• Title/Summary/Keyword: Interactive engineering education

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An experimental performance analysis of a cold region stationary photovoltaic system

  • Choi, Wongyu;Warren, Ryan D.;Pate, Michael B.
    • Advances in Energy Research
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    • v.4 no.1
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    • pp.1-28
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    • 2016
  • A grid-connected photovoltaic (PV) system comprised of multicrystalline silicon (mc-Si) modules was installed in a cold climate region in the U.S. This roof-mounted stationary PV system is a real-world application of PV for building energy generation in International Energy Conservation Code (IECC) Climate Zone 5 (and possibly similar climate zones such as 6, 7 and 8), and it served the purposes of research, demonstration, and education. The importance of this work is highlighted by the fact that there has been less emphasis on solar PV system in this region of the U.S. because of climate and latitude challenges. The system is equipped with an extensive data acquisition system capable of collecting performance and meteorological data while visually displaying real-time and historical data through an interactive online interface. Experimental data was collected and analyzed for the system over a one-year period with the focus of the study being on measurements of power production, energy generation, and efficiency. The annual average daily solar insolation incident upon the array was found to be $4.37kWh/m^2$. During the first year of operation, the PV system provided 5,801 kWh (1,264 kWh/kWp) of usable AC electrical energy, and it was found to operate at an annual average conversion efficiency and PR of 10.6 percent and 0.79, respectively. The annual average DC to AC conversion efficiency of the inverter was found to be 94 percent.

Development of an Augmented Reality Puzzle Game Detecting Hand Posture Using HSV Color Space in Real Time (HSV 컬러 영역을 이용한 실시간 손동작 검출 증강현실 퍼즐 게임 개발)

  • Kim, Minhyuk;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.79-86
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    • 2014
  • There have been many trials for development of games using augmented reality. This paper presents a 2D puzzle game system using HSV color space to detect hand posture from an input image by smart device's cameras in real time. The developed game in this paper brings smart devices and the computer vision closer. Also this game can be a new interactive technology utilizing both the mobility of smart devices and the tangible interactivity of virtual reality in education and entertainment environments.

A Study on A Study on the University Education Plan Using ChatGPTfor University Students (ChatGPT를 활용한 대학 교육 방안 연구)

  • Hyun-ju Kim;Jinyoung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.71-79
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    • 2024
  • ChatGPT, an interactive artificial intelligence (AI) chatbot developed by Open AI in the U.S., gaining popularity with great repercussions around the world. Some academia are concerned that ChatGPT can be used by students for plagiarism, but ChatGPT is also widely used in a positive direction, such as being used to write marketing phrases or website phrases. There is also an opinion that ChatGPT could be a new future for "search," and some analysts say that the focus should be on fostering rather than excessive regulation. This study analyzed consciousness about ChatGPT for college students through a survey of their perception of ChatGPT. And, plagiarism inspection systems were prepared to establish an education support model using ChatGPT and ChatGPT. Based on this, a university education support model using ChatGPT was constructed. The education model using ChatGPT established an education model based on text, digital, and art, and then composed of detailed strategies necessary for the era of the 4th industrial revolution below it. In addition, it was configured to guide students to use ChatGPT within the permitted range by using the ChatGPT detection function provided by the plagiarism inspection system, after the instructor of the class determined the allowable range of content generated by ChatGPT according to the learning goal. By linking and utilizing ChatGPT and the plagiarism inspection system in this way, it is expected to prevent situations in which ChatGPT's excellent ability is abused in education.

Development of an Interactive Multimedia Class (멀티미디어 배움터의 개발)

  • Woo, Sang-Ock;Bong, Si-Jong;Kwon, Tae-Wook;Koh, Kyun;Choy, Yoon-Chul
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.309-314
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    • 1998
  • 가상교육(cyber education)은 원격교육에서 시작되어 웹 기반 교육(Web-based Instruction)에 이르기까지 많은 발전을 거듭하여, 최근 국내외에 많은 웹 기반 코스웨어와 가상 클래스 관리 소프트웨어가 개발되고 있다. 가상교육을 위한 코스웨어는 지금까지 텍스트와 이미지 위주의 정적인 구조로 구성되었으나, 최근 웹과 멀티미디어 기술의 발전에 힘이어 이제는 다양한 멀티미디어를 컨텐츠(contents) 개발에 활용하고 동적인 구조와 상호 작용성을 지원할 수 있게 되었다. 본 논문은 이러한 기술발전에 근거하여 웹 기반 코스웨어를 개발하기 위한 컨텐츠 개발모델을 제시하고, 이 개발모델에 기반한 멀티미디어 배움터 개발사례를 설명한다. 멀티미디어 배움터는 10개의 Contents Chapter와 8개의 Lab.으로 구성되어 있으며, 현재 연세대학교 학부 과목인 멀티미디어 강의에서 활용되고 있다.

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Systematic Elicitation of Proximity for Context Management

  • Kim Chang-Suk;Lee Sang-Yong;Son Dong-Cheul
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.6 no.2
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    • pp.167-172
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    • 2006
  • As ubiquitous devices are fast spreading, the communication problem between humans and these devices is on the rise. The use of context is important in interactive application such as handhold and ubiquitous computing. Context is not crisp data, so it is necessary to introduce the fuzzy concept. The proxity relation is represented by the degree of closeness or similarity between data objects of a scalar domain. A context manager of context-awareness system evaluates imprecise queries with the proximity relations. in this paper, a systematic proximity elicitation method are proposed. The proposed generation method is simple and systematic. It is based on the well-known fuzzy set theory and applicable to the real world applications because it has tuning parameter and weighting factor. The proposed representations of proximity relation is more efficient than the ordinary matrix representation since it reflects some properties of a proximity relation to save space. We show an experiments of quantitative calculate for the proximity relation. And we analyze the time complexity and the space occupancy of the proposed representation method.

A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

BIM-Based Virtual Construction Simulation for Steel Girder Installation Crossing the High-Speed Railway (고속철도 횡단 강거더 설치공사에서의 BIM 기반 가상건설 장비운영 시뮬레이션의 적용)

  • Park, Junwon;Lee, Sang-Ho;Kim, Sung-Hoon;Won, Jeong-Hun;Yoon, Young-Cheol
    • Journal of the Korean Society of Safety
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    • v.33 no.2
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    • pp.76-85
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    • 2018
  • The interest in the Building Information Modeling (BIM) technology has risen remarkably due to the effects on construction work period reduction, cost reduction, work safety improvement, and other factors. In civil engineering field, BIM applications mainly focus on data modeling and virtual construction. In this study, we present the BIM-based virtual construction and analyze the effects of BIM for the railway facilities so that the conventional approach to the equipment operation plan can be improved in order to prevent safety accidents which can result from unclear information during the operation plan. The BIM-based virtual construction technology is applied to establish the construction plan for the site with constraints, the installation of steel girder needs to be completed, avoiding interference with the existing high-speed railway operation within a given limited time. A virtual construction model consisting of topography, structures, equipments, and avatar was built and more detailed model, including safety guard rails, was then created. Specifications of the construction equipment were input as a database, and the virtual construction model was manipulated in the equipment operation planning. Through the BIM-based virtual construction, including the verification of alternative construction method, 311 million won was saved and the construction period was shortened by 87 days compared to the original plan. In addition, it was shown that the interest and participation of the construction workers can be increased by providing the 3D virtual scene for real construction work and various safety hazards occurring during equipment operation can be effectively removed in advance by the interactive worker education.

A Study on Legal and Regulatory Improvement of Telemedicine Service (원격의료 서비스의 규제개선에 관한 연구)

  • Kwon, Jun Cheol;Choi, Yong Jeon;Jung, Yong Gyu
    • Journal of Service Research and Studies
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    • v.4 no.1
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    • pp.83-93
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    • 2014
  • Telemedicine is performed at a place far away from medical practice with physicians and patients by the means of communication appropriately. It will be identified in general the remote medical service to deliver the medical information and also defined as any action by interactive information communication technology. Medical services can be said to be fused as television, communication, computer, engineering of various technologies of information and communication applications. If doctors can not be reached due to distances away from the patient, Information technologies could be used to get medical information and to give expert advice provided by the system remotely. And it could be used patient care as well as medical administration, medical education, professional advice and consulting. In this paper, we take a look at the legal requirements of telemedicine for improving regulatory in the current law to investigate the matter.

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Educational Game Making-Tool Development using Unity3D Engine: Birth of Game (Unity3D를 이용한 전래동화 게임 제작 툴 개발)

  • Lim, C.J.;Han, Won Dae;Guen, Jeong Yun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.29-38
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    • 2014
  • This paper proposed a tool how to make the educational game for users who don't have professional knowledge about game production technique and It was sought how they can make directly the educational game customized form what they want. It joined with forgotten Korean folk tales. And It evolved into a new game-making tool that is based on Korean folk tales. Users will design, play and share their games themselves with this tool. It was also produced to involve the children more easily and fun in the education while providing and sharing the fairy tales which teachers directly designed by this tool. This tool will give a chance to look back on forgotten Korean folk tales and will play role as a educational game for young students. Through this game, young students will receive good Korean traditional cultures and will gain wisdom, humor and lessons in a game. And adults will feel homesick.

Revision and Implementation of App Inventor Open Source (앱인벤터 오픈소스 수정·구현)

  • Kim, Byungho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.2
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    • pp.221-226
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    • 2018
  • Open source software allows revising and adding a new idea on them as well as debugging themselves. The open source software can be utilized as various educational programs as well as development of a commercial software products using them. MIT App Inventor, one of the block-based visual programming environments for education, supports building a local server and even revision of the platform itself by providing its own source codes. In this paper we implement App Inventor open sources on the local server. Especially we present how to revise and implement a new App Inventor platform reflecting their own requirements in schools or educational institutes and how to build a local server operating the revised App Inventor platform. They can provide more interactive educational environments to students and improve educational satisfaction through the active customizing of the platform itself such as adding new programming block components requested by students.