• 제목/요약/키워드: 캡스톤디자인

검색결과 115건 처리시간 0.023초

의공학 캡스톤디자인 수업에서의 젠더분석 방법 적용사례 (A Case Study on the Application of Gender Analysis Methods to Biomedical Engineering Capstone Design)

  • 이지연
    • 공학교육연구
    • /
    • 제23권1호
    • /
    • pp.59-64
    • /
    • 2020
  • The purpose of this study is to develop capstone design model of gender analysis methods suitable for engineering education field and examine improvements and effects by applying it to actual lessons for biomedical engineering students. Case study was performed to achieve the purpose of the study. Twelve gender analysis methods were applied to 'biomedical engineering capstone design' which was major course offered by department of biomedical engineering at J university. After the students understood how to analyze gender analysis methods and cases, they decided project topics and presented what gender analysis methods were applied for each project. Additionally, the results of analysis showed that the students were more able to understand the differences between men and women of all ages and try to narrow down the differences. They also found that they could contribute to development of new added value of knowledge and technology that reflected the needs of both men and women by applying gender analysis methods in system development.

전략적 성과 창출을 위한 캡스톤디자인 운영모델 개발 (Development Capstone Design Operation Model for Strategic Achievement)

  • 최광학;강재관
    • 공학교육연구
    • /
    • 제22권4호
    • /
    • pp.71-77
    • /
    • 2019
  • Capstone design is a very important college course that enhances students' creativity and skills. However, in most universities, the operation of capstone design is operated by the experience and intuition of the advisor, and it is somewhat lacking in the generation of useful results such as patent rights and technology start-up from the capstone design result. In this study, we proposed a performance - based capstone design operation model through patent linkage so that the capstone design class can create creative and useful results. The proposed operating model includes support for research on prior art of patent information utilization, patent right of idea, and technology commercialization. The proposed operating model was directly applied to the capstone design class in the university, and it was confirmed that useful results such as expansion of the scope of the research achievement and technology start - up were created compared to the existing operation model.

캡스톤디자인으로 구현한 MS Azure 기반 IoT 시스템 (MS Azure based IoT system for a Capstone Design Project)

  • 최대우;최문근;김종우
    • 공학교육연구
    • /
    • 제22권1호
    • /
    • pp.55-60
    • /
    • 2019
  • This paper deals with the process and requirements of a capstone design project performed by undergraduate students. We discuss about the preliminary study for the capstone design, the derivation of a subject, the level descriptor of the subject, and the system requirements. And then, we summarize the results of the capstone design project entitled as Microsoft Azure based IoT (Internet of Things) system which is performed by 4 undergraduate students during 10 months. This system is composed of a Zigbee sensor network, the TCP/IP Internet, an IoT server, and a smartphone application program, with which we can gather the sensor data and control actuators at the far away area.

캡스톤디자인 역량 강화 프로그램 개발 연구 - 21C 핵심역량(4C Skills 및 문제해결능력) 함양을 중심으로 - (A Study on the Development of Capstone Design Competency Program - Focusing on 21C Core Competencies(4C Skills & Problem Solving Ability) -)

  • 한수민
    • 공학교육연구
    • /
    • 제26권1호
    • /
    • pp.20-26
    • /
    • 2023
  • In this study, as a competency strengthening program to support learner-centered education, we developed the 'Capstone-design competency Program' for the purpose of cultivating the 4C skills and problem-solving ability required as core competencies of the 21st century. The program was based on the project method, and strategies were derived and materialized for each step through core competency analysis. Then, the validity was confirmed through the implementation of the program. As a result of the implementation of the program, it was confirmed that this program was effective in cultivating the core competencies of college students. In addition, it was confirmed that learners showed results such as specific reflection on core competencies, changes in perspective, and action plans, so that the possibility of actual application was high.

스마트 블록체인 기반 암호화폐 결제 서비스 애플리케이션 개발 (Development of a Smart Blockchain-based Cryptocurrency Payment Service Application)

  • 강태신;최지원;이태규
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송∙미디어공학회 2021년도 추계학술대회
    • /
    • pp.310-313
    • /
    • 2021
  • 최근 다양한 산업분야에서 디지털 사용자 트랜잭션의 보안성 강화와 디지털 자산의 거래 비용 최소화를 동시에 실현하기 위해 블록체인 기술을 점진적으로 확대하고 있다. 특히 무인 자동화 시스템으로의 전환이라는 과도기적 상황과 코로나-19 대유행이 맞물려 비대면 시장에 대한 관심이 커졌고, 비대면 시장의 수익 극대화와 안정적인 비대면 서비스 실현을 위해 블록체인 시스템과의 결합이 초점화되고 있다. 본 캡스톤디자인 보고서는 블록체인 기반 암호화폐 결제 서비스 애플리케이션을 설계하고 구현하는 과정을 기술한다. 특히 새로운 알트코인으로 평택코인과 관련된 앱 생태계 구축 과정, 그리고 평택코인 결제 서비스 지원 애플리케이션을 개발을 통한 스마트 암호화폐 결제 애플리케이션의 서비스 초기 모델 구현 과정에 대해 기술한다.

  • PDF

피아노 학습을 위한 IoT 훈련시스템 구현 (Implementation of IoT training system for piano practicing)

  • 유성룡;유강은;김다영;박형근
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2022년도 추계학술대회
    • /
    • pp.526-528
    • /
    • 2022
  • 본 연구에서는 피아노 학습에 있어서 문제점을 도출하고 캡스톤디자인 프로젝트를 통해 피아노를 혼자 학습할 수 있도록 지원하는 IoT기술 기반의 훈련시스템을 개발하였다. 피아노 훈련 매체는 악보를 영상처리기술을 통해 인식하고 훈련시 피아노 음으로부터 FFT 변환을 통해 정확한 건반을 쳤는지를 확인하게 된다. 리듬게임의 요소를 이용하여 시각적 효과 및 점수 표시 기능을 제공함으로써 입문단계에서 지루한 피아노 교육에 대한 흥미를 유발하고 피아노 학습의 효과를 높일 수 있었다.

  • PDF

디자인씽킹 기법을 활용한 캡스톤디자인 수업이 대학생의 수업 만족도에 미치는 효과 분석 (Analysis of the effects of capstone design class utilizing the design thinking technique of class satisfaction of college students)

  • 이승희;정효경
    • 대한치과기공학회지
    • /
    • 제42권4호
    • /
    • pp.394-401
    • /
    • 2020
  • Purpose: The present study is an analysis of the extents of class satisfaction of college students who had applied the design thinking technique to capstone design class. Methods: The experimental method involved an analysis of 122 cases of data where advance and post replies were performed for the subject by students who had applied the design thinking technique and students who had not. The students involved had attended the capstone design class as a junior in the Department of Dental Technology at D University. Results: In the satisfaction with performance process of the capstone design class, five questions among nine had a high positive rating, while all eight questions on the satisfaction with performance methods had a high negative rating. Among ten questions on subjective learning outcomes, six showed a high positive rating. After the application of the design thinking class method, all mean values of the group with the application were higher than the group with no application in satisfaction with performance process, satisfaction with performance method, and subjective class outcomes. Hence, the design thinking class did have positive effects on the students' improvement of class. Conclusion: Based on the results of the study, it is implied that the considerations about diverse class composition methods and operation methods capable of improving the students' satisfaction are needed for efficient operation of the capstone design class.

창의력 기반 게임을 위한 디자인 접근 교육 사례 (Case Study on Design Approach Education for Creativity Based Game)

  • 은광하;이완복;경병표;유석호;이동열
    • 디지털융복합연구
    • /
    • 제10권7호
    • /
    • pp.229-235
    • /
    • 2012
  • 국내 게임 산업은 온라인 게임을 중심으로 짧은 기간 동안 지속적인 발전을 했으며 현재까지 고부가가치 산업으로 성장하고 있다. 또한, 사회적으로도 게임의 중독성에 대한 비판적 인식에서 벗어나 점차 긍정적이며 디지털시대의 새로운 놀이문화로서 자리 잡기 위한 다양한 대안들을 모색 중에 있다. 무엇보다도 게임 산업 인프라가 확장되고 문화로서 더욱 발전하기 위한 중요한 부분 중에 하나는 기존 핵심 장르(수익기반)의 개발 이외에 다양한 콘텐츠소재와의 융합, 순기능 등의 접근이 활성화 되어서 다양한 게임소재에 의한 유저층의 확산이라고 할 수 있다. 즉 더 다양한 대상층을 기반으로 한 긍정적인 게임 소재를 기반으로 쉬운 몰입성에 의한 게임 디자인 접근이라고 볼 수 있다. 그리고 게임 디자인 접근의 확장은 게임 산업 인프라가 확장되기 위한 시발점이며 이를 위해서 학술적 기반 및 교육 프로세스에 의한 전문인력 양성은 중요한 부분이라고 본다. 본 연구는 이와 관련하여 다양한 순기능 소재중에 창의력 소재를 기반으로 디자인 접근 교육에 대한 사례를 제시하며 그 방식에 있어서 캡스톤 디자인 교육 내용을 응용한 교육 프로세스를 제시해 보았다.

디자이니어 양성 커리큘럼 및 캡스톤 디자인 응용 사례연구: 로봇청소기의 디자인적 사고 프로세스 사례를 중심으로 (A Case Study: Designeer Education Program and Application of Capstone Design - Focusing on Design Thinking Process of a Robot Vacuum Cleaner)

  • 임덕신;안정현
    • 공학교육연구
    • /
    • 제22권2호
    • /
    • pp.61-70
    • /
    • 2019
  • This paper deals with a 'Designeer' education program that has a specific objective of educating design to undergraduate students in mechanical engineering with the aim of enhancing their ability of collaboration with designers when they are going to work in the field after graduation. The entire curriculum of the Designeer education program is introduced first, the end of which two-semester Capstone Design Courses for senior students is offered to let them practice all the knowledge and skills in a project-based learning environment. Learning specific matters such as sketching & visual thinking, prototyping and user experience design is one thing and practicing those knowledge and skills into a Capstone Design project is another. At this point, design thinking process needs to be in place to give students a foresight of one-year journey and to ensure that they will produce a desirable, feasible and viable product at the end of the year when they define the right problem at the beginning. Their frustrations and discoveries while applying design thinking throughout the year is explained by taking an example of a Robot Vacuum Cleaner design project. Finally, we provide real examples of effective methods to practice divergent and convergent phases.

캡스톤 디자인을 통한 3D Depth 센서 기반 HRI 시스템의 위치추정 알고리즘 연구 (A Study of Localization Algorithm of HRI System based on 3D Depth Sensor through Capstone Design)

  • 이동명
    • 공학교육연구
    • /
    • 제19권6호
    • /
    • pp.49-56
    • /
    • 2016
  • The Human Robot Interface (HRI) based on 3D depth sensor on the docent robot is developed and the localization algorithm based on extended Kalman Filter (EKFLA) are proposed through the capstone design by graduate students in this paper. In addition to this, the performance of the proposed EKFLA is also analyzed. The developed HRI system consists of the route generation and localization algorithm, the user behavior pattern awareness algorithm, the map data generation and building algorithm, the obstacle detection and avoidance algorithm on the robot control modules that control the entire behaviors of the robot. It is confirmed that the improvement ratio of the localization error in EKFLA on the scenarios 1-3 is increased compared with the localization algorithm based on Kalman Filter (KFLA) as 21.96%, 25.81% and 15.03%, respectively.