• 제목/요약/키워드: Engineering Education Model

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Implementation of Markerless Augmented Reality with Deformable Object Simulation (변형물체 시뮬레이션을 활용한 비 마커기반 증강현실 시스템 구현)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.35-42
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    • 2016
  • Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.

Identification of growth trait related genes in a Yorkshire purebred pig population by genome-wide association studies

  • Meng, Qingli;Wang, Kejun;Liu, Xiaolei;Zhou, Haishen;Xu, Li;Wang, Zhaojun;Fang, Meiying
    • Asian-Australasian Journal of Animal Sciences
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    • v.30 no.4
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    • pp.462-469
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    • 2017
  • Objective: The aim of this study is to identify genomic regions or genes controlling growth traits in pigs. Methods: Using a panel of 54,148 single nucleotide polymorphisms (SNPs), we performed a genome-wide Association (GWA) study in 562 pure Yorshire pigs with four growth traits: average daily gain from 30 kg to 100 kg or 115 kg, and days to 100 kg or 115 kg. Fixed and random model Circulating Probability Unification method was used to identify the associations between 54,148 SNPs and these four traits. SNP annotations were performed through the Sus scrofa data set from Ensembl. Bioinformatics analysis, including gene ontology analysis, pathway analysis and network analysis, was used to identify the candidate genes. Results: We detected 6 significant and 12 suggestive SNPs, and identified 9 candidate genes in close proximity to them (suppressor of glucose by autophagy [SOGA1], R-Spondin 2 [RSPO2], mitogen activated protein kinase kinase 6 [MAP2K6], phospholipase C beta 1 [PLCB1], rho GTPASE activating protein 24 [ARHGAP24], cytoplasmic polyadenylation element binding protein 4 [CPEB4], GLI family zinc finger 2 [GLI2], neuronal tyrosine-phosphorylated phosphoinositide-3-kinase adaptor 2 [NYAP2], and zinc finger protein multitype 2 [ZFPM2]). Gene ontology analysis and literature mining indicated that the candidate genes are involved in bone, muscle, fat, and lung development. Pathway analysis revealed that PLCB1 and MAP2K6 participate in the gonadotropin signaling pathway and suggests that these two genes contribute to growth at the onset of puberty. Conclusion: Our results provide new clues for understanding the genetic mechanisms underlying growth traits, and may help improve these traits in future breeding programs.

Effectivness evaluation of healthy drinking in the university students evaluation (대학생 건전음주 효과성 평가에 관한 연구)

  • Kim, Kwang-Hwan;Jung, Hye-In
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.5029-5036
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    • 2013
  • The aim of the study is to investigate the awareness towards drinking in the university students and to provide the basic data for more realistic and efficient drinking prevention policy. The subject of investigation was students at the Department of Medicine/Health and those at the Department of Engineering among students living in N city and D city and the survey, which was constructed by KPHA, was distributed to 300 students from March 4, 2013 to March 8, 2013 with explaning the purpose, contents and entry method of the investigation. Overall 293 responses were collected, as 48 reponses from the Department of Medicine, 98 from the Department of Health, 147 from the Department of Engineering. Among the factors that affect students' drinking, as a general factor, a grade(p<0.05) had an influence, if a general factor and drinking condition are included, it turned out that the first drinking time(p<0.01) and friends' drinking condition had an influence. Accountance of the whole model was turned out as 20.0%. Considering university students' drinking culture, it is suggested that active education and campaign through anti-drinking student groups will contribute to create healthy drinking culture.

Development of Risk Assesment Index for Construction Safety Using Statistical Data (통계자료를 활용한 건설안전 위험도 평가지수 개발)

  • Park, Hwan-Pyo;Han, Jae-Goo
    • Journal of the Korea Institute of Building Construction
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    • v.19 no.4
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    • pp.361-371
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    • 2019
  • In 2017, the ratio of the number of victims and deaths in the construction industry was the highest with 25.2% and 29.6%, respectively. Especially, as safety accidents at construction sites continue to increase, the economic loss is greatly increased too. Therefore, in order to prevent safety accidents in the construction work, the safety risk assessment index by type of construction was developed, and the main results of this study are as follows. First, 17 factors related to safety accidents at construction sites were derived through survey and interview survey, and this study suggested 9 items(process, type of construction, progress rate, contract amount, number of floors, safety education, working days and weather) throughout the expert advisory meeting. Second, the risk assessment index for safety accidents was developed based on the ratio and intensity of safety accidents. Third, to verify the risk assessment model, the construction safety risk assessment index by type of construction was derived by surveying and analyzing the statistics of the construction accident. In addition, the risk strength was calculated by dividing human damage caused by construction safety accidents into those killed and injured. The risk assessment index based on the frequency and intensity of safety accidents by type of construction is expected to be utilized as basic data when assessing the risk of similar projects in the future.

A Study on Effective Real Estate Big Data Management Method Using Graph Database Model (그래프 데이터베이스 모델을 이용한 효율적인 부동산 빅데이터 관리 방안에 관한 연구)

  • Ju-Young, KIM;Hyun-Jung, KIM;Ki-Yun, YU
    • Journal of the Korean Association of Geographic Information Studies
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    • v.25 no.4
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    • pp.163-180
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    • 2022
  • Real estate data can be big data. Because the amount of real estate data is growing rapidly and real estate data interacts with various fields such as the economy, law, and crowd psychology, yet is structured with complex data layers. The existing Relational Database tends to show difficulty in handling various relationships for managing real estate big data, because it has a fixed schema and is only vertically extendable. In order to improve such limitations, this study constructs the real estate data in a Graph Database and verifies its usefulness. For the research method, we modeled various real estate data on MySQL, one of the most widely used Relational Databases, and Neo4j, one of the most widely used Graph Databases. Then, we collected real estate questions used in real life and selected 9 different questions to compare the query times on each Database. As a result, Neo4j showed constant performance even in queries with multiple JOIN statements with inferences to various relationships, whereas MySQL showed a rapid increase in its performance. According to this result, we have found out that a Graph Database such as Neo4j is more efficient for real estate big data with various relationships. We expect to use the real estate Graph Database in predicting real estate price factors and inquiring AI speakers for real estate.

Selection Method for Installation of Reduction Facilities to Prevention of Roe Deer(Capreouls pygargus) Road-kill in Jeju Island (제주도 노루 로드킬 방지를 위한 저감시설 대상지 선정방안 연구)

  • Kim, Min-Ji;Jang, Rae-ik;Yoo, Young-jae;Lee, Jun-Won;Song, Eui-Geun;Oh, Hong-Shik;Sung, Hyun-Chan;Kim, Do-kyung;Jeon, Seong-Woo
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.26 no.5
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    • pp.19-32
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    • 2023
  • The fragmentation of habitats resulting from human activities leads to the isolation of wildlife and it also causes wildlife-vehicle collisions (i.e. Road-kill). In that sense, it is important to predict potential habitats of specific wildlife that causes wildlife-vehicle collisions by considering geographic, environmental and transportation variables. Road-kill, especially by large mammals, threatens human safety as well as financial losses. Therefore, we conducted this study on roe deer (Capreolus pygargus tianschanicus), a large mammal that causes frequently Road-kill in Jeju Island. So, to predict potential wildlife habitats by considering geographic, environmental, and transportation variables for a specific species this study was conducted to identify high-priority restoration sites with both characteristics of potential habitats and road-kill hotspot. we identified high-priority restoration sites that is likely to be potential habitats, and also identified the known location of a Road-kill records. For this purpose, first, we defined the environmental variables and collect the occurrence records of roe deer. After that, the potential habitat map was generated by using Random Forest model. Second, to analyze roadkill hotspots, a kernel density estimation was used to generate a hotspot map. Third, to define high-priority restoration sites, each map was normalized and overlaid. As a result, three northern regions roads and two southern regions roads of Jeju Island were defined as high-priority restoration sites. Regarding Random Forest modeling, in the case of environmental variables, The importace was found to be a lot in the order of distance from the Oreum, elevation, distance from forest edge(outside) and distance from waterbody. The AUC(Area under the curve) value, which means discrimination capacity, was found to be 0.973 and support the statistical accuracy of prediction result. As a result of predicting the habitat of C. pygargus, it was found to be mainly distributed in forests, agricultural lands, and grasslands, indicating that it supported the results of previous studies.

Development of an Efficient Management Program for the Home-based Cancer Patient Management Project of Public Health Centers (보건소 재가 암환자 관리사업의 효율적 관리 방안 개발)

  • Cho, Hyun;Son, Joo-Young;Heo, Jeom-Do;Jin, Eun-Hee
    • Journal of Hospice and Palliative Care
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    • v.10 no.3
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    • pp.128-136
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    • 2007
  • Purpose: The purpose of this study is to investigate the current state of the home-based cancer patient management project of public health centers throughout the country. The results of the investigation is employed to identify obstacles to the execution of the program and, finally, to develop an efficient management program of home-based cancer patients. Methods: Data on the home-based cancer patient management project were collected and analyzed through visiting interviews or telephone interviews with 225 public health centers throughout the country for six months from July to December, 2006. Results: Obstacles to the present execution of the home-based cancer patient management project were identified. Some of them are : (1) patients' low trust in cancer patient management by local health centers, (2) absence of programs customized to local communities, (3) lack of personnel and vehicles for home-based cancer patient management, (4) lack of education program for personnel in charge of home-based cancer patient management, (5) problems in public health doctors, weak connection to private medical institutions, (6) absence of medical institutions and hospice facilities for cancer patients, and (7) non-standardized volunteer workers, so on. Considering all these problems, some effective management methods are proposed. The basic concept is to keep the autonomy and variety of the local helath centers. And based on this concept, three models of (1) public health center controlled model, (2) medical institutions and hospice facilities-entrusted model and (3) medical institutions and hospice facilities-cooperative model are developed. Conclusion: By adopting an adequate model among proposed three models, the public health centers are expected to achieve an efficient utilization of material resources and manpower. In addition, by inventing their own programs that are proper for the local societies, they can improve the home-based cancer patient management.

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Exploring Pre-Service Earth Science Teachers' Understandings of Computational Thinking (지구과학 예비교사들의 컴퓨팅 사고에 대한 인식 탐색)

  • Young Shin Park;Ki Rak Park
    • Journal of the Korean earth science society
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    • v.45 no.3
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    • pp.260-276
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    • 2024
  • The purpose of this study is to explore whether pre-service teachers majoring in earth science improve their perception of computational thinking through STEAM classes focused on engineering-based wave power plants. The STEAM class involved designing the most efficient wave power plant model. The survey on computational thinking practices, developed from previous research, was administered to 15 Earth science pre-service teachers to gauge their understanding of computational thinking. Each group developed an efficient wave power plant model based on the scientific principal of turbine operation using waves. The activities included problem recognition (problem solving), coding (coding and programming), creating a wave power plant model using a 3D printer (design and create model), and evaluating the output to correct errors (debugging). The pre-service teachers showed a high level of recognition of computational thinking practices, particularly in "logical thinking," with the top five practices out of 14 averaging five points each. However, participants lacked a clear understanding of certain computational thinking practices such as abstraction, problem decomposition, and using bid data, with their comprehension of these decreasing after the STEAM lesson. Although there was a significant reduction in the misconception that computational thinking is "playing online games" (from 4.06 to 0.86), some participants still equated it with "thinking like a computer" and "using a computer to do calculations". The study found slight improvements in "problem solving" (3.73 to 4.33), "pattern recognition" (3.53 to 3.66), and "best tool selection" (4.26 to 4.66). To enhance computational thinking skills, a practice-oriented curriculum should be offered. Additional STEAM classes on diverse topics could lead to a significant improvement in computational thinking practices. Therefore, establishing an educational curriculum for multisituational learning is essential.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Design and Implementation of Web Based Instruction Based on Constructivism for Self-Directed Learning Ablity (구성주의 이론에 기반한 자기주도적 웹 기반 교육의 설계와 구현)

  • Kim Gi-Nam;Kim Eui-Jeong;Kim Chang-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.855-858
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    • 2006
  • First of all, Developing information technology makes it possible to change a paradigm of all kinds of areas, including an education. Students can choose learning goals and objects themselves and acquire not the accumulation of knowledge but the method of their learning. Moreover, Teachers get to be adviser, and students play a key role in teaming. That is, the subject of leaning is students. Constructivism emphasizes the student-oriented environment of education, which corresponds to the characteristics of hypeimedia. In addition, Internet allows us to make a practical plan for constructivism. Web Based Internet provides us with a proper environment to make constructivism practice md causes an education system to change. Sure Web Based Instruction makes them motivated to learn more, they can gain plenty of information regardless of places or time. Besides, they are able to consult more up-to-date information regarding their learning use hypermedia such as an image, audio, video, and test, and effectively communicate with their instructor through a board, an e-mail, a chatting etc. A school and instructors have been making effort to develop a new model of a teaching method to cope with a new environment change. In this thesis, with 'Design and Implementation of Web Based Instruction Based on Constructivism', providing online learner-oriented and indexed video lesson, learners can get chance of self-oriented learning. In addition, learners doesn't have to cover all contents of a lesson but can choose contents they want to have from a indexed list of a lesson, and they ran search contents they want to have with a 'Keyword Search' on a main page, which can make learners improve learner's achievement.

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