• 제목/요약/키워드: 3D CAD education

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I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안 (Apparel Pattern CAD Education Based on Blended Learning for I-Generation)

  • 최영림
    • 한국의류산업학회지
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    • 제18권6호
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    • pp.766-775
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    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

CAD/CAM 전문 인력 양성을 위한 교육 및 업무의 필요성 (The Need of Education and Practice to Bring Up CAD/CAM Experts)

  • 나정숙
    • 대한치과기공학회지
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    • 제38권4호
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    • pp.365-380
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    • 2016
  • Purpose: The purpose of this study was to ascertain the need to reform curriculums for digital experts in a way that include the practical and educational aspects of dental labs by determining why educational reforms are needed to comply with changes in dental technology business that are brought by the applications of digital scanning and what changes are being actually brought by the use of CAD/CAM. Methods: This study analyzed the need of education and practice in relation to CAD/CAM by using the independent sample t-test and One-way ANOVA. in accordance with the participants demographic characteristics and job-related variables and factors related to CAD/CAM, and provided only some of the analysis results that were found statistically significant. Concerning the need of education and practice in relation to CAD/CAM, the study also used the independent sample t-test to measure difference in the perception of that need within each of the three groups, or those of job performance, job efficiency and knowledge gain at the signficance level of ${\alpha}=.05$. Results: Dental technologists surveyed here were perceiving that the use of CAD/CAM would bring changes in their job performance, job efficiency and knowledge gain. They were expecting that the biggest changes would be made in work climate and product quality as sub-areas of job performance. However, they said that in terms of job efficiency, the use of CAD/CAM would change job contribution, job satisfaction and job efficiency, but not lead to staffing. These results suggest that more special programs for CAD/CAM education are needed to bring up CAD/CAM experts who are more specialized. Conclusion: Among 13 skills related to CAD/CAM, what is most needed to be educated to dental technologists was "molding the occlusal surface" (M=4.19), followed by "designing the 3-D work" (M=4.17), "final shape modification" (M=4.16), "molding the border" (M=4.15) and "checking the fit of prothesis" (M=4.14) in order.

건축형태구상교육을 위한 3차원 CAD모델러의 특성에 따른 프로토를 분석연구 (A Protocol Analysis on the Characteristics of CAD Modeler to Aid Architectural Massing Education)

  • 홍승완;이광희
    • 한국CDE학회논문집
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    • 제10권4호
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    • pp.293-302
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    • 2005
  • The research focused quantitative comparisons of protocols occurring in the architectural massing process using two different tools, three-dimensional(3D) modeler and traditional design tools, to aid architectural massing education. Through the protocol analysis from some experiments, the research identified the following conclusions: 1) Usage of traditional tools produced much higher protocol rate in proposing solution, evaluating proposed solution, explicitness of strategies. This result seemed to be from convenience of traditional tools causing faster visual cognitive cycle. 2) Usage of 3D modeler produced much higher protocol rate concerning attempts of making design vocabulary. The result indicated 3D modeler has relatively effective functions for mass generation and orientation, however it still has some weaknesses on display interface which cause designer's lower idea generations compared to traditional design tools.

컴퓨팅 사고력 신장을 위한 초등 3D 모델링 교육의 방향 고찰 (A Study on the Direction of Elementary School 3D Modeling Education for Improving Computational Thinking)

  • 이소율;이영준
    • 한국컴퓨터교육학회 학술대회
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    • 한국컴퓨터교육학회 2017년도 하계학술대회
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    • pp.11-13
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    • 2017
  • 컴퓨팅 사고력은 제 4차 산업혁명 시대에 접어든 우리 사회에서 필요로 하는 미래 역량으로 꼽히고 있으며, 우리나라에서도 2015 개정 문이과 통합형 교육과정을 통해 컴퓨팅 사고력 신장을 위한 SW교육을 강조하고 있다. 3D 모델링 교육은 컴퓨팅 사고력과 직접적인 관련이 있다. 3D 모델링을 위하여 실제의 구체물을 단순화 하거나, 모델링을 위하여 필요 없는 부분을 삭제하거나 추가하는 것이 컴퓨팅 사고력의 추상화에 해당된다. 그리고 모델링 프로그램을 사용하는 것은 일종의 자동화에 해당된다. 본 연구에서는 컴퓨팅 사고력 신장을 위한 3D 모델링 교육에서 권장할만한 3D 모델링 프로그램을 틴커캐드(TinkerCad)로 제시하였으며, 컴퓨팅 사고력 신장을 위한 틴커캐드 활용 초등 3D 모델링 교육 방법을 제시하였다.

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3D 프린터를 활용한 로봇 팔의 제작과 제어를 위해 시도한 융합 교육의 발전 방안 연구 (A study on the Development of Fusion Education Attempting to Utilize 3D Printing for the Fabrication and Control of Robot Arms)

  • 장은영;유형진
    • 실천공학교육논문지
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    • 제16권2호
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    • pp.121-128
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    • 2024
  • 이 연구는 특성화고 학생들에게 인벤터 소프트웨어를 사용하여 로봇 팔을 디자인하고 3D 프린터를 통해 제작하여 아두이노 마이컴으로 제어하는 융합 교육 방법을 소개하며, 학생들에게 실무 경험을 제공하고 다양한 학문 분야의 지식과 기술을 융합할 수 있는 기회를 제공할 수 있다. 학생들은 CAD 소프트웨어로 디자인을 시작하고, 3D 프린팅 기술을 통해 실제로 로봇 팔의 부품을 제작하며, 마지막으로 부품을 조립한 로봇 팔을 프로그래밍하여 제어하게 하였다. 이 융합교육에서 학생들의 문제 해결능력과 창의성을 키우고, 학습 동기를 높이는 데 도움이 되었고 이런 교육적시도가 실제 교육과정에 적용하기 위해서는 적절한 자원과 교사의 지속적인 관심과 지원이 필요하며, 이러한 연구는 향후 교육에서 적용 가능성을 탐색하기 위한 기초적인 연구로 간주된다.

PLM 입문을 위한 교육과정 개발 (Developing an Introductory Training Course to PLM)

  • 도남철
    • 한국CDE학회논문집
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    • 제18권1호
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    • pp.28-35
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    • 2013
  • Product Life cycle Management (PLM) is an indispensable tool for manufactures to develop competitive products in an efficient way. This enlarges the number of participants for product development who should understand PLM for their supporting activities. However, burdens for developing example products, maintaining complex PLM systems and training prerequisite skills for engineering tools such as CAD systems prohibit an efficient introductory course to PLM. This paper proposes a comprehensive introductory course to PLM that bases on general product development process. In addition, it enables participants to build their example products with familiar Lego blocks and to construct 3D CAD assembly models by using predefined 3D elements. The PLM system for the course provides an intuitive and simple user environment for participants to specify their parts lists, associated 3D CAD models, and product structure of example products. Experiences on a class of the course show it is a valid and efficient education and training method for the PLM introduction.

3D CAD를 이용한 전통금속공예기법 교보재 제작 연구 (A Study on Fabrication of Traditional Metal Craft Techniques Using 3D CAD)

  • 최산;도은옥;황유위;양유지;박승철
    • 디지털융복합연구
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    • 제18권3호
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    • pp.349-355
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    • 2020
  • 제4차 산업혁명이 대두되며 다양한 산업들의 기술들이 융·복합 되거나 클라우딩 컴퓨팅, 모바일, 빅테이터 등의 기술로 인해 인류의 삶이 물질적이나 정신적으로 크게 변화하고 있다. 다양한 기술과 이에 맞는 새로운 직업의 탄생은 전통금속공예기술에 대한 교육과 직업에 있어 대중의 외면을 가져오고 있다. 이런 변화에 있어 공예교육 또한 현 시대에 맞는 교육방식을 찾고 연구하며, 교육 현장에 적용해 대중의 관심과 부흥을 일으켜야 한다. 이를 위해 새로운 소재 혹은 기술이 도입된 타 산업의 교육현장 사례를 조사하고 전통금속공예기법 교육에 활용하고자 한다. 또한 3D프린팅 기술의 다양한 사례와 특징을 조사하고 시간과 공간, 자원의 제약이 많은 공예기법 교육에 활용하여 전통금속공예기법 교육에 새로운 변화를 주고자 한다.

캐드 교육을 위한 YUKA와 CLO의 패턴 제도 기능 비교: 스커트패턴을 중심으로 (Comparison of Pattern Design Functions in YUKA and CLO for CAD Education: Focusing on Skirt Patterns)

  • 최영림
    • 한국의류산업학회지
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    • 제26권1호
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    • pp.65-77
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    • 2024
  • This study aimed to propose effective ways to integrate CLO into educational settings by conducting a comparative analysis of pattern functions in YUKA and CLO, specifically focusing on skirt prototypes and variations. CLO, being a 3D virtual sample CAD tool, is mainly used in education to facilitate the creation of 3D virtual clothing. In order to explore the applicability of CLO's pattern functions in pattern education, CAD education experts were asked to produce two types of skirt prototypes and two skirt variations. Subsequently, in-depth interviews were conducted. In addition, the skirt pattern creation process was recorded on video and used for comparative analysis of YUKA and CLO pattern functions. The comparison revealed that CLO provides the pattern tools necessary for drafting skirt prototypes. The learning curve for acquiring the skills necessary for drafting and transforming skirt prototypes was found to be relatively shorter for CLO compared to YUKA. In addition, due to CLO's surface-based pattern drawing method, it is difficult to move or copy only specific parts of the outline, and there are some limitations in drawing right angle lines. In the pattern transformation process, CLO's preview function proved to be advantageous, and it was highly rated on user convenience due to the intuitive UI. Thus, CLO shows promise for pattern drafting education and is deemed to have high scalability as it is directly linked to 3D virtual clothing.

의류수출업체의 3D 디자이너 직무에 대한 질적 연구 (A Qualitative Study on 3D Designer Jobs in Fashion Vendors)

  • 최영림
    • 한국의류산업학회지
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    • 제23권4호
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

3D 프린팅 활용 교육 프레임워크 제안 및 적용의 탐색적 연구 (An Exploratory Study about the Activity Framework for 3D Printing in Education and Implementation)

  • 소효정;이지향;계보경
    • 정보교육학회논문지
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    • 제21권4호
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    • pp.451-462
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    • 2017
  • 본 연구는 학교에서 도입가능성이 높다고 판단된 신기술인 3D 프린팅 활용 교육을 연구대상으로 선정하였다. 연구는 크게 3D 프린팅 활용을 위한 학습활동 프레임워크 제안과 3D 프린팅 활용 교육의 현장적용 가능성을 모색하는 두 단계로 실시하였다. 본 연구에서 제안하는 '3D 프린팅 활용 학습활동 프레임워크'는 '문제 해결과정의 복잡성'과 '협동적 상호작용'을 두 축으로 하여, 1단계는 재현을 통한 제작, 2단계는 상상 표현의 수단, 3단계는 근접한 문제 해결, 4단계는 확장된 문제 해결의 네 단계로 활동을 구분하였다. 두 번째 연구목적인 학교현장에서의 사례 연구를 위해 초등학교 6학년 23명의 학습자를 대상으로 수학교과에 3D 프린팅 활동을 접목한 수업을 실시하였다. 학생들은 '1단계 재현을 통한 제작'에 3D 프린팅을 활용하여 다양한 도형의 형태와 부피를 학습하였다. 연구결과 참여 학습자들이 전반적으로 3D 프린팅 기술을 활용한 수업의 효과성에 대해 긍정적인 학습경험을 보였으며 학습경험의 질 및 만족감 또한 높은 것으로 나타났다. 반면, 3D 프린터 및 CAD 프로그램의 사용성에는 개선이 필요한 것으로 나타났다. 본 연구는 향후 3D 프린팅 활동 설계를 가이드할 수 있는 거시적 프레임워크를 제안하고, 단순 흥미를 넘어서 교과연계성을 가지는 3D 프린팅 활동의 가능성을 탐색했다는 점에서 그 의의를 찾을 수 있다.