• Title/Summary/Keyword: 캡스톤디자인

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Mechanical Ball-Balancing Application using PID Controller (PID 제어기를 이용한 기계식 볼 밸런서)

  • Park, Taejin;Lee, Sang-Ah;Kim, Young-sik
    • Proceedings of the KIEE Conference
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    • 2015.07a
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    • pp.121-122
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    • 2015
  • 본 논문은 학생 캡스톤디자인 작품제작의 결과를 정리한 것으로 MCU와 적외선 거리센서를 이용하여 공의 수평위치를 측정하고 이에 따라 양단 서보모터의 각도를 조절하여 공이 중앙에 위치하도록 자동으로 제어하는 볼 밸런서의 구현방법에 대해 소개한다. 탁구공의 위치를 적외선 거리센서로 측정하고 MCU에 PID 제어기 기반의 자동제어 알고리즘을 구현하여 DC서보모터의 각도를 제어함으로써 탁구공이 중앙에 위치하도록 자동으로 제어한다.

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Junk Food App (불량식품 앱)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.425-426
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    • 2018
  • 현재 사회적인 이슈가 되고 있는 불량 식품에 대한 경각심을 아이들에게 심어주어 좋은 식습관을 유지하도록 교육하는 앱을 개발하고자 한다. 개발하고자 하는 앱은 몸에 안좋은 불량식품을 좋아하는 아이들에게 경각심을 일깨워 주며, 불량 식품에 첨가된 발암불질, 표백제 등이 성장기 아이들에게 치명적임을 인식시키는 정보제공을 하며, 게임 형식을 통해 스스로 좋은 것과 나쁜 것에 대해 확인하여 창의적 자아활동을 유도 한다. 음식에 대한 올바른 이해와 함께 성장기 어린이들의 인지 및 언어 능력을 학습하고자 개발하였다.

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Augmented Reality Control Interface (증강현실 조작 인터페이스)

  • Hwang, Yeongbeom;Park, Gooman
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.368-369
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    • 2020
  • 본 작품은 어떻게 보여줄 것인지에만 치중된 증강현실 개발 환경에서 어떻게 인간과 상호작용 할 것인가에 대한 고민이 부족하다고 생각하여 본 캡스톤디자인을 시작하였다. 손가락에 착용하는 반지형태의 디바이스와 이를 이용한 증강현실 조작 인터페이스를 구현하는 것을 목표로 한다. 이를 위해서 모바일 Video-Through HMD 증강현실 환경을 만든 뒤 증강된 객체의 배치, 이동, 회전과 같은 조작을 구현하였다.

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A Study on actual state of engineering education and research for improvement (공학교육의 실태와 개선방안에 대한 연구)

  • Park, Ik-Su;Cho, Sung-Eui
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.13-18
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    • 2009
  • In this paper, local industry target by analyzing the actual state of engineering education-oriented, demand for engineering education to come up with ways to improve. To this end, training human resources training program in engineering education practice Caps-tone design, Cooperative system, contract-type as the main theme of human resources in the southwestern industrial target academic staff investigate the actual conditions were run cooperative education programs. Survey, southwestern regional industry operating experience, most industry-university cooperative education program that was unsatisfactory. In addition, promoting Cooperative system experience in the industry will promote the future looked reservation position, while the Caps-tone design is somewhat academic partners participating a majority opinion education program run by the model will be developing. Regional strategy based on future demand for industry-oriented engineering education program for running is to come up with ways improvements.

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Community-Based Learning and Capstone Design (지역사회경험학습과 공학설계교육)

  • Lee, Joo-Sung;Jeong, Bong-Ju
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.180-187
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    • 2010
  • Design and management of information and industrial engineering (DMIIE) is a project-oriented junior/senior class that integrates the methodologies of industrial and information engineering in order to solve real-world problems. It examines social issues, engineering approaches to solve the problems and business models that can generate sustainable value for society. This course help students use their engineering knowledge to assess and solve the problems faced by local community. By conducting real-world projects, students get an opportunity to refine their oral and written communication skills. In this paper, the experience of DMIIE course is presented. The effects of the community-based learning for a senior design course are discussed. The possibility of using this blended type of design course to meet the ABEEK outcomes is also stated.

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Fashion Capstone Design Virtuous Cycle System, an Operating Model Design Study (패션 캡스톤디자인의 선순환 시스템 운영모델 설계 연구)

  • Cha, You mi;Kim, In Kyung
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.165-180
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    • 2016
  • Capstone design, is a heartfelt cooperation curriculum because the ultimate goal is to train people who already have the ability to complete the tasks of the job without retraining them in the field immediately after being hired. However, there is a need for the design study in the fashion industry where a variety of operating models could be tried; more specifically case studies than engineering. This study was designed to apply to the types of voluntary projects and industrial challenges linked to the different types of virtuous circle window systems over twice in two years. Result capitalization applied to different types of derived forms associated with start-up technology transfer form. In addition, start-up will be done in conjunction with student-centered forms of the participation of Cooperation Coordinator. This was weak in the form of technology transfer interventions which were made as a result of the overall involvement of the industry. In order to elicit the active participation of the industry it is expected that this system will have an ideal company to reflux. Therefore, reflux that created assets to the students, and the reflux of product design created by students in companies professor final a virtuous cycle system operating models that can derive enhancements accept feedback to both students and companies redefining the performing models It presented. This operating model is considered to be able to provide you with a sense of accomplishment and high experiential value to both students and professors, and the industry. In this study, experiments in environmental A Study, silseupbi no support will be given to alternatives to solve them.

Analysis on the Technology Elements for Game Software Major Curriculum (게임소프트웨어전공 교과목 편성을 위한 기술요소 분석)

  • Park, Jin-Won;Seo, BeomJoo;Bae, Byung-chull;Kim, YeJin
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.95-106
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    • 2017
  • In this paper, we characterize and analyze the technology elements and their hierarchy for the college graduating students performing capstone design projects in a game software major. When graduating students in a game software major must make a game for graduation, they need to know the pertinent technologies and their hierarchy. Technology analysis for game making would mean for students to recognize how the low level technologies taught in freshman and sophomore periods are linked to the high level technologies taught in junior and senior periods. Also, the analysis would help the professors design the game software major curriculum in detail based on the levels and the hierarchy of the individual technologies.

A Study on the Value of Archival Contents in University Practical Education : Focusing on University-Industry Cooperation for SW Practical Education (대학 실습 교육용 기록정보콘텐츠 가치 연구 : 산학연계형 SW실습교육을 중심으로)

  • SUN A LEE;SE JONG OH
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.537-545
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    • 2024
  • The importance of University Archives Management is increasing. In this study, we researched cases of collecting and managing educational archival contents in universities. Developed archival contents for software practical education, and implemented it to the Capstone Design course and overseas program. The effect of applying the model was analyzed through surveys and interviews. The Capstone Design Survey, involving 349 participants, indicated the highest satisfaction with the University-Industry Cooperation type. The experience of dissemination and enhancement was aggregated as the second highest satisfaction. In the second survey, 62 students who had participated in the overseas program over the span of two years took part. All nine Likert-type questions showed high satisfaction scores of more than 4 points. The top three satisfaction factors-content, program type, and advanced experience-showed high satisfaction scores of 4.85, 4.74, and 4.71, respectively. Through interviews with professors, mentors, and students, it was also confirmed that instructional methods utilizing archival contents are effective. And the model we developed is applicable for convergence education.

Implementation of Story-App Using CMS (CMS를 활용한 스토리앱 구현)

  • Kim, DaeYong;Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.289-292
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    • 2015
  • 본 작품은 학생들이 만든 캡스톤디자인 작품이다. 본 작품의 기획의도는 특정한 형식에 구애받지 않고 자신만의 생각을 텍스트뿐만 아니라 여기에 사진과 동영상 등의 다양한 멀티미디어를 함께 첨부할 수 있는 스토리앱 형식의 전자책을 개발하고자 한다. 이 전자책은 디자인 템플릿을 통해 예쁘게 꾸밀 수 있으며, 본인이 담고 싶은 글을 책으로 만들고, 이렇게 만들어진 개성 있는 전자책은 상대방에게 공유를 통해 선물할 수 있는 어플리케이션으로 개발한다. 따라서 본 연구는 개성 있는 포토북을 자유롭고 쉽게 만들 수 있는 환경 구현 즉, CMS에 그치지 않고 개인의 소중한 추억을 타인들에게 공유함으로써 감동을 나눌 수 있게 하는 것이 최종 목표이다. 또한 모바일에서만 공유로 끝나는 것이 아닌 pc로도 전송 가능하기 때문에 만들어진 결과물을 출력 후 종이책으로 제본해 보관할 수 있는 서비스 역시 기대해 볼 수 있겠다.

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