• Title/Summary/Keyword: Design revolution

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P012 Introduce of agronomic characteristics, forage yields and quality of sorghum × sudangrass hybrids 'Cadan 99B' and 'Sweet Sioux WMR' in middle and south region of Korea

  • Hwang, Tae-Young;Chung, Hee;Kim, Ki-Yong;Lee, Ki-Won;Lee, Sang-Hoon;Park, Hyung Su;Choi, Gi Jun
    • Proceedings of the Korean Society of Crop Science Conference
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    • 2017.06a
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    • pp.78-78
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    • 2017
  • This study was carried out to introduce of agronomic characteristics, forage yields and quality of Sorghum ${\times}$ Sudangrass hybrids 'Cadan 99B' and 'Sweet Sioux WMR' from 2015 to 2016 in middle and southern regions of Korea. The field experiment design was randomized compete block in seven varieties with three repetitions. Sorghum ${\times}$ Sudangrass hybrids were sown in mid-May in middle region, and end-May in southern region of Korea, 2015 and 2016. And, the first harvests were from the end of July to the beginning of August, and the second harvests were from the end of September to the beginning of October in middle and southern regions of Korea. The observed average heading date of Sorghum ${\times}$ Sudangrass hybrids Cadan 99B and Sweet Sioux WMR were July 22. The heading date of Cadan 99B and Sweet Sioux WMR were 8 days earlier than heading control variety SX-17 and 5 days earlier than BMR control Revolution. The sugar contents of Candan 99B and Sweet Sioux WMR were 6.5 and $6.9Brix^{\circ}$, respectively. Comparison with brown mid-rid (BMR) variety, the sugar contents of Cadan 99B and Sweet Sioux WMR were 0.2 and $0.6Brix^{\circ}$ higher than Revolution, respectively. The average of dry matter (DM) yield for 2 years and 2 regions of Cadan 99B (24,587kg/ha) was the highest among the seven varieties, but there was no significant difference among other varieties except headless control variety Jumbo (19,119kg/ha) and test variety LATTE (20,778kg/ha) (p>0.05). The crude protein (CP) and in vitro dry matter digestibility (IVDMD) of Cadan 99B were 7.5% and 60.2%, and Sweet Sioux WMR were 6.9% and 60.7%, respectively. The results of this study indicated that Sorghum ${\times}$ Sudangrass hybrids Cadan 99B and Sweet Sioux WMR were recommended that earlier heading date than other varieties, suitable for silage because of high sugar contents, and high yields of DM in middle and southern regions of Korea.

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Zou Si Cong's Work (주사총(周思聰)의 작품세계)

  • Oh Se-Kwon
    • Journal of Science of Art and Design
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    • v.7
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    • pp.128-149
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    • 2005
  • Zou Si Cong is a very significant female artist from the period when China was forming its modern arts and culture. Zou Si Cong, who was influenced by China's political and social upheaval, was born in 1939 and died in 1996. Her actual work period was after China's 'Cultural Revolution' and lasted only 13 years, from 1978 to 1990. Her passion for art never stopped, even when she was suffering from severe arthritis with its torturing pain. There were big changes that occurred in her work; 'Early Work', 'Realistic Work', 'Mine Worker Painting', 'Yi Tribe' Painting', 'Lotus Paintings'. 'Mine Worker Painting', which represented a new figure by abandoning traditional techniques, dividing picture space, and changing and distorting forms, was the one that had the greatest impact of all on a lot of people and strongly influenced modern Chinese figurative painting. The characteristics of Zou Si Cong's work are in its 'Traditionalism', 'Realism, and 'Historical' aspects. Zou Si Cong developed her uniqueness, along with Western expressions, based on traditional Chinese painting techniques. Realism, through realistic rendering, appeared in her figurative paintings during the Cultural Revolution Period. 'Yi Tribe' paintings lively illustrated their lives. She creatively reinterpreted history in the composition of Mine Workers, which is based on the historical record of Chinese barbarity.

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Design and Validation of Robot Curriculum in Education for the Gifted Elementary Students of Computer Science (초등정보과학영재를 위한 로봇교육과정의 설계 및 검증)

  • Lee, Jae-Ho;Nam, Gil-Hyun
    • Journal of Gifted/Talented Education
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    • v.19 no.3
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    • pp.669-695
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    • 2009
  • In the 21st century, there will be a robot revolution. Only several years ago, industrial robots were the mainstream in the robot market; however, diverse type of robots are currently entering into our daily lives for various purposes, and the robot that thinks and behaves very similarly to human will appear in the near future. However, there is a critical view about the robot period. This means that the robot revolution will change even the framework of our entire society and human life style, and it is necessary to have robot education. It is necessary to start robot education in the elementary school curriculum with a view to enhancing interest in basic science and scientific technology and cultivating creative talents who may adapt themselves to a robotic society. However, there is no systematic robot curriculum owing to insufficient perception of the need of robot education and the educational utilization of robots. Under these circumstances, robot education is largely dependent on education for students with special talents and aptitudes run by private organizations. This paper conducted the following research in order to develop a robot curriculum in education for the gifted elementary students of computer science. First, the paper identified problems by analyzing the robot curriculum from a micro perspective after selecting three organizations that are relatively well perceived out of private organizations that operate robot education for the gifted elementary students of computer science. Second, the paper developed a robot curriculum in education for the gifted elementary students of computer science based on the framework of a robot curriculum run by private sector. Third, the validity of the robot curriculum developed in this paper was verified by a professional group comprising mainly persons in charge of robot curriculum development at private sector and lecturers for robot education for the gifted elementary students of computer science.

The Improvement Plan for Indicator System of Personal Information Management Level Diagnosis in the Era of the 4th Industrial Revolution: Focusing on Application of Personal Information Protection Standards linked to specific IT technologies (제4차 산업시대의 개인정보 관리수준 진단지표체계 개선방안: 특정 IT기술연계 개인정보보호기준 적용을 중심으로)

  • Shin, Young-Jin
    • Journal of Convergence for Information Technology
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    • v.11 no.12
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    • pp.1-13
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    • 2021
  • This study tried to suggest ways to improve the indicator system to strengthen the personal information protection. For this purpose, the components of indicator system are derived through domestic and foreign literature, and it was selected as main the diagnostic indicators through FGI/Delphi analysis for personal information protection experts and a survey for personal information protection officers of public institutions. As like this, this study was intended to derive an inspection standard that can be reflected as a separate index system for personal information protection, by classifying the specific IT technologies of the 4th industrial revolution, such as big data, cloud, Internet of Things, and artificial intelligence. As a result, from the planning and design stage of specific technologies, the check items for applying the PbD principle, pseudonymous information processing and de-identification measures were selected as 2 common indicators. And the checklists were consisted 2 items related Big data, 5 items related Cloud service, 5 items related IoT, and 4 items related AI. Accordingly, this study expects to be an institutional device to respond to new technological changes for the continuous development of the personal information management level diagnosis system in the future.

Water Education for Public Servants of Developing Countries in the post COVID-19 world (포스트 코로나 시대, 개도국 공무원 대상 물 교육)

  • Kim, Saebhom;Sung, Sukkyung;Choi, Younggyun
    • Journal of Appropriate Technology
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    • v.7 no.2
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    • pp.248-256
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    • 2021
  • After the COVID-19 pandemic, hand hygiene has become more important to prevent and reduce infection. To manage and provide water to ensure safe handwashing, water governance and the role of public servants are also getting critical. Many organizations have given their priority to capacity building of public servants. In the Strategic Plan for the ninth phase of the Intergovernmental Hydrological Programme (2022-2029), 'Water education in the Fourth Industrial Revolution' is included as a priority. In Korea, ODA in the field of water and sanitation is emphasized in Korea's 3rd Mid-term Strategy for Development Cooperation (2021-2025). Also, KOICA and various water-related organizations have been organizing water education programs for developing countries. This study presents the direction for water education for public servants in developing countries in the post COVID-19 through the education program cases of the International Centre for Water Security and Sustainable Management established by the agreement between the Korean government and UNESCO in 2017. The study suggests that water-related organizations should cooperate with each other to prevent duplication of water education contents. It also suggests that blended learning should be actively utilized for the improvement of education program effectiveness. Lastly, the study emphasizes that education demand for the water technologies related to the fourth industrial revolution and smart water management is increasing, which should be considered when water-related organizations create online content or design education programs.

The Need and Improvement Direction of New Computer Media Classes in Landscape Architectural Education in University (대학 내 조경전공 교육과정에 있어 새로운 컴퓨터 미디어 수업의 필요와 개선방향)

  • Na, Sungjin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.1
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    • pp.54-69
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    • 2021
  • In 2020, civilized society's overall lifestyle showed a distinct change from consumable analog media, such as paper, to digital media with the increased penetration of cloud computing, and from wired media to wireless media. Based on these social changes, this work examines whether the use of computer media in the field of landscape architecture is appropriately applied. This study will give directions for new computer media classes in landscape architectural education in the 4th Industrial Revolution era. Landscape architecture is a field that directly proposes the realization of a positive lifestyle and the creation of a living environment and is closely connected with social change. However, there is no clear evidence that landscape architectural education is making any visible change, while the digital infrastructure of the 4th Industrial Revolution, such as Artificial Intelligence (AI), Big Data, autonomous vehicles, cloud networks, and the Internet of Things, is changing the contemporary society in terms of technology, culture, and economy among other aspects. Therefore, it is necessary to review the current state of the use of computer technology and media in landscape architectural education, and also to examine the alternative direction of the curriculum for the new digital era. First, the basis for discussion was made by studying the trends of computational design in modern landscape architecture. Next, the changes and current status of computer media classes in domestic and overseas landscape education were analyzed based on prior research and curriculum. As a result, the number and the types of computer media classes increased significantly between the study in 1994 and the current situation in 2020 in the foreign landscape department, whereas there were no obvious changes in the domestic landscape department. This shows that the domestic landscape education is passively coping with the changes in the digital era. Lastly, based on the discussions, this study examined alternatives to the new curriculum that landscape architecture department should pursue in a new degital world.

A study on development of educational contents about combining computational thinking with design thinking (창의·컴퓨팅사고 교육내용 기본 설계 연구)

  • Oh, Kyung-Sun;Suh, Eung-Kyo;Chung, Haejin
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.65-73
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    • 2018
  • The objective of this study is to suggest the contents of education for software for Undergraduates who are not majoring in IT to cultivate creative and convergent people to prepare for the 4th Industrial Revolution. In the background, this study investigated the relationship between design thinking and computing thinking factors and examined the direction of software education to develop creative problem solving abilities. Two specialist questionnaires and focus group interviews were used to derive two levels of content elements for design thinking based computing thinking. According to the results of the analysis, This research is based on the process of design thinking, focusing on diffuse thinking at the first level, and the whole contents are composed. The process of producing a prototype was used to derive the computational thinking contents necessary for problem solving. This study focuses on convergent thinking at the second level and draws out the contents of computing thought to embody the first level contents of various ideas and stories into computing. It is expected that this study will be used as basic data to develop the content and method of education as SW education for non - major subject in university.

Design of Narrative Text Visualization Through Character-net (캐릭터 넷을 통한 내러티브 텍스트 시각화 디자인 연구)

  • Jeon, Hea-Jeong;Park, Seung-Bo;Lee, O-Joun;You, Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.86-100
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    • 2015
  • Through advances driven by the Internet and the Smart Revolution, the amount and types of data generated by users have increased and diversified respectively. There is now a new concept at the center of attention, which is Big Data for assessing enormous amount of data and enjoying new values therefrom. In particular, efforts are required to analyze narratives within video clips and to study how to visualize such narratives in order to search contents stored in the Big Data. As part of the research efforts, this paper analyzes dialogues exchanged among characters and offers an interface named "Character-net" developed for modelling narratives. The interface Character-net can extract characters by analyzing narrative videos and also model the relationships between characters, both in the automatic manner. This signifies a possibility of a tool that can visualize a narrative based on an approach different from those used in existing studies. However, its drawbacks have been observed in terms of limited applications and difficulty in grasping a narrative's features at a glace. It was assumed that Character-net could be improved with the introduction of information design. Against the backdrop, the paper first provides a brief explanation of visualization design found in the data information design area and investigates research cases focused on the visualization of narratives present in videos. Next, key ideas of Character-net and its technical differences from existing studies have been introduced, followed by methods suggested for its potential improvements with the help of design-side solutions.

Fandom-Persona Design based on Social Network Analysis (소셜 네트워크 분석을 이용한 팬덤 페르소나 디자인)

  • Sul, Sanghun;Seong, Kihun
    • Journal of Internet Computing and Services
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    • v.20 no.5
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    • pp.87-94
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    • 2019
  • In this paper, the method of analyzing the unformatted data of consumers accumulated on social networks in the era of the Fourth Industrial Revolution by utilizing data from the service design and social psychology aspects was proposed. First, the fandom phenomenon, which shows subjective and collective behavior in a space on a social network rather than physical space, was defined from a data service perspective. The fandom model has been transformed into a collective level of customer Persona that has been analyzed at a personal level in traditional service design, and social network analysis that analyzes consumers' big data has been presented as an efficient way to pattern and visually analyze it. Consumer data collected through social leasing were pre-processed by column based on correlation, stability, missing, and ID-ness. Based on the above data, the company's brand strategy was divided into active and passive interventions and the effect of this strategic attitude on the growth direction of the consumer's fandom community was analyzed. To this end, the fandom model of consumers was proposed by dividing it into four strategies that the brand strategy had: stand-alone, decentralized, integrated and centralized, and the fandom shape of consumers was proposed as a growth model analysis technique that analyzes changes over time.

A Study on eDesign Platform for Effective Communication and Information sharing - with an emphasis on process and template (효과적인 커뮤니케이션과 정보공유를 위한 e디자인 플랫폼 구축에 관한 연구 - 프로세스와 템플릿을 중심으로)

  • 윤주현
    • Archives of design research
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    • v.17 no.2
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    • pp.425-436
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    • 2004
  • A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.

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