• Title/Summary/Keyword: Collaborative Environment

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A Case Study on HathiTrust as a Sustainable Cooperative Model of Digital Repositories (디지털 리포지터리의 지속가능한 협력 모델로서 하티트러스트 사례 연구)

  • Lee, You-Kyoung;Sung, Yunah;Jung, Young-Mi
    • Journal of Korean Library and Information Science Society
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    • v.47 no.4
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    • pp.443-464
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    • 2016
  • A great number of institutions around the world have been building digital repositories to communicate scholarly information. Meanwhile, digital repositories have been struggling with how to preserve increased volume of digital contents for the long term and how to build a sustainable information environment. The HathiTrust partnership was established to meet the need of a sustainable collaborative model of digital repositories in research libraries, mainly in North America, and has been expanded globally by signing with other libraries around the world. This paper is dealt with the establishment, operation and policy, construction status, and user service of the HathiTrust. The results presented in this paper include the benefits and potential opportunities of the HathiTrust as a participating member. Partnership in HathiTrust would allow each member institution to provide more cost-effective operations, shared management and long-term preservation of digital content, ease of copyright management, and increased accessibility. In the future it is expected to provide a shared storage of printed materials and to facilitate a big data research center.

Applied Case and Development of m-Learning Class: Based on a Clinical Practice Class in the College of Nursing Science (m-Learning 수업 개발과 적용사례: 간호대학 임상실습 과목)

  • Kang, In-Ae;Lee, Seon-Ah;Kim, Won-Ock;Sok, So-Hyune R.;Hwang, Jee-In
    • The Journal of Korean Academic Society of Nursing Education
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    • v.14 no.1
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    • pp.63-72
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    • 2008
  • Purpose: This study focused on two aspects: 1) how to design and implement a mobile learning course which is facilitated by a PDA with a web-based class homepage as a tool for mobile learning; 2) how to increase and enhance interactive activities among and between the students and the faculty members by utilizing a PDA as a tool for communication as well as collaboration. Method: To analyze the results of the m-Learning course, data was collected from interviews with the involved two faculty members and a survey from 27 students. Result: The results showed a positive outcome of the m-Learning approach in terms of a more collaborative learning environment in a clinical course where the students practice their clinical activities out of the classroom, far from their faculty members. On the other hand, the problems of the m-Learning approach were that more thorough preparation was needed for the new tools from both the students and the faculty members in preparation in social, cultural, and mental aspects, not withstanding the assumed technical limits of a PDA. Conclusion: m-Learning must be more actively implemented in classes, even though several problems were noticed in terms of both technical aspects of the tools, and social and cultural aspects from the users.

Development of Remote Control Laboratory for Radiation. Detection via Internet (인터넷을 통한 방사선 측정 원격 제어 실험실 개발)

  • Park, Sang-Tae;Lee, Hee-Bok;Yuk, Keun-Chul
    • Journal of Radiation Protection and Research
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    • v.27 no.1
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    • pp.59-66
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    • 2002
  • The role of experiments in science education is essential for understanding the natural phenomena and principle related to a subject. Therefore, the remote control experiment via Internet is one of key solution for distance learners in science education. The remote experiments ate also necessary for the time-consuming experiment which takes several days, collaborative experiment between distance learners, expensive laboratory equipment which is not usually available to students, experimental procedure which is dangerous, etc. In this study, we have developed a general method for a remote control laboratory system using internet and interlace techniques. It is possible for students to learn the nuclear physics to control the real instruments and conduct physics experimentation with internet techniques. We proposed the remote control radiation measurement system as a sample application. This system could be useful for the monitoring near a nuclear power plants in order to improve the environment data credibility to the public.

Making Levels More Challenging with a Cooperative Strategy of Ghosts in Pac-Man (고스트들의 협력전술에 의한 팩맨게임 난이도 제고)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.89-98
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    • 2015
  • The artificial intelligence (AI) of Non-Player Companions (NPC), especially opponents, is a key element to adjust the level of games in game design. Smart opponents can make games more challenging as well as allow players for diverse experiences, even in the same game environment. Since game users interact with more than one opponent in most of today's games, collaboration control of opponent characters becomes more important than ever before. In this paper, we introduce a cooperative strategy based on the A* algorithm for enemies' AI in the Pac-Man game. A survey from 17 human testers shows that the levels with our collaborative opponents are more difficult but interesting than those with either the original Pac-Man's personalities or the non-cooperative greedy opponents.

Resource Management Scheme in Proxy-Based Mobile Grid (프록시기반 모바일 그리드에서 자원관리 기법)

  • Cho, InSeock;Lee, DaeWon;Lee, HwaMin;Gil, JoonMin;Yu, HeonChang
    • The Journal of Korean Association of Computer Education
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    • v.11 no.5
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    • pp.67-76
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    • 2008
  • Grid computing has a large scale virtual computing environment that enables a collaborative processing through sharing resources of geographically distributed organizations. In recent year, the development of wireless networks and mobile devices enables mobile devices to consider as a resource of the grids. However, there are some problems such as low performance of processors, small capacity of storages, limited capacity of battery, and low bandwidth. In this paper, to overcome these limitations occurred in mobile grid environments, we proposed a proxy-based mobile grid system. Our proposed system enables mobile devices to play roles as a resource consumer and a resource provider and to collaborate with wired grids through a mobile router. Also, we propose an adaptive job scheduling scheme to cope with context changes of mobile devices and compare our scheduling scheme with other scheduling schemes using a simulation tool, SimGrid, to verify the validity of our job scheduling scheme.

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A Survey of Medical Students' Social Participation and Direction in Medical Education (사회참여에 관한 의과대학생의 인식 조사와 의학교육의 방향)

  • Lee, Song I;Chang, Dong-ho;Park, So Youn;Yoon, Tai Young;Kwon, Oh Young
    • Korean Medical Education Review
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    • v.20 no.2
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    • pp.103-111
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    • 2018
  • In the ever-changing medical environment, the social participation of medical doctors is becoming more necessary. Currently, there is not enough participation or action by doctors within our society due to reasons such as a lack of educational curriculum in this area. This study aimed to investigate medical students' opinions and attitudes about social participation and action. A total of 438 medical students were surveyed about their attitudes toward doctors' relations with the public, social participation, social action, and medical education for social participation or action. Regarding doctors' relations with the public, participants responded that the government (73.5%) and the media (82.0%) were causing social distrust of doctors, and more than 70% of the respondents answered that doctors were passive when it comes to social participation. When asked about social participation and social action, 76.7% of the students surveyed had experienced social participation, and 28.3% had experienced taking social action. A total of 73.4% of the students answered that medical education needs to be changed, and it is necessary to introduce subjects such as sociology and law to improve social participation and action. The results are significant in that they show medical students' thoughts on social participation and social action as doctors in the Fourth Industrial Revolution. We believe that a change of medical curriculum to promote active and collaborative social participation by doctors is necessary.

Why Do People Move to Cohousing Communities in Sweden? - Are there any Significant Differences Between the +40 Cohousing and the Mixed-Age Cohousing?

  • Choi, Jung Shin
    • Architectural research
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    • v.15 no.2
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    • pp.77-86
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    • 2013
  • Cohousing is based on collaborative network, or fictive kin in the community. It could facilitate the goal of self-sufficiency. This research aims to investigate the motivation of move to cohousing communities in Sweden, and to find out if there are any significant differences according to two different cohousing types; between the +40 cohousing and the mixed-age cohousing. The +40 cohousing is a kind of senior cohousing in which residents are supposed to be aged over 40. Questionnaire survey was applied and 242 collected data were analyzed by SPSS statistical program. Notable differences in demographic and dwelling variables are found between the 2 groups. There are more women, singles, academics, and small dwellings in the +40 cohousing than in the mixed-age cohousing. Referring motivation of move, "sharing common activity" and "idea of cohousing" are commonly noticed as the main reasons why people move to cohousing communities. Major difference between the 2 groups is that residents of the +40 cohousing tend to stress more on social interaction with neighbors than practical merit. On the contrary, ones of the mixed-age cohousing focus more on practical advantage than social interaction. As a conclusion, it is evident that motivation of move to cohousing communities is different by cohousing types, which have different residents' characteristics. Cohousing could contribute to elevate marginal group's quality of life as an alternative living environment. Therefore, cohousing design has to be tailored to adapt residents' specific needs of different life-stages. In order to implement cohousing model into other countries, for instance into Korea, it needs to experiment with the notion of transplanting selected cohousing principles to a public housing development. In the mixed-age cohousing where more dual income families with young children than conventional housing developments reside, residents would need more practical advantage than emotional support in the community, while as residents in the senior cohousing need vice versa.

A Standard Time Management Scheme in the Internet of Things (사물인터넷에서 표준 시각 관리 방안)

  • Hwang, Soyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.6
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    • pp.929-934
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    • 2018
  • The Internet of Things (IoT) is the network of devices embedded with electronics, software, sensors, actuators, and connectivity which enables these objects to connect and exchange data without any human intervention. The importance of time information is increased in order to impose order on scattered sensor data streams, resolving conflicts through time stamp information and so on. Time information and time synchronization are critical building blocks in the IoT. They allow devices to share a consistent notion of time and it is easier to build efficient and robust collaborative services. This paper proposes a standard time management scheme in the Internet of Things. Many IoT applications involve collection and forwarding of event data. It is useful to know when an event occurs for the purposes of triggering an action. In order to verify the feasibility of the proposed scheme, it is implemented and evaluated in the Arduino development environment.

A Study on the Cases of the Application of 3D Apparel CAD System to the Domestic and Overseas Fashion Education (국내·외 패션교육에 있어서 3D 어패럴 CAD 시스템 활용 사례연구)

  • Lee, Min-Jeong;Sohn, Hee-Soon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.9
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    • pp.1112-1124
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    • 2011
  • The development of computer graphics and Internet technology has created a 3D Web-based virtual world that has transformed the global fashion industry environment. In this study, the application cases of 3D virtual fashion education were analyzed to discuss the necessity and application of a 3D apparel CAD curriculum as part of a special education for global fashion talent at Korean fashion-related colleges. Prior studies, literature, photo data and Internet data (in and out of Korea) were used for this study. The demonstration case studies were conducted for the virtual fashion education 'SLCC 2007' of Buffalo State College (U.S.), 'Ratava's Line (2004)' of SFU/FIT Collaborative Design Project (Canada and U.S.) and '2011 Graduation Fashion Show' of Ueda Fashion College (Japan). The results of the study show that the 3D apparel CAD system (as a core technology of the IT fashion industry) would allow the current mass production concept to change to a new paradigm of 'mass customization' along with new fashion business types that include global fashion companies and Web-based Internet, mobile and virtual-world shopping malls. In addition, it appears that the system should be included in the curriculum of fashion-related colleges and institutes to educate technical designers for the global fashion industry and global fashion talent with comprehensive system operation and management ability, and to promote single proprietor companies.

A Study on Digital Fashion Design Platform based on the 3D Virtual Fashion Technology (3차원 디지털 기술을 기반으로 한 디지털 패션 플랫폼 프로토타입 설계 연구)

  • Park, Jaehyun;Park, Minhee;Kim, Sun-Hee;Song, Youngho
    • Journal of Fashion Business
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    • v.22 no.2
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    • pp.88-106
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    • 2018
  • The domestic fashion industry is not able to exceed the level of fashion that exists in advanced countries due to the relatively weak design competitiveness and the differentiated capability of product development. In order for the domestic fashion industry to become a growth industry that is valued in the world market of infinite competition, a step-by-step support system that can demonstrate and maintain the creative ability of designers is needed. Therefore, this study proposes a template - based 3D virtual fashion technology and a digital fashion platform based on it. The proposed template - based 3D virtual fashion technology is designed to clearly communicate the intention of designers and to be able to instantaneously view the results, thereby reducing the time and cost of producing prototypes. In addition, the digital fashion platform based on the template is designed as a collaborative platform based on idea sharing, which dramatically improves the process of confirming the prototype and initiating the product planning and manufacturing stages. This new technology can contributes to the formation of a business environment and a new area within the existing fashion industry and can be utilized for the development of the fashion industry in the future.