• Title/Summary/Keyword: Inventor

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Report - 미국 개정법에 따른 First to File 제도 해설

  • Ham, Yun-Seok
    • 발명특허
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    • v.37 no.2
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    • pp.48-53
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    • 2012
  • America Invents Act (이하 'AIA')는 미국의 특허법 역사상 가장 파격적인 수정법이라고 할 수 있다. 많은 규정이 변경되거나, 새로 제정되었는데, 그 중에서도 First-to-Invent(이하 'FTI')로부터 First-to-File(이하 'FTF') 제도로의 변화가 가장 중요한 변화이다. 다만, 미국의 새로운 FTI 제도는 여타 국가의 선출원 제도와 선출원을 한 출원인이 특허를 취득하게 된다는 기본 성격은 공유하되, 예외 규정을 두어 궁극적으로는 사뭇 틀린 독특한 제도를 채택하고 있다. 이 독특한 규정들을 정리해 보면 다음과 같다. 미국의 FTI는 엄격하게 말해 First-Inventor-to-File(이하 'FITF')이라 칭해지고 있다. 여기에는 여타국가와 달리 "Inventor"라는 것이 포함되어 있어 여전히 종전의 "True Inventorship"을 중요한 가치로 여긴다. 따라서, First-to-File이긴 하나, 여전히 진정한 발명자만이 특허를 취득할 수 있게 하는 제도라 할 수 있다.

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Structural analysis for the development of a vertically raise type aerial work machinery (수직상승형 고소작업차의 개발을 위한 구조해석)

  • Lee, Sang-Sik;Kim, Jun-Tae;Park, Won-Yeop
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.3
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    • pp.225-231
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    • 2017
  • This study was carried out for the production of aerial work machinery in high place in the orchard. In the case of orchards, there are many unpaved roads and sloping grounds to solve the problem of overturning or safety problems when working in a orchard. For more stable operation, an automatic leveling system was designed. During the structural analysis, the horizontal sensor was installed in addition to the standard that we wanted. Based on the INVENTOR, the structural analysis through 3D modeling showed that the maximum tilt of the worker was 116.49Mpa on the left and 118.26Mpa on the right.

Android App. Implementation Teaching using App. Inventor for Elementary school students (초등학생을 대상으로 앱 인벤터를 활용한 안드로이드용 앱 제작교육)

  • Rim, Hwakyung
    • Journal of Korea Multimedia Society
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    • v.16 no.12
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    • pp.1495-1507
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    • 2013
  • Smart device appeared as IT technology develops and it caused the proliferation of digital contents. It is because that App technology supports to install and use the contents in the smart device easily. App is developed by the creativity and the programming skill and the commercial value is generated in the process of development. In this paper, we taught how to develop APP to elementary school students by Android App Inventor program and observed the changes of their thinking through reflection-note which describes thinking of them. This research was carried out for 28 elementary school students, 5th and 6th grade. We found the attitude that students try to solve problem actively with the high interest. They enjoy showing developed App to others easily and quickly, which is the characteristic of smart devices. We also found a phenomenon that the students consider commercial value.

공공연구기관의 기술이전모형연구와 그 정책적 함의 발표분야 : 기술경제, 기술정책분야(기술이전)

  • 류태규;박종복;이정동;김태유
    • Proceedings of the Technology Innovation Conference
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    • 2002.06a
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    • pp.203-223
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    • 2002
  • In Korea, Public Research Institutes(PRIs) are today faced with the challenges of creating values by transferring technologies in store within themselves to private commercial sector. Recently, It has been increasingly pointed out that PRIs have the poor capability to valuate prospective technologies of their own, and don't run the reasonable technology transfer mechanism in terms of establishing royalty rate and initial payment, designing remuneration to inventor, screening qualified licensee, and controlling the moral hazard. This paper develops an enhanced mathematical model of technology transfer from a PRI to a private industrial firm with including the inventor as an important player. The model is made up of the main part which derives the optimal royalty rate by maximizing the social welfare and sharing risk fairly between players and some sub-parts. The one sub-part is a principal-agent model which makes it possible to control the moral hazard of inventors, and the other part provides the criteria for screening appropriate licensees. Moreover, the moral hazard between inventor and licensee is addressed by introducing the cost reduction function of efforts exerted by them. The model is able to relate the optimal royalty rate to the parameters that represent the environments under which the concerned parties operate. Especially, the ratio of initial payment over the value of transferred technology is calculated from the binding relation with the royalty rate. The paper shows that the model suggested here is more enhanced by comparing with the existing technology transfer mechanism. Finally, the paper allows us to find better strategies for effective technology transfer and further develop more sophisticated technology transfer model.

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A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.409-419
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    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.

Design and Application of App-Inventor-Software Class using Artificial Intelligence (인공지능을 활용한 앱인벤터 소프트웨어 교육 수업 설계 및 적용)

  • Park, Mi Hee;Hu, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.13-23
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    • 2021
  • This study requires SW education that can adapt to the advent of the fourth industrial revolution and the new normal environment of COVID-19 pandemic. Small and powerful smartphones, which have become a necessity in digital society, are designed and applied to create apps with useful apps or artificial intelligence modules that have been trained with data using the App Inventor program as a good teaching tool. After conducting the class in a blended method that combines face-to-face and non-face methods, the survey questioned the technical and cognitive maturity of artificial intelligence and the pros and cons of blended software classes. We also found changes in career orientation, which is intended to explore SW-related talent occupations that require a lot of demand in terms of national development before and after artificial intelligence classes. Significant results were reached in three of the sub-elements. Even in non-face-to-face situations, it is expected that an app vendor software education program using artificial intelligence will be provided to the actual site.

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Analysis of Satisfaction of Pre-service and In-service Elementary Teachers with Artificial Intelligence Education using App Inventor

  • Junghee, Jo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.189-196
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    • 2023
  • This paper analyzes the level of satisfaction of two groups of teachers who were educated about artificial intelligence using App Inventor. The participants were 13 pre-service and 9 in-service elementary school teachers and the data was collected using a questionnaire. As a result of the study, in-service teachers were all more satisfied than pre-service teachers in terms of interest, difficulty, and participation in the education. In addition, the questions investigating whether education helped motivate learning of artificial intelligence and whether there is a willingness to apply it to elementary classes in the future were also more positive for in-service teachers than for pre-service teachers. In general, pre-service teachers had somewhat more negative views than in-service teachers, but they were more positive than in-service teachers in terms of whether the education helped improve their understanding of artificial intelligence and whether they were willing to participate in additional education. Analysis of the Mann-Whitney test to see if there was a significant difference in satisfaction between the two groups showed no significance. This may be because most of the students in the two groups already had block-type or text-type programming experience, so they were able to participate in the education without any special resistance or difficulty with App Inventor, resulting in high levels of satisfaction from both groups. The results of this study can provide basic data for the future development and operation of programs for artificial intelligence education for both pre-service and in-service elementary school teachers.

Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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A Study on the Determination of Programming Language for Software Basic Education of Non-majors (비전공자 소프트웨어 기초교육을 위한 프로그래밍 언어 결정에 관한 연구)

  • Park, So Hyun
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.403-424
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    • 2019
  • Purpose The objective of this study is to determine the programming language for improving algorithmic thinking of basic software education for non-majors, which has recently been receiving attention to nurture talents needed in the era of the Fourth Industrial Revolution. Design/methodology/approach In this study, Delphi method was used to select the suitable programming language for the features of each of five departments for basic software education for non-majors in order to develop the capability of algorithmic thinking. The survey was conducted three times to 21 experts, and the results were analyzed using quantitative analysis (CVR) values and stability. Findings For the most suitable programming language for each department determined in this study, App Inventor was selected for humanities department, RUR-PLE for natural science department, App Inventor for social science department, Python for engineering department, and Scratch for fine arts department. This is expected to be used as the basis for determining the direction of curriculum and operation of universities starting basic software education through programming language by department proposed in this study.

Gesture Communications Between Different Avatar Models Using A FBML (FBML을 이용한 서로 다른 아바타 모델간의 제스처 통신)

  • 이용후;김상운;아오끼요시나오
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.5
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    • pp.41-49
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    • 2004
  • As a means of overcoming the linguistic barrier between different languages in the Internet cyberspace, a sign-language communication system has been proposed. However, the system supports avatars having the same model structure so that it is difficult to communicate between different avatar models. Therefore, in this paper, we propose a new gesture communication system in which different avatars models can communicate with each other by using a FBML (Facial Body Markup Language). Using the FBML, we define a standard document format that contains the messages to be transferred between models, where the document includes the action units of facial expression and the joint angles of gesture animation. The proposed system is implemented with Visual C++ and Open Inventor on Windows platforms. The experimental results demonstrate a possibility that the method could be used as an efficient means to overcome the linguistic problem.