• Title/Summary/Keyword: Core Contents

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A Study on the Comparison of Educational Effects between Convergence Majors and Single Majors in R Lecture

  • Ryu, Gui Yeol
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.18-24
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    • 2020
  • The purpose of this paper is an analysis of the difference between convergence majors and single majors in the convergence core competency and educational performance. We used survey data for the analysis of the convergence core competencies, the results of the midterm and final exams for the education performance. Analysis targets are 10 students in big data business intelligence at Seokyeong University as convergence majors and 11 students in business administration as single majors. The target course was an analysis of economic data provided in the second semester of 2019. And the lecture contents were analysis of big data using R programming. The survey was conducted on December 5, 2019. The convergence core competences were creative thinking, critical thinking, understanding convergence knowledge, problem solving ability, communication skills, cooperation ability, use of convergence tools, consideration, and responsibility. As results of homogeneity tests, we found that there was no significant difference in all competencies, but there were very significant differences in the educational performance evaluated by the midterm and final exams. Therefore we can see willingness to convergence of single majors was no different from that of convergence majors, but had not led to practice. It is desirable to activate and support convergence courses.

The Core Essence of the INR System Technology in the Geostationary Remote Sensing Satellites (정지궤도관측위성 INR 시스템 기술의 요체)

  • Kim, Handol
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.89-93
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    • 2016
  • In this paper, we provide a summary on the core essence of INR (Image Navigation and Registration) System technology which is an essential function of geostationary remote sensing satellites. Its origin and evolution history is reviewed, its core elements and governing concept for each element are described, and a generic INR architecture is suggested which can cover all seemingly conceivable INR systems of the past, the current and the future. By this, we intend to identify and illuminate the core technical contents and the key aspects in the foreseen prospect of the up-coming INR systems and the related technologies.

Physiological Activities According to Cultivars and Parts of Ulsan Pear (울산지역 생산 배의 품종 및 부위별 생리활성)

  • Choi, Jeong-Hwan;Lee, Eun-Young;Kim, Jong-Su;Choi, Gil-Bae;Jung, Su-Geun;Ham, Yu-Sik;Seo, Dong-Cheol;Heo, Jong-Soo
    • Applied Biological Chemistry
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    • v.49 no.1
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    • pp.43-48
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    • 2006
  • This study was performed to confirm physiological activities according to cultivars and parts of Ulsan pear (wonhwang, pungsu, whangkeum, whasan and shingo). Total contents of phenolic compounds from peel, pulpy substance and core were 699.3-800.6, 51.5-112.5 and 254.0-401.5 mg/100 g as tannic acid equivalent, respectively. There were difference contents by cultivars, and peel and core of shingo and pulpy substance of wonhwang showed high contents, respectively. Total flavonoid contents of peel, pulpy substance and core were 125.2-164.2, 25.9-35.9 and 45.1-60.0 mg/100g, respectively and those of shingo cultivar showed comparatively high. Electron donating ability was in the order of peel (66.1-90.7%), core (48.5-82.8%) and pulpy substance (24.9-58.2%), and whasan cultivar showed comparatively low. Nitrite scavenging activity was in the order of peel (58.2-100.8%), core (59.5-86.2%), pulpy substance (39.9-82.5%). There were little difference by cultivars of core but peel and pulpy substance of shingo cultivar showed comparatively low nitrite scavenging activity. And as the concentration of each extract increased, nitrite scavenging activity increased. Xanthine oxidase inhibition rate was in the order of peel (14.1-75.4%), core (5.3-71.8%), pulpy substance (2.2-67.5%). And there little difference by cultivars and which was increased as the concentration of each extract increased.

Analysis of the Differences Among Core Competency of Collegiate and Career Preparation Behavior, Career Decision-Making Self-Efficacy, Career Barriers (대학생 핵심역량에 따른 진로준비행동 및 진로결정 자기효능감, 진로장벽의 차이 분석)

  • Ha, Jungyoun;Kim, Jeongmin;Kang, Jiyeon;Cha, Jicheol
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.80-89
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    • 2017
  • This study aims to get necessary information for designing the systematic and practical career preparation education program by checking the differences among core competency of collegiate and career variables. In order to do that, the core competence of collegiate was identified through Korea collegiate essential skills assessment(K-CESA), and the survey results about career preparation behavior, career decision-making self efficacy and career barriers were collected. And then the data were compared and analyzed to differentiate relationships among core competency of collegiate and career variables, based on the university types and the locations. The data were analyzed by ANOVAs and t-tests using the SPSS 21.0 program. According to the analysis, firstly, there is a difference in the level of collegiate essential skills depending on the characteristics of schools. Secondly, the students at metropolitan four-year universities feel more difficulties primarily in the variable of career barriers than the students at local universities and students at colleges. Thirdly, the students of high rank at core competence showed higher career decision-making self-efficacy and career preparation behavior than the students of low rank, and they feel less difficulties in the matter of career barrier. This study shows that in order to support students' career efficiently, it is necessary for each college and university to design career program by considering the core competency and the level of career development of students, instead of providing them with a unified and fractional program.

Analysis of Heavy Metals in Annual Rings of Pinus thunbergii at Air Polluted Area (대기오염지역(大氣汚染地域)의 해송(海松) 연륜(年輪) 속의 중금속(重金屬) 분석(分析))

  • Kim, Jong-Kab;O, Ki-Chel
    • Journal of Korean Society of Forest Science
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    • v.88 no.4
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    • pp.429-437
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    • 1999
  • Heavy metals(Cd, Cu, Pb and Zn) in tree rings of P. thunbergii growing at Onsan Industrial Complex of air polluted area were analyzed to study the condition of heavy metal pollution. The tree ring width began to decrease after operation of factories and decreased abruptly at Onsan Industrial Complex after 1991. Cd contents in tree rings showed 119.4ppb to 867.0ppb level and suddenly increased after 1991. Cu contents showed 309.5ppb to 3686.8ppb, and Pb contents 911.33ppb to 7997.1ppb and fluctuations of those were high after operation of factories. Zn contents showed the highest level of 3528.7ppb to 23826.7ppb and largely ascended after 1960, and increased suddenly after 1992, as compared to former tendency. On the other hand, heavy metal contents in tree rings of P. thunbergii at Gosung of non-air polluted area were far lower than Onsan I. C., and there was a wide difference between both areas after 1990. On the heavy metal contents accumulated in bark of P. thunbergii of both areas, it was higher to 10 times in Cd, 1,000 times in Cu, 285 times in Pb and 133 times in Zn contents at Onsan than at Gosung. In the heavy metal analysis for circle plate and cores, heavy metal contents in cores were generally higher than those in disk and Pb contents showed specially high difference, but pattern of variation by tree age showed a similar tendency.

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A study of using a game engine technique to produce 3D Entertainment contents (게임엔진 기술을 활용한 3차원 엔터테인먼트 콘텐츠 제작 연구)

  • Noh, Seung-Seok;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.294-297
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    • 2006
  • All through the World, the Game Market has grown up speedily and the Game technology progress rapidly for the advancement of the computer technology and the increase of the number of PC in use. For in this thesis, we will research on a real-time 3D game engine technique that is the core of FPS(First Person Shooter) which apply a 3D virtual reality and deduce a production of contents. Finally we will comment on a direction in development of the game engine.

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A Study on the Introduction of Customer Relationship Management(CRM) to the Local Government (지방정부에서 e-컨텐츠 기반기술을 활용한 고객관계관리(CRM) 도입의 핵심요인 연구)

  • Kim, Young-Hoan;Park, Hwie-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.295-304
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    • 2005
  • A Core Study on the Introduction of CRM to use e-contents to the Local Government. This study extracted the core principles about the Introduction of CRM that used E-Contents fundamental technology in the local government, and showed the considerations and the examined details to introduce the real CRM.. It integrated the success factors of CRM and the source that took the success by using the intentional result in order to build the concept model for the Introduction of CRM. And the concept model of CRM showed what factors can gain according to an administrative organ and the function and role of the administration. This study result will be the base for experienced survey in case that the local government will introduce CRM to use e-contents fundamental technology hereafter. And it will offer the foundation to show the directions about application of CRM in the local government and to apply the standards and the administrative guidelines to the CRM's officials.

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Inspection Techniques for Photovoltaic Equipments (태양광 발전설비 검사 기술)

  • Jung, Jong-Wook;Kim, Sun-Gu
    • Proceedings of the KIEE Conference
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    • 2009.07a
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    • pp.1072_1073
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    • 2009
  • This paper describes the inspection techniques for photovoltaic equipments. Firstly failure case studies on solar cells were presented, and then their FMEA was carried out. Lastly several core techniques as well as the contents by the inspection items on photovoltaic equipments were also expatiated.

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Design of Metadata Model and Development of Management System for Electronic Documents on the Web (Web상의 전자문서를 위한 메타데이터 모델의 제안 및 관리시스템의 개발)

  • Jung, Hyo-Taeg;Yang, Young-Jong;Kim, Soon-Yong;Lee, Sang-Duk;Choy, Yoon-Chul
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.4
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    • pp.924-941
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    • 1998
  • It is not easy to access to the required data from the Web by using search engines because there are too many data selected and they do not provide enough information related to the corresponding data. Metadata is data about data. It includes information about data itself and contents of data as well. Users can acquire enough information about the corresponding data and access to the required data exactly using metadata, and therefore the data usability will be increased. In this paper, several metadata technologies and metadata models that are already in process of standardization or adopted as standards are analyzed, and the SeriCore Metadata Model for documents such as papers, project reports, technical reports, abstracts, and manuals, and graphic images that are in the field of science technologies on the Web is proposed. The SeriCore Metadata Management System that can generate, store, and retrieve metadata effectively is designed and implemented based on the SeriCore Metadata Model.

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A study on hard-core users and bots detection using classification of game character's growth type in online games (캐릭터 성장 유형 분류를 통한 온라인 게임 하드코어 유저와 게임 봇 탐지 연구)

  • Lee, Jin;Kang, Sung Wook;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1077-1084
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    • 2015
  • Security issues such as an illegal acquisition of personal information and identity theft happen due to using game bots in online games. Game bots collect items and money unfairly, so in-game contents are rapidly depleted, and honest users feel deprived. It causes a downturn in the game market. In this paper, we defined the growth types by analyzing the growth processes of users with actual game data. We proposed the framework that classify hard-core users and game bots in the growth patterns. We applied the framework in the actual data. As a result, we classified five growth types and detected game bots from hard-core users with 93% precision. Earlier studies show that hard-core users are also detected as a bot. We clearly separated game bots and hard-core users before full growth.