• Title/Summary/Keyword: Collaborative Convergence

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A Study of Game Project Curriculum for Integrated Subject (통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구)

  • Choi, Seung-Kwan
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.111-122
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    • 2016
  • The purpose of this study is to suggest an curriculum model of teaching scheme which performs team project learning based on Integrated project with different fields. To address this goal, the present study suggests a practical game project model under the same game-making circumstances as game industry by consisting of real case of convergence parts(game graphic, game design, game program). This project-based learning case has been conducting Integrated project education since 2008 in A educational Institute in Korea. The results of study suggest a standard of Integrated-based curriculum model and it is constructed with two parts. The first part is what students learned during project processing, such as responsibility, communication. The other part is how to construct the educational environment for integrated project. It explains how to organize and build teams, plan of integrated project, rule the role of team task, perform collaborative task, present interim/final presentation, evaluate grade. This study is expected to be utilized as a framework for the instructional design and the guideline for improving learner competency in team project learning.

Issues of IPR Database Construction through Interdisciplinary Research (학제간 연구를 통한 IPR 데이터베이스 구축의 쟁점)

  • Kim, Dong Yong;Park, Young Chul
    • Journal of the Korea Convergence Society
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    • v.8 no.8
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    • pp.59-69
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    • 2017
  • Humanities and social sciences researchers and database experts have teamed up to build a database of IPR materials prepared by the Institute of Pacific Relations (IPR). This paper presents the issues and solutions inherent in the database construction for ensuring the quality of IPR materials. For the accessibility of the database, we maintain the database on the Web so that researchers can access it via web browsers; for the convenience of the database construction, we provide an integrated interface that allows researchers to perform all tasks in it; for the completeness of IPR materials constructed, we support the responsible input and the responsible approval that identify responsibilities of each IPR material entered; and for the immediacy of the approval, we support an interactive approval process facilitating the input of researchers. We also use database design, query processing, transaction management, and search and sorting techniques to ensure the correctness of IPR materials entered. In particular, through concurrency control using existence dependency relationships between records, we ensure the correctness between the operating system files and their paths. Our future studies include content search, database download and upload, and copyright related work on IPR materials.

The Development and Application of Elementary Science Convergence Program using Anamorphic Optical Illusion Art (아나모픽 착시예술을 활용한 초등 과학 융합 프로그램 개발 및 적용)

  • Ahn, Jaehong;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.34 no.2
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    • pp.224-237
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    • 2015
  • In this study, in regard to the change of the paradigm to STEAM (Science, Technology, Engineering, Arts, and Mathematics), we have looked into the ways to apply scientific inquiry through the arts, discussed the educational implications for the ways to step forth with the science and the arts in educational field. In the development of the strategies related to the optical illusion arts, to make sure that the design-oriented science education to reach its goal to make effective teaching, students need to be understood in the method of the artistic designs. Totally it had two rounds for inspection about operation of the convergence with curriculum. As a result, students changed attitude to concentrate in class naturally while doing their art work, participating in person rather than simply looking. It is caused by the scientific approach to strategy of illusion arts. In addition, we could see that students change into a proactive manner as well as teachers comments that they are communicate and make a complete the work with others. A lot of researches give that science can provide the ideas as a method to arts, arts can provide creative ideas to science, but it is still lacking that research can be applied to education specifically on how to. An efforts in the number of collaborative research will continue to introduce, as this study STEAM of science and arts in the field of education be shifted paradigm.

A Qualitative Study on the Culture and Art Education Experiences of Adolescents with Developmental Disabilities - With a focus on craft education activities - (발달장애 청소년의 문화예술교육 경험에 관한 질적 연구 -공예교육활동을 중심으로-)

  • Lee, Min-hye;Heo, In-yeol
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.515-524
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    • 2016
  • The purpose of this study was to investigate the effects of a culture and art education program on adolescents with disabilities. Craft education oriented toward activities convergence education. The investigator conducted an in-depth interview with seven adolescents with developmental disabilities in a special high school class for a month after the educational sessions were over. The findings were as follows: first, the adolescents with developmental disabilities experienced the joy, pleasure, and interest of study, which they used to have a difficult time experiencing in a common class. Second, they became relaxed with their participation in lessons, felt comfortable through educational activities, and had a positive attitude. Third, they had a feeling of being together and coexistence through collaborative activities. Finally, they were able to share each other's ideas, listen carefully to their friends, talk about works they created, and experience close relationships with classmates.

A Study on a CMS Platform for AR-based Remote Collaboration in a Smart Factory (스마트 팩토리에서의 AR 기반 원격 협업을 위한 CMS 플랫폼에 관한 연구)

  • LIm, Hwang-Yong;Ro, Kwang-Hyun
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.327-334
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    • 2018
  • This study proposes a CMS platform for AR-based remote collaboration in a smart factory. The Smart Factory site utilizes various forms of AR technology to save time and money. As the level of smart factory increases, system-oriented tasks such as machinery and equipment are performed in people-oriented work. Therefore, there is a need for a system that allows the operator to immediately repair the machine or equipment in case of a failure, or to get help if necessary. Remote collaborative CMS platform is designed to work in conjunction with DATABASE of ERP, MES / POP, and PLM system built through text, 2D 3D contents and smart factory business, This study is meaningful in that it saves time and cost by sharing information such as management, repair method, manual, etc., and repairing it quickly.

A Study on Utilization Method of Information Visualization in the Humanities and Area Studies (인문·지역연구에서의 정보시각화 활용 방안 연구)

  • Kang, Ji-Hoon;Lee, Dong-Yul;Moon, Sang-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.5
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    • pp.59-68
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    • 2015
  • Since interdisciplinary convergence could beyond the borders of each disciplines, it is able to create new and meaningful knowledge through collaborative research between different study areas. Especially, in recent years, the Digital Humanities has attracted the attention as the convergence form of the Humanities and ICT. From a research methodology perspective, the Digital Humanities is a tool that can be used as a convergence system for various information utilization such as storage, retrieve, share, and spread. In view of Information system, Digital Humanities has been constructed and used in a variety of systems. Among them, studies related to information visualization for the Digital Humanities have been actively conducted. To visualize data or information, various types such as images, multimedia, interface, and etc could be applied. In this paper, we analyze the cases of various information visualization in digital humanities systems, and propose a method to utilize them in the Humanities and Area Studies.

Study on Energy Efficiency Improvement in Manufacturing Core Processes through Energy Process Innovation (에너지 프로세스 혁신을 통한 제조 핵심 공정의 에너지 효율화 방안 연구)

  • Sang-Joon Cho;Hyun-Mu Lee;Jin-Soo Lee
    • Journal of Advanced Technology Convergence
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    • v.2 no.4
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    • pp.43-48
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    • 2023
  • Globally, there is a collaborative effort to achieve global carbon neutrality in response to climate change. In the case of South Korea, greenhouse gas emissions are rapidly increasing, presenting an urgent situation that requires resolution. In this context, this study developed a thermal energy collection device named a 'steam trap' and created an AI model capable of predicting future electricity usage by collecting energy usage data through steam traps. The average accuracy of electricity usage prediction with this AI model was 96.7%, demonstrating high precision. Consequently, the AI model enables the prediction and management of days with high electricity consumption and identifies which facilities contribute to elevated power usage. Future research aims to optimize energy consumption efficiency through efficient equipment operation using anomaly detection in steam traps and standardizing energy management systems, with the ultimate goal of reducing greenhouse gas emissions.

Development of the Demand Forecasting and Product Recommendation Method to Support the Small and Medium Distribution Companies based on the Product Recategorization (중소유통기업지원을 위한 상품 카테고리 재분류 기반의 수요예측 및 상품추천 방법론 개발)

  • Sangil Lee;Yeong-WoongYu;Dong-Gil Na
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.47 no.2
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    • pp.155-167
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    • 2024
  • Distribution and logistics industries contribute some of the biggest GDP(gross domestic product) in South Korea and the number of related companies are quarter of the total number of industries in the country. The number of retail tech companies are quickly increased due to the acceleration of the online and untact shopping trend. Furthermore, major distribution and logistics companies try to achieve integrated data management with the fulfillment process. In contrast, small and medium distribution companies still lack of the capacity and ability to develop digital innovation and smartization. Therefore, in this paper, a deep learning-based demand forecasting & recommendation model is proposed to improve business competitiveness. The proposed model is developed based on real sales transaction data to predict future demand for each product. The proposed model consists of six deep learning models, which are MLP(multi-layers perception), CNN(convolution neural network), RNN(recurrent neural network), LSTM(long short term memory), Conv1D-BiLSTM(convolution-long short term memory) for demand forecasting and collaborative filtering for the recommendation. Each model provides the best prediction result for each product and recommendation model can recommend best sales product among companies own sales list as well as competitor's item list. The proposed demand forecasting model is expected to improve the competitiveness of the small and medium-sized distribution and logistics industry.

Factors Affecting Learning Methods and Flipped Learning by Flipped Learning (플립러닝이 학습방법과 플립러닝에 영향을 미치는 요인)

  • Yi, Eun-Seon;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.45-52
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    • 2020
  • This study ranked the degree to which flipped learning contributes to each learning area and, in contrast, to quantitatively examine how effectively these learning methods are used in flipped learning, had four-year university computer majors receive flipped learning. Existing flipped learning experiments have proven effectiveness, while there are also negative effects on effectiveness, which has led to a lot of debate. Effective experiments and classes therefore require more research and an accurate understanding of flipped learning. Analysis of the 123 samples recruited shows that flipped learning contributes to learning is in order of self-directing, collaboration, watching videos, and learning by teachers. Regression analysis of the degree to which learning method affects flipped learning effectiveness resulted in order of self-directed learning, lecture videos, and collaborative learning. This shows that flipped learning not only has the greatest influence on self-directed learning, but also self-directed learning has the greatest influence on flipped learning. It can also see that a collaborative learning and the role of video to prior learning tool is important. Through this study, we hope to understand flipped learning correctly and set learning methods and achievement goals. It is necessary to analyze the interaction between flipped learning and subdivided classroom activities.

Automatic Recommendation of (IP)TV programs based on A Rank Model using Collaborative Filtering (협업 필터링을 이용한 순위 정렬 모델 기반 (IP)TV 프로그램 자동 추천)

  • Kim, Eun-Hui;Pyo, Shin-Jee;Kim, Mun-Churl
    • Journal of Broadcast Engineering
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    • v.14 no.2
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    • pp.238-252
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    • 2009
  • Due to the rapid increase of available contents via the convergence of broadcasting and internet, the efficient access to personally preferred contents has become an important issue. In this paper, for recommendation scheme for TV programs using a collaborative filtering technique is studied. For recommendation of user preferred TV programs, our proposed recommendation scheme consists of offline and online computation. About offline computation, we propose reasoning implicitly each user's preference in TV programs in terms of program contents, genres and channels, and propose clustering users based on each user's preferences in terms of genres and channels by dynamic fuzzy clustering method. After an active user logs in, to recommend TV programs to the user with high accuracy, the online computation includes pulling similar users to an active user by similarity measure based on the standard preference list of active user and filtering-out of the watched TV programs of the similar users, which do not exist in EPG and ranking of the remaining TV programs by proposed rank model. Especially, in this paper, the BM (Best Match) algorithm is extended to make the recommended TV programs be ranked by taking into account user's preferences. The experimental results show that the proposed scheme with the extended BM model yields 62.1% of prediction accuracy in top five recommendations for the TV watching history of 2,441 people.