• Title/Summary/Keyword: 프로그래밍교육과정

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Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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Item Analysis of information-related foundation in the Japanese National Center Test for University Admissions (일본 대학입시센터시험 정보관계기초 문항 분석)

  • Hahm, Seung-Yeon
    • 대한공업교육학회지
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    • v.35 no.2
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    • pp.182-203
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    • 2010
  • The purpose of this study was to analyze of Information-related subjects on industry department of college scholastic ability test in Korea and Japan. These were compared with information-related foundation and data-technology foundation, programming on industry department test of vocational education area in college scholastic ability test in Korea and Japan and suggest implications of items development of college scholastic ability test in Korea. Based on the results of study, the following recommendations were made for new direction of items development of college scholastic ability test in Korea. First, Information-related foundation on industry department of National Center for University Entrance Examinations in Japan consisted of basic informations of agricultural, industry, commercial department etc. of vocational education area. Similarly it is necessary to introduce 'computer-related foundation' consist of common contents of several departments of college scholastic ability test in Korea. Second, it is necessary to diverse sub-item situations different from main item situations and introduce diverse situations of set type items of college scholastic ability test in Korea. Third, test for National Center for University Entrance Examinations in Japan consisted of several types items like this selecting answers on multi-answer group. it is necessary to introduce short answer type, completion type and supply type of college scholastic ability test in Korea.

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A Case Study of SW Project English Teaching through PBL method in an Untact Environment (Untact 상황에서 PBL 교수법을 통한 SW 프로젝트 영어 지도 사례 연구)

  • Lee, Sungock;Kim, Minkyu;Lee, Hyuesoo;Jung, Hoekyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.514-517
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    • 2021
  • The purpose of this study is to discover the occupational identity by examining the narrative of the life of a vocational training teacher with self-esteem in programming fields. The following six types of occupational identity were found: 'a positive image of a vocational training teacher(fits oneself)', 'I feel proud of myself while doing vocational training activities.', 'a teacher who continues to develop him/herself as an expert in the subject class', 'a teacher who immerses him/herself as an expert on student change and growth', 'a teacher engaged in leading activities to create opportunities for vocational training', and 'a teacher of continuous pursuit'. This study has significance in exploring the structure of occupational identity recognition and experience of its formation of a self-esteemed vocational training teacher in programming fields, which have not been studied.

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Design and Implementation of Web-Based Cyber-University System (웹-기반 가상대학 시스템의 설계 및 구현)

  • Lee, Sei-Young;Yong, Hwan-Seung
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3577-3588
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    • 1999
  • This paper describes design and implementation of a general purpose cyber educational system. In this system, there are different types of menus and services according to such user's rights as system operators, professors, assistant instructors, students. In order to keep in close contact between students and professors, provided are various services such as the official announcement, transcripts of lecture, bulletin board, Q/A corner, report box, archive of study materials, electronic mail box, memorandum including checking of one's attendance and school record. For the purpose of activating small group studies and discussion about given subject, it can organize into groups automatically and provide with debating rooms. The system is implemented by separating with both HTML design and programming part by templete concept. Overload of iterative server is solved by adjusting the numbers of DB servers of each service.

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Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.

Consideration on industry department test of vocational education area in college scholastic ability test (대학수학능력시험 직업탐구영역 공업계열 출제 문항에 관한 고찰)

  • Hahm, Seung-Yeon
    • 대한공업교육학회지
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    • v.32 no.2
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    • pp.23-46
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    • 2007
  • The purpose of this study was to present improvement directions of college scholastic ability test on industry department. Industry department test were classify and abstracted sampling test on contents and movement domain, analyzed example items of college scholastic ability test on industry department. Research methods used in this study were review of related literature, the item analysis and item pattern analysis between college scholastic ability test on introduction to industry and curriculum, contents of textbook. After finding a problem of developing items, trying to find a solution to the problem and developing an up-to-date method of items was to present improvement. Based on the result of the study, some recommendations for future researches were made as follows: First, a phenomenon of making same contents items over again and no making items not on made the items ever have to cut. Second, Time to read and make sense of items have to reduce because depend on the degree of difficulty related on time to understand of items. Third, the depth of textbook contents has to develop on curriculum this year. Fourth, the succeeding study on linkage between college scholastic ability test and simulation of college scholastic ability test. Fifth, verification validity on contents of new movement domain is developed new and striking test items.

Development of cardiopulmonary resuscitation nursing education program of web-based instruction (웹 기반의 심폐소생술 간호교육 프로그램 개발)

  • Sin, Hae-Won;Hong, Hae-Sook
    • Journal of Korean Biological Nursing Science
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    • v.4 no.1
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    • pp.25-39
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    • 2002
  • The purpose of this study is to develop and evaluate a web-based instruction Program(WBI) to help nurses improving their knowledge and skill of cardiopulmonary resuscitation. Using the model of web-based instruction(WBI) program designed by Rhu(1999), this study was carried out during February-April 2002 in five different steps; analysis, design, data collection and reconstruction, programming and publishing, and evaluation. The results of the study were as follows; 1) The goal of this program was focused on improving accuracy of knowledge and skills of cardiopulmonary resuscitation. The program texts consists of the concepts and importances of cardiopulmonary resuscitation(CPR), basic life support(BLS), advanced cardiac life support(ACLS), treatment of CPR, nursing care after CPR treatment. And in the file making step, photographs, drawings and image files were collected and edited by web-editor(Namo), scanner and Adobe photoshop program. Then, the files were modified and posted on the web by file transfer protocol(FTP). Finally, the program was demonstrated and once again revised by the result, and then completed. 2) For the evaluation of the program, 36 nurses who in K university hospital located in D city, and related questionnaire were distributed to them as well. Higher scores were given by the nurses in its learning contents with $4.2{\pm}.67$, and in its structuring and interaction of the program with $4.0{\pm}.79$, and also in its satisfactory of the program with $4.2{\pm}.58$ respectively. In conclusion, if the contents of this WBI educational program upgrade further based upon analysis and applying of the results the program evaluation, it is considered as an effective tool to implement for continuing education as life-long educational system for nurse.

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An Exploratory Study on Determinants Affecting R Programming Acceptance (R 프로그래밍 수용 결정 요인에 대한 탐색 연구)

  • Rubianogroot, Jennifer;Namn, Su Hyeon
    • Management & Information Systems Review
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    • v.37 no.1
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    • pp.139-154
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    • 2018
  • R programming is free and open source system associated with a rich and ever-growing set of libraries of functions developed and submitted by independent end-users. It is recognized as a popular tool for handling big data sets and analyzing them. Reflecting these characteristics, R has been gaining popularity from data analysts. However, the antecedents of R technology acceptance has not been studied yet. In this study we identify and investigates cognitive factors contributing to build user acceptance toward R in education environment. We extend the existing technology acceptance model by incorporating social norms and software capability. It was found that the factors of subjective norm, perceived usefulness, ease of use affect positively on the intention of acceptance R programming. In addition, perceived usefulness is related to subjective norms, perceived ease of use, and software capability. The main difference of this research from the previous ones is that the target system is not a stand-alone. In addition, the system is not static in the sense that the system is not a final version. Instead, R system is evolving and open source system. We applied the Technology Acceptance Model (TAM) to the target system which is a platform where diverse applications such as statistical, big data analyses, and visual rendering can be performed. The model presented in this work can be useful for both colleges that plan to invest in new statistical software and for companies that need to pursue future installations of new technologies. In addition, we identified a modified version of the TAM model which is extended by the constructs such as subjective norm and software capability to the original TAM model. However one of the weak aspects that might inhibit the reliability and validity of the model is that small number of sample size.

Development and Application of a Turtle Ship Model Based on Physical Computing Platform for Students of Industrial Specialized High School (공업계 특성화고 학생을 위한 피지컬 컴퓨팅 플랫폼 기반의 모형 거북선 개발 및 적용)

  • Kim, Won-Woong;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.41 no.2
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    • pp.89-118
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    • 2016
  • In this study, the model of Turtle Ship, which is evaluated as one of the world's first ironclad ship in battle as well as the traditional scientific and technological heritage in Korea, was combined with the Physical Computing Platform(Arduino and App Inventor) that enables students to learn the basic concepts of IT in an easy and fun way. Thus, this study contrived the Physical Computing Platform-based Turtle Ship model which will make the students of Industrial Specialized High School develop the technological literacy and humanities-based knowledge through flexible education out of stereotype and single subject as well as enhance the potential of creative convergence education. The following is a summary of the main results obtained through this study: First, Arduino-based Main-controller design and making is helpful to learn of the hardware and software knowledge about EEC(Electron Electronics Control) and to confirm the basic characteristics and performance of interaction of Arduino and actuators. Second, The fundamental Instructional environments of abilities such as implementing EEC systems, thinking logically, and problem-solving skills were provided by designing of pattern diagram, designing an actuator circuit and making, the creation of sketches as technical programming and developing of mobile app. Thirdly, This is physical computing platform based Turtle ship model that will enable students to bring up their technological literacy and interest in the cultural heritage.

An Examination of Core Competencies for Data Librarians (데이터사서의 핵심 역량 분석 연구)

  • Park, Hyoungjoo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.301-319
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    • 2022
  • In recent decades, research became more data-intensive in the fast-paced information environment. Researchers are facing new challenges in managing their research data due to the increasing volume of data-driven research and the policies of major funding agencies. Information professionals have begun to offer various data support services such as training, instruction, data curation, data management planning and data visualization. However, the emerging field of data librarians, including specific roles and competencies, has not been clearly established even though librarians are taking on new roles in data services. Therefore, there is a need to identify a set of competencies for data librarians in this growing field. The purpose of this study is to consider varying core competencies for data librarians. This exploratory study examines 95 online recruiting advertisements regarding data librarians posted between 2017 and 2021. This study finds core competencies for data librarians that include skills in technology, communication and interpersonal relationships, training/consulting, service, library management, metadata knowledge and knowledge of data curation. Specific core technology skills include knowledge of statistical software and computer programming. This study contributes to an understanding of core competencies for data librarians to help future information professionals prepare their competencies as data librarians and the instructors who develop and revise curriculum and course materials.