• Title/Summary/Keyword: Knowledge-based platform

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A Study on the Development of Design Support Program based upon Academic-Industrial Collaboration -Concentrated on furniture industry in Kimpo area- (산학협동 디자인 지원 프로그램 개발 연구 -김포지역 가구 산업체를 중심으로-)

  • 김국선
    • Archives of design research
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    • v.15 no.1
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    • pp.59-67
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    • 2002
  • In accordance with the fast changing circumstance, universities are now reaching, beyond the education place of simple delivery of knowledge and exchange of information, to a place of developing a specialty program related with the region and industry to achieve a competitive edge in education. Through these academic-industrial collaboration program, special knowledge and human resources in the university are utilized in the society and it may contribute to the development of industry and breed of career people based upon the real job site can be achieved. In addition, through the practical operation of such developed program, university may contribute to the enhancement of the competitiveness of the corporation to the activation and acceleration of the regional economy and finally to the enhancement of competitiveness of national industry in international level. This study tries to develop 3 technical instruction and support program related with the legion and industry which may conform to the ideals of university and its goal of education and can provide a platform for the education that is closely related with the regional industry and real job site iud may cope actively with the upcoming knowledge society and fast changing regional circumstances. This study will make research and analyze needs of design support from the industry in order to develop a academic-industrial cooperative design support program for the furniture industry which conforms to the regional characteristic and feature and develop and present contents of program in three area of development of furniture design technology, build-up of furniture design information system and establishment of order based education system. The proposed program is supposed to be operated practically and effectively and contribute to the development of new product, to enhancement of company image and finally to the maximization of corporate profit. Also this study is epected to be used as an important material for establishment of order-based education system which confirms to the job site needs that may be analysed from feedback of product results and for practical learning.

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Neuroscience based human resource management at Midas IT Co._A case study (마이다스아이티의 뇌과학 기반 인적자원 관리 사례 연구)

  • Lee, Jee-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.240-248
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    • 2020
  • Over the past 20 years, brain science has developed rapidly thanks to new technologies such as functional magnetic resonance imaging (fMRI), leading to more accurate knowledge of human nature and behavioral changes. This knowledge is also actively applied in the field of management. This research aimed to gain insights into how neuroscience can be incorporated into management through the case of Midas IT Co. This construction software company has a separate organization with the purpose of studying brain science, and it makes and implements human resource management policies based on brain science. The founder Lee Hyung-woo has a humanist management philosophy, and the company's brain science research supports that philosophy. The case study method was adopted as the research method, and procedures such as interviews and direct observation, participation observation, and document information were carried out. The company's human resource management system can be explained by a brain science model called "SCARF", which combines various neuroscience discoveries. As this model suggests, the company has improved the trust and satisfaction of its members by reducing threat of status and by increasing certainty, autonomy, relationship, and fairness in the workplace, resulting in the creation of a platform for creativity, integrity, and high performance.

Design and Implementation of Blended PBL Systems for Information Communication Ethics Education (정보통신윤리 교육을 위한 블랜디드 문제중심학습 시스템 설계 및 구현)

  • Lee, Jun-Hee;Yoo, Kwan-Hee
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.179-188
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    • 2011
  • The purpose of this thesis was to implement effective blended PBL(Problem-Based Learning) systems for information communication ethics education. The proposed systems, Online learning and face-to-face classes were systematically combined and Moodle is used for online learning platform. We proposed the use of wikis and blogs not just for creation of knowledge, but as active learning tool to support PBL. In the proposed system, learners used the web 2.0 as a open place to create new knowledge and experience various effects of PBL, such as (1) Improvement of problem solving ability, (2) Understanding of cooperative learning. The blended PBL systems with teaching and learning model were evaluated learners' level of satisfaction and educational achievement in the study of information communication ethics. The result shows that blended PBL learning method is more effective in cultivating consciousness of information communication ethics and showed more higher level of learners' satisfaction and educational achievement than the face-to-face PBL learning method.

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Modeling and Composition Method of Collective Behavior of Interactive Systems for Knowledge Engineering (지식공학을 위한 상호작용 시스템의 집단 행위 모델링 및 합성 방법)

  • Song, Junsup;Rahmani, Maryam;Lee, Moonkun
    • Journal of KIISE
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    • v.44 no.11
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    • pp.1178-1193
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    • 2017
  • It is very important to understand system behaviors in collective pattern for each knowledge domain. However, there are structural limitations to represent collective behaviors because of the size of system components and the complexity of their interactions, causing the state explosion problem. Further composition with other systems is mostly impractical because of exponential growth of their size and complexity. This paper presents a practical method to model the collective behaviors, based on a new concept of domain engineering: behavior ontology. Firstly, the ontology defines each collective behavior of a system from active ontology. Secondly, the behaviors are formed in a quantifiably abstract lattice, called common regular expression. Thirdly, a lattice can be composed with other lattices based on quantifiably common elements. The method can be one of the most innovative approaches in representing system behaviors in collective pattern, as well as in minimization of system states to reduce system complexity. For implementation, a prototype tool, called PRISM, has been developed on ADOxx Meta-Modelling Platform.

Analysis of China's Efforts to Protect Medicinal Resources and the Intellectual Property Rights of Traditional Chinese Medicine - in light of the adoption of the Nagoya Protocol - (중국의 약물자원 및 전통의약 지식재산권 보호 동향 분석 -「나고야의정서」 채택과 관련하여-)

  • Lee, Min-Ho
    • The Korea Journal of Herbology
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    • v.27 no.5
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    • pp.45-53
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    • 2012
  • Objectives : In recent years, the Chinese Government has been providing full support aimed at promoting the excellence of Chinese culture, including Traditional Chinese Medicine (TCM), to the world after recognizing Chinese culture and medicine as elements that can generate national wealth. Methods : In investigating China's awareness of the issues surrounding the intellectual property rights of TCM, as well as its implementation of protective measures, this study analyzed the law and platform policies of the Chinese Government, as well as the designation status of China's intangible cultural heritages and the recent research trend in the TCM field. Results : First, China is taking various protective measures based on laws and institutional devices, including the Patent Act. Second, China is protecting the intellectual property rights of traditional Chinese medicines by registering them as Chinese intangible cultural heritages or UNESCO world heritages. Third, China is seeking to promote TCM throughout the wider world through various research and academic conferences, and by strengthening ties between nations. Conclusions : With the adoption of the international regimes of the WIPO and CBD, and particularly the Nagoya Protocol in 2010, China is seeking to implement measures aimed at maximizing the national interest based on the intellectual property rights of TCM. China began to implement a system of protection of medicinal resources and the related traditional knowledge after recognizing the potential crisis that could occur if Chinese medicine-related patents were taken over by foreign countries. As such, the system now takes various forms.

Factors Influencing the Continuous Watching and Paid Sponsorship Intentions of YouTube Real-Time Broadcast Viewers: Based on the S-O-R Framework (유튜브 실시간 방송 시청자의 지속시청 및 유료후원 의도에 영향을 미치는 요인: S-O-R 프레임워크를 기반으로)

  • Kwon, Ji Yoon;Yang, Seon Uk;Yang, Sung-Byung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.285-311
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    • 2022
  • In this study, based on the S-O-R framework, how individual's stimuli (i.e., video characteristics, YouTuber characteristics, real-time broadcasting characteristics of YouTube channel) form organisms (i.e., perceived usefulness, perceived pleasure, social presence), leading to viewers' responses (i.e., continuous watching intention, paid sponsorship intention) on real-time YouTube channels. For this purpose, a research model and hypotheses were constructed, and 369 questionnaire data collected from users of real-time broadcasting channel services on the YouTube platform were analyzed. Result findings confirmed that some video/YouTuber/real-time broadcasting characteristics significantly affect viewers' perceived usefulness/perceived pleasure/social presence, and further influence continuous watching/paid sponsorship intentions. Theoretical and practical implications of the findings are discussed in conclusion.

Social Search in the Context of Social Navigation (사회적 네비게이션 기반 사회적 검색)

  • Ahn, Jae-Wook;Farzan Rosta;Brusilovsky Peter
    • Journal of the Korean Society for information Management
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    • v.23 no.2
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    • pp.147-165
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    • 2006
  • The explosive growth of Web-based educational resources requires a new approach for accessing relevant information effectively. Social searching in the context of social navigation is one of several answers to this problem, in the domain of information retrieval. It provides users with not merely a traditional ranked list, but also with visual hints which can guide users to information provided by their colleagues. A personalized and context-dependent social searching system has been implemented on a platform called KnowledgeSea II, an open-corpus Web-based educational support system with multiple access methods. Validity tests were run on a variety of aspects and results have shown that this is an effective way to help users access relevant, essential information.

Design and Implementation for Management App. of Expiration date based on Cosmetics (화장품을 중심으로 한 유통 기한 관리 앱 설계 및 구현)

  • Ha, Yan
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.193-198
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    • 2013
  • This paper proposes an application which applied in managements of cosmetics and finds applications related with expiration date among applications. In this paper, the application is implemented to improve safety and stability of cosmetics based on android platform. In general, it is hard to use to have all knowledge in many types of cosmetics. Because of that each item have different date to buy and use, it is necessary to manage them efficiently. This paper is designed and implemented the application for management of expiration date to use cosmetics. It helps to use cosmetics safely and serve good information from cosmetics companies connected with this application.

Personal Recommendation Service Design Through Big Data Analysis on Science Technology Information Service Platform (과학기술정보 서비스 플랫폼에서의 빅데이터 분석을 통한 개인화 추천서비스 설계)

  • Kim, Dou-Gyun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.4
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    • pp.501-518
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    • 2017
  • Reducing the time it takes for researchers to acquire knowledge and introduce them into research activities can be regarded as an indispensable factor in improving the productivity of research. The purpose of this research is to cluster the information usage patterns of KOSEN users and to suggest optimization method of personalized recommendation service algorithm for grouped users. Based on user research activities and usage information, after identifying appropriate services and contents, we applied a Spark based big data analysis technology to derive a personal recommendation algorithm. Individual recommendation algorithms can save time to search for user information and can help to find appropriate information.

Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.