• Title/Summary/Keyword: 피지엔

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Physical Computing Learning Model for Information and Communication Education (정보통신기술 교육을 위한 피지컬 컴퓨팅 학습모델)

  • Lee, Yong-Jin
    • Journal of Internet of Things and Convergence
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    • v.2 no.3
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    • pp.1-6
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    • 2016
  • This paper aims to present the physical computing learning model applicable in teaching the information and communication technology for technology and engineering education. This model is based on the physical computing and deals with the information creation and information transfer in one framework, thus provides students with the total understanding and practice opportunity about information and communication. The proposed learning models are classified into the client-server based model and the web based model. In the implemented learning model, the acquirement and control of information is performed by sketch on Arduino and the communication of information is performed by the Python socket on Raspberry Pi well known as an education platform. Our proposed learning model can be used for teaching students to understand the concept of Internet of Things (IoT), which provides us with world wide control and communication of information.

Development of the Evaluation Criteria of the Physical Computing Based Learning Tools for SW Education in the 2015 Revised National Curriculum for Elementary Education (2015 개정 초등 교육과정의 SW교육을 위한 피지컬 컴퓨팅 기반 교구 평가 준거 개발)

  • Jeon, HyeongKi;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.21 no.5
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    • pp.37-48
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    • 2018
  • The 2015 revised national curriculum includes SW courses to improve computational thinking, and a variety of physical computing tools for learning are on sale for use in education. The purpose of this study is to provide a basis for selecting physical computing tool for learning suitable for learning situations and learning purposes, and to provide a reasonable basis for judging the choice of tools in the field. Delphi survey method was used as a reference method for developing evaluation criteria through 25 expert panels. As a result, the criterion of evaluation of the learning tool composed of 40 essential and 11 selection criteria for 7 domains was presented. In addition, the evaluation results of five kinds of learning tools commercialized through the evaluation criteria of the learning tool were analyzed. The evaluation criteria for the learning tools developed through this study are expected to help teachers select rational learning tools and help learning tool developers develop learning tools.

A Case Study of Artificial Intelligence Education Course for Graduate School of Education (교육대학원에서의 인공지능 교과목 운영 사례)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.673-681
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.

Study on the Effect of Light Emitting Diode Irradiation on Improving Skin Condition (Light Emitting Diode 조사가 피부상태 개선에 미치는 효과 연구)

  • Lee, Jung-Hee;Ha, Sung-Yi;Moon, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.6
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    • pp.1798-1805
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    • 2020
  • This study attempted to numerically verify specific effects on skin condition improvement by measuring and comparing changes in skin conditions such as pores, wrinkles, and sebum of LED masks for beauty devices with low output among light sources. 18 healthy women (4 weeks in the control group and 4 weeks in the experimental group) were conducted once a week for 8 weeks. As a result of measuring the skin condition of pores, wrinkles, and sebum, it was confirmed that the skin condition improved significantly as the LED irradiation progressed, and the difference between the groups by measurement period of the experimental group and the control group also showed significant differences in pores, wrinkles, and sebum (p< .001, p<.05). This is meaningful in that it can be presented as clinical information and quantitative data by preparing continuous data in an academic sense by proving the effect of improving the LED mask as a beauty device. It is also suggested that in the future, follow-up studies to prove more effective skin improvement will be conducted.

A Case Report: A Rare Case of Extraocular Sebaceous Carcinoma on the Chin in 22-Year-old Asian Young Man (증례보고: 22세의 젊은 아시아인의 턱에서 진단된 안구외부위 피지샘암종의 진단 1례)

  • Hong, Joon Shik;Shin, HeaKyeong;Jung, Gyu Yong;Lee, Joon Ho
    • Korean Journal of Head & Neck Oncology
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    • v.37 no.1
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    • pp.53-56
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    • 2021
  • Sebaceous carcinoma (SC) is a rare malignant tumor, with an estimated incidence of approximately 1 to 2 per 1,000,000 per year. Approximately 75% of SCs are reported to occur in eyelids. Most of these tumors are diagnosed at age 40 or over and exhibit a wide variety of patterns in addition to the general appearance previously reported. SC is difficult to diagnose clinically, but can be diagnosed by accompanying biopsy. In cases of SC, additional examinations, such as endoscopy and computed tomography, may be necessary because of its association with Muir-Torre Syndrome. We present the case of a 22-year-old Asian man who complained of a rapidly growing chin tumor. The tumor was treated by surgical resection and adjuvant radiation therapy.

Effect of Software Education Based on Physical Computing on Elementary School Student' Computational Thinking (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Kim, SungJoon;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.131-139
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    • 2021
  • In the newly revised curriculum, it is aimed to raise student who has creativity and convergence ability with computational thinking. Based on the analysis of revised curriculum including software education in elementary school, this study proposed educational program that can be applied in actual school field, considering various factors. This educational program using Bitbrick was conducted by 50 students in fifth grade that consist of 23 students in Seoul and 27 students in Gyeonggido during five weeks in 17 periods. The purpose of this study is to verify the effect of application of software education program in terms of computational thinking ability and problem solving ability. The effect was verified after comparing the result of pre-test and post-test through T-test. So, this study obtained improvement of computational thinking and problem solving ability.

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A Case Study of Artificial Intelligence Education for Graduate School of Education (교육 대학원에서의 인공지능 교육 사례)

  • Han, Kyujung
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.401-409
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.

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A Study on the Educational Interactive Globe System using Physical Computing (피지컬 컴퓨팅을 이용한 교육용 인터렉티브 지구본 시스템에 관한 연구)

  • Kim, Gi-Bong;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.4
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    • pp.511-516
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    • 2011
  • Recently, the development of computing technology and experiential content for the increased interest in education and cultural facilities to target children and young people experience learning and experiential entertainment systems require a high propensity to invest and are. In this paper, for the 13.56MHz band RFID Reader and Tag RFID technology using the proposed interactive educational globe. Active tags attached to sensors attached to the globe were presented in the RFID reader, arduino and sensors in conjunction with Google Earth COM API was constructed through the physical computing educational system.

Introduction of New Game Paradigm-Digital Physical Field Game (새로운 게임 패러다임 : 디지털 피지컬 필드 게임)

  • Woo, Tack;Leem, Eek-Su;Wohn, Kwang-Yun
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.3-13
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    • 2010
  • This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.

Development of Education Program for Physical Computing using Arduino N-screen Communication Boards (아두이노 N-스크린 통신보드를 활용한 피지컬 컴퓨팅 교육 프로그램)

  • Hur, Kyeong;Lee, Ju-Yeol;Lee, Hye-Min;Lee, Hae-Sang
    • Journal of Practical Engineering Education
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    • v.7 no.2
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    • pp.97-105
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    • 2015
  • In this paper, we have selected physical computing as the focused learning elements with the PBL-based programming instruction method. Students experienced physical computing by using Arduino. Development of robot using Arduino can create an effective educational environment and also provide solutions for lack of environmental conditions, such as time or spatial factor restrictions and excessive expense issues; these are major obstacles to developing robot programming education. Finally, we analyzed the effects on growth of student's logical thinking and problem solving abilities by demonstrating the Arduino application courseware to the field of education.