• Title/Summary/Keyword: 환경문제 참여도

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A Study on Blockchain-based Renewable Energy Trading (블록체인 기반 신재생에너지 거래 연구)

  • Kim, Jae-Hyeong;Min, YounA;Baek, YeongTae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.197-199
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    • 2020
  • 환경문제와 더불어 우리나라의 신재생 에너지에 대한 관심이 증가하고 있다. 현재 한전과의 상계거래 체결을 통해 관리되고 있는 태양광 에너지 관리는 친환경 신재생 에너지의 대표적 모델이다. 본 논문에서는 가정에서 발생하는 태양광패널의 잉여 전력량을 이웃과 거래하는 P2P(Peer to Peer)방식을 제안하였다. 제안하는 방식을 통하여 각 가구의 데이터를 활용하여 에너지에 대한 수요-공급량을 도출하고 균형거래가격을 결정하여 참여자 간 합리적 에너리 관리가 가능하다.

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Prediction of solar power generation for power brokerage based on Federated Learning (연합학습 기반 전력 중개용 태양광 발전 예측)

  • Lee, Mirinae;Yeom, Sungwoong;Kim, Kyungbaek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.577-579
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    • 2022
  • 최근 대두된 환경문제로 인해 다양한 재생 에너지의 실리적인 활용 방법에 귀추가 주목되고 있다. 특히 '그린뉴딜', 'K-RE100' 등 정부 주도의 정책으로 태양광 발전 시장 규모가 확대되면서, 소규모 발전 사업자의 태양광 발전 참여율도 매년 증가 추세를 보이고 있다. 이로 인해 소규모 발전 사업자의 수익을 산정하는 전력 중개 시스템의 태양광 발전 예측은 에너지 시장의 핵심요소로 부각되었다. 하지만 전력 중개용 태양광 발전 예측에는 기후의 간헐성으로 인한 예측 정확도 감소, 소규모 발전 사업자의 개인정보 보호 등 제약이 존재한다. 이 논문에서는 전력 중개용 태양광 발전 예측의 제약을 해소하고, 전력 중개 활성화를 지원키 위한 CNN-LSTM 기반 연합학습 기법을 제안한다.

Potentials and Challenges of the Usability of Art Museum Mobile Applications (미술관 모바일 애플리케이션의 사용성에 대한 잠재력과 문제점)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.4
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    • pp.103-110
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    • 2015
  • The biggest challenge of managing mobile interpretative device is that visitors do not have the mobile experience. Thus, in the research of the mobile application of the Leeum (Samsung Museum of Art), a short orientation session as a treatment was provided to survey participants to make them use of a mobile experience. The orientation solved the problem of hesitancy of using smartphone in other researches, it was simultaneously the uniqueness of the methodology. Based on the research data, their satisfaction with visiting experience and with using the application appeared to be relatively high. A half of participants used the application for 10 minutes which is accounted for 20-30% of the total viewing time. Participants (80.3%) engaged in each exhibit with the application in less than 30 sec.-1 minute. Comparing with the average time of engagement (10-30 sec.) for each exhibit without using mobile applications, it is possible to conclude that the mobile application notably contributed to make participants engage with exhibits longer.

An Analysis of the Effectiveness and Needs of the Contents of Teacher Professional Development Programs (교사 전문성 개발 프로그램의 콘텐츠별 필요성 및 효과성 인식 분석)

  • Song, Kyoung-oh
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.1-10
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    • 2019
  • Recognizing the necessity of content-centered teacher professional development programs in a rapidly changing educational environments, this study analyzed the contents of teacher professional development programs in terms of teachers' participation by program contents and teachers' perception of the necessity and the effectiveness of such program contents. Employing Teaching and Learning International Survey(TALIS), this study analyzed the perception of 4,000 Korean secondary school teachers. The results showed that the programs with the highest teacher participation were mainly subject-centered while the teacher participation rates on the newly required contents such as ICT, intercultural counseling, school management and administration, and new job skills were low. Besides, when teachers were asked to identify the content areas where teacher professional developments are needed, the level of teachers' perception of the programs with low participation rates was accordingly low. Lastly, this study implies that since the years of teaching experience serve as a determinant on the types of the contents that teacher professional developments are needed and on the teachers' perception of the effectiveness of such contents, the course of teacher development should be taken into consideration when the contents of teacher professional development programs are developed.

Development of Universal Graphic User Interface Design for MS Windows for Elderly Users (고령사용자를 위한 MS Windows유니버설 GUI디자인 개발)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.15-26
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    • 2006
  • As the interest and use of computer have been increased among elderly users according to the entry to the aging society, the issue of universal design for computer usability was brought forward. Especially, it is widely recognized that universal UI(User Interlace) design on MS windows is important. The objective of this study is to conceptualize Universal GUI design on MS windows which can be used more easily and intuitively by novice users such as elderly and housewives. Especially, the solution for Universal GUI design on MS windows was developed by reflecting elderly users' needs because elderly users is the group with more difficulties than other user groups in learning and using MS windows. First, elderly user's needs was collected by participant observation as a teaching assistant in computer dass for elderly people for 4 weeks. Secondly, the experimental test and in-depth interview was implemented to find difficulties factors and needs in addition to participant observation. Based on the findings, the new GUI design solution was suggested. The design solution consists of ideas in several categories such as setting default, simplification of function for easy conceptual model making, customization of function and working environment, and intuitive GUI in interaction process. The new MS windows GUI design can be accessed by novice mode when user login in window XP. This study has the significance in finding elderly users detailed needs through in-depth and long term participant observation. However, the usability of the suggested prototype needs to be verified to various user groups besides elderly users in the future.

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Development of Project-Based Teaching-Learning Instruction for Living Environment Education in Home Economics Education (가정교과에서의 생활환경교육을 위한 프로젝트 중심 교수·학습 과정안 개발)

  • Kim, Nam-Eun;Heo, Young-Sun
    • Journal of Korean Home Economics Education Association
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    • v.33 no.1
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    • pp.37-62
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    • 2021
  • The purpose of this study is to develop a project-based teaching-learning instruction to solve the problems in family life. The developed process can be a practical plan to activate environmental education centered on living environment problems curriculum of Home Economic Education[HEE]. In order to achieve the purpose of this study, the curriculum of HEE and environmental education categories were compared and analyzed. The study selected 10 themes and developed a project-based HEE teaching-learning instruction with 8 sessions. The characteristics of the developed teaching-learning instruction are as follows. First, HEE curriculum included environmental knowledge, values and attitudes, competence, and practice and participation in environmental education and related categories in achievement standards and learning elements. Second, since HEE curriculum has a teaching-learning instruction plan based on project-based learning that allows learners to recognize and solve problems themselves was developed based on the real life-centered learning themes related to environmental education. It was also proposed that the subject of HEE has a high correlation with environmental competence and environmental practice, and thus environmental contents that can raise students' interests in society and environment should be added to the HEE curriculum. The teaching-learning instruction developed in this study can be used for classes such as HEE classes or free semeste. A follow up study would need to test the educational effects of this teaching and learning plan by implementing it to the actual class.

Game Theoretic Analysis for RFID Reader Collision (RFID 리더 주파수 간섭에 대한 게임 이론 관점에서의 해석)

  • Lee, Dong-Yul;Lee, Chae-Woo
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.46 no.5
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    • pp.36-47
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    • 2009
  • There exists RFID reader-to reader frequency which can not recognize tag in dense reader nude because the interference causes low SIR. To solve this frequency, the many algorithms based on TDM have been proposed. But the most of existing algorithms not obtain the optimal time allocation but propose heuristic scheduling algorithm. In this paper, we apply game theory which deals with interest between players of game to RFID reader-to reader interference and analyze the time allocation problem of reader based on TDM in terms of cooperative game which the players bind agreements using Nash Bargaining Solution(NBS) and non-cooperative game which the players do not bind agreements using Nash Equilibrium(NE). The applied results show that in dense reader mode, NBS of cooperative game is superior to NE of non-cooperative game and present optimal time allocation in dense reader mode.

Design and Implementation of Problem-Based Learning System Based on Video Communication Technology (화상통신기술을 활용한 문제중심학습 시스템 설계 및 구현)

  • Kim, Bum-Shik;An, Sung-Hun;Kim, Dong-Ho
    • Journal of The Korean Association of Information Education
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    • v.8 no.2
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    • pp.167-176
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    • 2004
  • Due to the development of information communication technology, educational environment has undergone much change and various types of teaching and learning methods based on information communication technology has been suggested. Recently, remote education using the internet are also spreading. However, in current classrooms, students are asked to do an teacher-centered assignment, which they are required to collect and report some information using the internet. This method does not help students use the advantages of learning using the internet, which stimulate students-students interaction and teacher-students interaction.Thus, this study focused on the problem-based learning system based on video communication technology. The researcher designed the problem-based learning system based on video communication technology and applied the system to classes at elementary school. The results were analyzed in terms of students-students interaction and teacher-students interaction in the internet. This research found that the problem-based learning system stimulates teacher and students communication and has positive effects on students' attitude and interest in learning. This research proposes that the traditional teacher-centered teaching method can be supplemented with cyber space learning, which has the merit of problem-based learning model.

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대규모 공개 온라인수업 MOOC 기반의 앙트러프러너십 교육 활성화 방안 고찰 및 제언

  • Han, Min-Jeong;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2017.11a
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    • pp.27-30
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    • 2017
  • 2010년 이후 대학을 중심으로 앙트러프러너십 교육의 중요성이 강조되면서, 그동안 창업과 기업가정신 관련 프로그램이 양적으로 급격하게 증가하여 왔다. 또한, 부처들이 모여 '대학창업교육 5개년 계획'을 수립하고 추진하며 그 확산은 더욱 빠르게 진행되었다. 하지만 현실은, 앙트러프러너십 전문교수자의 부족, 창업인프라 편중현상으로 인한 교육혜택의 지역편차 심화, 천편일률적이고 파편적인 교육커리큘럼, 그리고 빠른 변화의 스타트업 환경과 속도를 따라잡지 못하는 대학 내부체계 등 앙트러프러너십 교육의 전반적인 문제점이 심각하게 거론되고 있는 상황이다. 이러한 문제들의 해결을 위한 하나의 방편으로 온라인플랫폼을 바탕으로 하는 앙트러프러너십 교육의 질적향상과 양적확산을 통해 문제를 해결하려는 움직임이 일어나고 있다. 이미 해외에서는 대중을 대상으로 온라인플랫폼을 통한 대규모공개수업 MOOC(이하 '무크')가 확산되고 활발히 연구되고 있다. 온라인플랫폼 기반의 앙트러프러너십 교육 또한 비즈니스 범주에서 주요한 위치에 자리를 잡고 있으며, 효과성에도 좋은 결과를 내며 진행되고 있다. 본 논문의 목적은 대규모 개방 온라인교육 수업과정인 무크에 대한 정확한 개념과 구조적 배경의 이해를 통해, 무크 현상의 본질적 가치와 의미를 발견하고 앙트러프러너십 교육에의 적용방법과 기대효과에 대한 고찰을 하였다. 목적한 연구의 진행을 위해 질적연구방법론을 사용하여 최신문헌 검토 및 참여관찰, 심층면담, 이해당사자 인터뷰를 진행하였고, 근거이론을 기반으로 핵심키워드를 도출하여 연구의 전체적인 맥락을 구성하였다.

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Consideration and Research of Bitcoin-NG Protocol Considering Scalability (확장성이 고려 된 Bitcoin-NG 프로토콜 고찰 및 연구)

  • Kim, Soo Hyeon;Cha, Jeong Hun;Park, Jong Hyuk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.242-245
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    • 2020
  • 최근 IT 기술의 발전에 따라 블록체인 기술과 융합하려는 다양한 시도를 보인다. 비트코인(Bitcoin)의 탄생으로 알려지게 된 블록체인은 P2P (Peer-to-Peer) 네트워크에서 데이터의 무결성 조건을 만족할 수 있게 되면서 보안 기술에 대해 많은 연구가 진행 중이다. 데이터의 무결성을 증명하기 위해 합의 알고리즘을 사용하는데 합의 알고리즘의 처리속도 및 저장 공간 문제 등으로 인해 다른 분야로 확장에 어려움을 겪고 있다. 따라서 블록체인을 구성하는 환경이나 목표에 따라서 적절한 합의 알고리즘을 선택하는 것이 중요하다. 본 논문에서는 확장성 문제를 해결할 수 있는 Bitcoin-NG 합의 알고리즘을 비롯하여 다양한 합의 알고리즘의 원리와 장단점을 소개한다. 블록의 합의에 참여하는 범위, 리더를 선정하는 방법 등의 기준으로 Bitcoin-NG 알고리즘이 확장성 문제에 긍정적인 합의 알고리즘으로서 갖춘 특징을 살펴 보고 앞으로 합의 알고리즘의 발전 방향에 대해 고찰한다.