• Title/Summary/Keyword: 협업 작업

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Strengthening Teacher Competencies in Response to the Expanding Role of AI (AI의 역할 확대에 따른 교사 역량 강화 방안)

  • Soo-Bum Shin
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.513-520
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    • 2024
  • This study investigates the changes in teachers' roles as the impact of AI on school education expands. Traditionally, teachers have been responsible for core aspects of classroom instruction, curriculum development, assessment, and feedback. AI can automate these processes, particularly enhancing efficiency through personalized learning. AI also supports complex classroom management tasks such as student tracking, behavior detection, and group activity analysis using integrated camera and microphone systems. However, AI struggles to automate aspects of counseling and interpersonal communication, which are crucial in student life guidance. While direct conversational replacement by AI is challenging, AI can assist teachers by providing data-driven insights and pre-conversation resources. Key competencies required for teachers in the AI era include expertise in advanced instructional methods, dataset analysis, personalized learning facilitation, student and parent counseling, and AI digital literacy. Teachers should collaborate with AI to emphasize creativity, adjust personalized learning paths based on AI-generated datasets, and focus on areas less amenable to AI automation, such as individualized learning and counseling. Essential skills include AI digital literacy and proficiency in understanding and managing student data.

A Collaborative Video Annotation and Browsing System using Linked Data (링크드 데이터를 이용한 협업적 비디오 어노테이션 및 브라우징 시스템)

  • Lee, Yeon-Ho;Oh, Kyeong-Jin;Sean, Vi-Sal;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.203-219
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    • 2011
  • Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.

Design of Interface between 3D Object Model and Structure Analysis Program (3D 객체 모델과 구조해석 프로그램의 인터페이스 설계)

  • Park, Jae-Geun;Kim, Min-Hee;Lee, Kwang-Myong;Choi, Jung-Ho;Shin, Hyun-Mock
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.21 no.3
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    • pp.247-252
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    • 2008
  • Recently, the virtual construction system in which project participants efficiently share and control the information throughout the life-cycle of construction project using 3D object models is being developed all over the world. In this paper, a design of interface between 3D object model of structures and structural analysis system that is essential for the analysis and design of civil structures in the virtual space is treated. The relation parametric modeling technique that is needed to make the 3D object models and the construction method of product breakdown structure(PBS) that considers the several parameters for the structural analysis are presented. PBS is built so that it is possible to extract needed attribute information from 3D object model and to apply it to the structural analysis. Design methodology for interface program is proposed that several numerical values determined by the cooperative work same as structural analysis are delivered to 3D object models without additional work. An interface program between 3D object models and structural analysis system developed based on the proposed method would be effectively used to develop virtual construction system.

The Development of a Machine Vision Algorithm for Automation of Pavement Crack Sealing (도로면 크랙실링 자동화를 위한 머신비전 알고리즘의 개발)

  • Yoo Hyun-Seok;Lee Jeong-Ho;Kim Young-Suk;Kim Jung-Ryeol
    • Korean Journal of Construction Engineering and Management
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    • v.5 no.2 s.18
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    • pp.90-105
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    • 2004
  • Machines for crack sealing automation have been continually developed since the early 1990's because of the effectiveness of crack sealing that would be able to improve safety, quality and productivity. It has been considered challenging problem to detect crack network in pavement which includes noise (oil marks, skid marks, previously sealed cracks and inherent noise). Moreover, it is required to develop crack network mapping and modeling algorithm in order to accurately inject sealant along to the middle of cut crack network. The primary objective of this study is to propose machine vision algorithms (digital image processing algorithm and path planning algorithm) for fully automated pavement crack sealing. It is anticipated that the effective use of the proposed machine vision algorithms would be able to reduce error rate in image processing for detecting, mapping and modeling crack network as well as improving quality and productivity compared to existing vision algorithms.

The Meaning of Collective Relationships Becoming by Large-scale Interview Project - Focused on the media exhibition art <70mk> - (대규모 인터뷰 작업이 생성하는 집단적 관계성의 의미 - 미디어전시예술 <70mK>를 중심으로)

  • OH, Se Hyun
    • Trans-
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    • v.7
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    • pp.19-48
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    • 2019
  • This study was described to examine the meaning of the media exhibition work <70mK>, which aims to capture the topography of the collective consciousness of the Korean people through large-scale interviews. <70mK> edits and organizes interview images of individual beings in mosaic-like layouts and forms, creating video exhibitions and holding exhibitions. The objects in the split frame show the continuity of differences that reveal their own thoughts and personalities. This is a synchronic and conscious collective typology in which the intrinsic nature of the individuals is embodied in a simultaneous and holistic image. Interview images reveal their own form as a actual being and convey the intrinsic nature of one's own as oral information. <70mK> constructs a new individualization by aesthetically structuring the forms and information of life individuals in the extension of a specific group. The beings in the frame are not communicating with each other and are looking straight ahead. it conveys to visitors their relationship and personality as the preindividual reality. It is the repetitive arrangement and composition of heterogeneity and difference that each individual shows, and is a chain operation that includes collective identity behind it. <70mK> constructs the direct images and sounds of individual interviewee, creating a new form of information transfer called Video Art Exhibition. This makes metaphors and perceptions of the meaning and process of transindividual relationships and the meaning of psychic individuation and collective individuation. This is an appropriate case to explain with modern technology and individualization of Gilbert Simondon thought together with the meaning of becoming and relation of individualization. The exhibition space constructed by <70mK> is an aesthetic methodology of the psychic and collective meaning and its relationship to a particular group of individuals through which they are connected. Simondon studied the meaning of the process of individualization and the meaning of becoming, and is a philosopher who positively considered the potential of modern technology. <70mK> is a new individual as structured and generated ethical reality mediated by modern technology mechanisms and network behaviors. It is an case of an aesthetic and practical methodology of how interviews function as 'transduction' in the process of individualization in which technology is cooperated. The direct images and sounds of <70mK> are systems in which the information of life individuals is carried, amplified, accumulated and transmitted. It is also a new individual as a psychic and collective landscape. It is a newly became exhibition art work through the multiple individualization, and is a representation of transindividual meanings and process. The media exhibition art of individualized metastable states leads to new relationships in which viewers perceive the same preindividual reality and feel affectivity. The exhibition space of <70mK> becomes a stage for preparing the actual possibility of the transindividual group beyond the representation of the semantic function.

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A Study on the Change of Materials and Fabrication Techniques of Stone Figures in Royal Tombs of the Joseon Period - Focusing on Shindobi, Pyo-Seok, and Sang-Seok - (조선시대 왕릉 석물의 재료와 제작 방법 변화에 관한 연구 - 신도비와 표석, 상석을 중심으로 -)

  • Cha, Moonsung
    • Korean Journal of Heritage: History & Science
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    • v.52 no.4
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    • pp.56-77
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    • 2019
  • Bi-Seok is a treasure trove of funeral rites and an important cultural asset that can shed light on the historical and social history of calligraphy, but research of the topic is still insignificant. In particular, research on the production method of Bi-Seok remains an unproven field. The production of Bi-Seok can be roughly divided into ma-jeong (refining stone), sculpture, and the Buk-chil (process of engraving letters) process. This article reveals some facts: First, performing ma-jeong to the Sang-Seok, Honyu-Seok, Bi-seok, which are known to be God's things. This process is needed because of the change in the perception of the Honyu-Seok due to the settlement and propagation of Confucian ceremonial rituals in the times of hardship in 1592 and 1636. As the crafting process of ma-jeong did not remain concrete, it was only possible to examine the manufacturing process of Bi-Seok through its materials and tools. Second, the rapid proliferation of Oh-Seok and Sa-jeo-chwi-yong (purchase of things made by private citizens) in the Yeongjo era has great importance in social and cultural history. When the Gang-Hwa-Seok of the commodity were exhausted, the Oh-Seok that was used by Sadebu (upper civil class) were used in the tomb of Jangneung, which made Oh-Seok popular among people. In particular, the use of Oh-Seok and the Ma-Jeong process could minimize chemical and physical damage. Third, the writing method of the Bi-seok is Buk-chil. After Buk-Chil of Song Si-Yeol was used on King Hyojong's tomb, the Buk-Chil process ( printing the letters on the back of the stone and rubbing them to make letters) became the most popular method in Korea and among other East Asian countries, and the fact that it was institutionalized to this scale was quite impressive. Buk-Chil became more sophisticated by using red ink rather than black ink due to the black color that results from Oh-Seok. Fourth, the writing method changes in the late Joseon Dynasty. Until the time of Yeongjo's regime, when inscribing, the depth of the angle was based on the thickness of the stroke, thus representing the shade. This technique, of course, did not occur at every Pyo-Seok or Shindobi, but was maintained by outstanding artisans belonging to government agencies. Therefore, in order to manufacture Bi-Seok, Suk-seok, YeonJeong, Ma-jeong, Jeong-Gan, ChodoSeoIp, Jung-Cho, Ip-gak, Gyo-Jeong, and Jang-Hwang, a process was needed to make one final product. Although all of these methods serve the same purpose of paying respects and propagandizing the great work of deceased persons, through this analysis, it was possible to see the whole process of Pyo-Seok based upon the division of techniques and the collaboration of the craftsmen.

Web-based Practice Education Supporting System for Computational Chemistry (웹기반 계산화학 실습교육 지원시스템 개발)

  • Ahn, Bu-Young;Lee, Jong-Suk Ruth;Cho, Kum-Won
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.18-26
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    • 2011
  • Computational chemistry is one of the chemistry fields that deals with the theoretical chemistry problem using computer calculations and can be described as the chemistry lab moved on computer space. In line with recent enhancement of processing capability of computers, utilization of high performance computer cannot be overemphasized in the field of computational chemistry in performing complex calculation of huge molecular structure and simulation. While they have to use commands and consoles for high performance computer to execute complex calculation of huge molecular structure and simulation, most of students in natural science and engineering, who are not experts in computer technically, are likely to be unaware of UNIX. Under the circumstances, web-based educational support system for computational chemistry is needed to enable them to practice computational chemistry, even not knowing UNIX command. In this study, e-Chem, one of such educational support systems, is developed by using Liferay portal platform, which is a Java open source more oriented to standard and outstanding in its content management and collaboration function than other web portals. By using this system, even students who are not familiar with computer, are expected to take part in lab classes and save time learning Unix command and also enhance the learning efficiency by using familiar interface.

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A Study on Digital Reinforcements for Efficient Automotive Design - With Emphasis on VR based CAID System - (자동차 디자인 효율화를 위한 디지털 강화요소 연구 - VR 기반 CAID 시스템을 중심으로 -)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.55-64
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    • 2006
  • As digital systems were introduced to automotive design in the mid 1980s, the design process has adopted many digital programs to save time compared to the conventional hand drafting. Digital technology was introduced not only to satisfy the reeds of the global environment, as the number of automobiles exported to many different parts of the world has increased, but also to save time and effort in developing several models of quality automobiles. Therefore, every automotive manufacturer in the world has expanded its virtual reality(VR) studio to establish visualization systems that visualize automobiles in the actual size and a co-operation system that enables simultaneous feedback from all of its design studios around the world. Unlike the existing design reviewing methos, the new improved feedback system is assessed as a reasonable method to evaluates and understand how the automobiles are actually manufactured in simulation. It is especially helpful when advanced products and concept cars require fast results. Other strengths of the new system include shorter development period, cost efficiency, no more manual labor, various designs within a short period of time, and realistic visualization of concepts. Large-scale products, including automobiles, need to be projected in the actual size and high clarity through the Power-wall System and are examined in a virtual space called a Cave. Therefore, it took much time to establish digital infrastructure. An infrastructure would constantly require system improvement and performance enhancement, but it is certain that now is the right time for the take-off to utilizing the strengths of digital design and improve the weaknesses. In this respect, this study provided an understanding of the importance of digital design based on digital reinforcements and examined an effective utilization of digital technology for an efficient development of automobiles in the future.

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The Effects of Design Thinking-based Collaborative Workshop on Creative Problem Solving: Focused on the development case of SAP Smart Bulk Bin Monitoring System (디자인 사고 기반의 협력적 워크숍이 창의적 문제해결에 미치는 영향 : SAP 스마트 벌크빈 모니터링 시스템 개발 사례를 중심으로)

  • Jeon, Young-Ok;Choi, Hye-Jeong
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.429-436
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    • 2017
  • A design thinking-based collaborative workshop in which various stakeholders in the milk processing industry circulation ecosystem participated shows a new problem innovation paradigm that encourages the spread of practical prototyping culture. in the expression of empathy and collective intelligence among members on facing issues, the conversion of collaboration and communication methods, the business handling of the organization based on the design work method as 'creativity mechanism'. In this workshop, which was promoted in three stages of 'approach to problems', 're-definition of problems', and 'experience-based future vision design', participants themselves redefine real problems in terms of the accuracy of feed orders between feed suppliers and livestock farmers, ordering of feeds on time, cost reduction of feed supply and present new alternatives and expanded business areas. The results suggested in this workshop suggest the usefulness of design thinking in business innovation in that they presented how to approach the problem and a creative thinking system to find its solution to direct and indirect stakeholders of the industry as well as the improvement of supply and demand rate of livestock feed and quality.

Business Process Design to Apply ebXML Framework to the Port and Logistics Distribution Industry (ebXML 적용을 위한 항만물류산업 비즈니스 프로세스 설계)

  • Choi, Hyung-Rim;Park, Nam-Kyu;Lim, Ho-Seob;Lee, Hyun-Chul;Lee, Chang-Sup
    • Information Systems Review
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    • v.4 no.2
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    • pp.209-222
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    • 2002
  • EDI (Electronic Data Interchange) has been widely utilized to support Business Activities since it has such advantages as fast transfer of information, less documentation work, efficient information exchange etc. Recently e-business environment has urged the traditional EDI system to be changed to ebXML framework. To apply the ebXML framework to a certain industry, it is required to implement Business Process (BP), Core Component (CC), Collaboration Protocol Profile (CPP), Collaboration Protocol Agreement (CPA), Messaging system etc. We have selected the port and logistics industry as a target domain to apply ebXML framework, since the EDI usage ratio of it is relatively higher than other industries. In this paper, we have analyzed the current status of EDI system and transaction processes in the port and logistics industry. We have defined the business process that will be registered in the registry/repository, the main component of ebXML framework, using UN/CEFACT modeling methodology. And Business Collaborations, Business Transactions, Business Document Flows, Choreography, Pattern, etc. are represented using UML according to UN/ CEFACT modeling methodology, to apply ebXML Framework to the port and logistics distribution industry. Also we have suggested the meta methodology for applying the ebXML framework to other industries.