is changing to architectural design and construction of irregular buildings. Using the FDM method, which is one of the 3D printing technologies, it is possible to manufacture various forms of irregular formwork inexpensively and quickly coMPared to the existing formwork, and it seems to be able to solve the manpower problem. Using a 3D printer, the PLA filament formwork is produced in the form of a cylinder and a rectangular cuboid, and the usability of the PLA filament formwork is confirmed by examining the compression strength test and the degree of deformation and reusability over 28 days of age. Different sizes of additional specimens are also conducted according to the size. As a result of the experiment, it was confirmed that the filament formwork itself has about 3~4MPa strength. As a result of reviewing data through existing linear studies and experiments, it is appropriate to use more than 60% infill, and it is advantageous in terms of strength. As a result of cutting and dismantling the filament formwork, the surface is very clean and there is no damage, so it can be reused.