• Title/Summary/Keyword: Maker Model

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The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

Stochastic Programming Approach to Scheduling Elective Surgeries and the Effects of Newsvendor Ratio on Operating Room Utilization (추계적 계획법을 이용한 수술실 예약 모델과 Newsvendor 비율의 자원 효율성에 대한 영향 분석)

  • Min, Dai-Ki
    • Korean Management Science Review
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    • v.28 no.2
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    • pp.17-29
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    • 2011
  • The purpose of this paper is to schedule elective surgery patients using a stochastic programming approach and to illustrate how operating room utilization behaves when a decision-maker varies costs associated with utilization. Because of the uncertainty in surgery durations, the underage and overage costs that a decision-maker considers plays an important role in allocating surgery cases into available operating room capacity. We formulate the problem as a stochastic mixed integer programming and propose a sampling-based approximation method for a computational purpose. Newsvendor model is employed to explain the results from numerical experiments that are conducted with the actual data from a hospital. The results show that the operating room utilization is more sensitive when the unit overtime cost is relatively larger than the unit cost for underutilized time.

Development of Fuzzy Logic Controller for Automatic Combustion of Refuse Incinerator (쓰레기 소각로 자동 연소를 위한 퍼지 제어기의 개발)

  • Song, Young-Seuk;Park, Jang-Geon;Kim, Yong-Tae;Lee, He-Young;Zeungnam Bien
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1996.10a
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    • pp.123-128
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    • 1996
  • In this paper, a fuzzy controller is proposed for the operation of stoker-type refuse incinerator with many kinds of uncertain factors. To build the exact mathematical model is very difficult because of the variation of physical/chemical properties of refuse as a fuel and the complexity of the combusiton process. The fuzzy controller consists of fuzzy sensor, fuzzy decision maker and tracking part. The rules based on the professional operators empirical knowledge are made for the control of the boiler evaporation rate, emission gas and refuse throughput. For the performance measure of the proposed fuzzy controller, the model of the incinerator is constructed and the simulation results are given.

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2nd Study : A Financial Model to Select the Size of Theme Park (주제공원의 규모결정을 위한 재무적 손익모형 II -에버랜드, 서울랜드, 드림랜드 비교-)

  • 이양주;유병림
    • Journal of the Korean Institute of Landscape Architecture
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    • v.24 no.3
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    • pp.109-114
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    • 1996
  • Generally, the size of our recreation sites is selected through use demand at the peak day. At same time, scale economic and diseconomic are applied to a recreation site. If you are a rational decision-maker, you would like to select the size of your park at profit-maximization point. This study is the first try for modelling a Gain-Loss by the size options of a theme park. For testing the validity of a financial model to select the size of theme parks. Ever-Land, Seoul-Land, Dream-Land's operating size was analyzed. By the size options, the revenue of each park was compared with cost. The profit-maximization point and break-even point of each park were found. Ever-Land and Dream-Land's size was selected between the profit-maximization point and the break-even point. In contrast with Ever-Land and Dream-Land's, Seoul-Land's was selected upper the break-even point. To increase the utility of this model in selecting the size of a theme park, a decision-maker must keep in mind a few limits of this study. That is, 1) this model can not be applied at public parks. 2) Sometimes the others can be more important than financial revenue and cost. Finally, there is the validity of Gain-Loss Model in estimating only the financial revenues and costs through the size options.

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A Study on the Teaching of SW coding by Design-Thinking 5 Step Maker Model (Design-Thinking 5 Step 메이커 모형 적용 SW코딩 교수학습에 대한 연구)

  • Kim, Myung-sook;Chung, Jong-In;Kim, Chang-Suk;Kang, Shin-Cheon;Kim, Eui-jung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.309-313
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    • 2018
  • Maker Activity based Design-Thinking 5 Step is a better experience for providing the public with a better approach to design by sympathizing with human needs and exploring the public's potential desires. This paper studied the teaching method by applying the value of the Maker Training that emphasizes the importance of sharing and opening results with others after creating them based on the ideas of the learners using different tools, the basic mind of Design-Thinking with the observation and empathy about human beings and the derivation of user-centric results to the SW coding curriculum. For this purpose, we studied teaching methods by Design-thinking based on sections that require coding in the information classes of the secondary school curriculum. We demonstrated the class to a group of education experts by applying the syllabus of instruction. Then we collected evaluations and opinions of the experts and we modified the syllabus to reflect the collected assessment. Under the Design-thinking 5 step foundation, classes were demonstrated with a group of education experts, opinions collected, and suggestions collected were reflected on the assessment outcome. I think that It is an effective training opportunity to practice a widespread idea that enables infinite thinking and a convergence of thinking that brings out the best decision from a widespread idea.

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Web 3.0 Business Model Canvas of Metaverse Gaming Platform, The Sandbox

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.119-129
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    • 2024
  • We look at Web 3.0 business model canvas (BMC) of metaverse gaming platform, The Sandbox (TS). As results, the decentralized, blockchain-based platform, TS benefits its creators and players by providing true ownership, tradability of decentralized assets, and interoperability. First, in terms of the governance and ownership, The SAND functions a governance token allowing holders to participate in decision and SAND owners can vote themselves or delegate voting rights to other players of their choice. Second, in terms of decentralized assets and activities, TS offers three products as assets like Vox Edit as a 3D tool for voxel ASSETS, Marketplace as NFT market, and Game Maker as a visual scripting toolbox. The ASSETS made in Vox Edit, sold on the Marketplace, can be also utilized with Game Maker. Third, in terms of the network technology, in-game items are no longer be confined to a narrow ecosystem. The ASSETS on the InterPlanetary File System (IPFS) are not changed without the owner's permission. LAND and SAND are supported on Polygon, so that users interact with their tokens in a single place. Last, in terms of the token economics, users can acquire in-game assets, upload these assets to the marketplace, use for paying transaction fees, and use these as governance token for supporting the foundation.

Development of a Maker Education Program for Entrepreneurship (청소년 기업가정신 함양을 위한 메이커교육 프로그램 개발)

  • Jang, JeeEun;Kim, Seyoung;Yoon, Seonghye
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.55-64
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    • 2019
  • Recently, entrepreneurship education has been emphasized in order to bring creative innovation to the fourth industrial revolution era. The purpose of this study is to suggest methods to promote practice by developing an educational program based on the maker education model to foster entrepreneurship of adolescents proposed in the previous study. For this purpose, we developed two kinds of programs and materials according to the subject and the level for the 3rd grader in middle school and first grader in high school. The final output was composed of the workbook for students, the guidebook for teachers, the PPT, and the worksheet for a team activity. The pilot workshop of the developed program was conducted for 14 middle school students. The final program was developed after being received advisories by three experts. This study is meaningful in that it can contribute to foster entrepreneurship education in the field by proposing specific programs required for practicing maker education for entrepreneurship.

Direction of Designer-makers Business Activation through Strategic Design Support Policy-Focusing on 'Young man's Creative Work & Startup Support Project' (전략적 디자인 지원정책을 통한 디자이너-메이커스 비즈니스 활성화 방향 -청년 창의인력 취·창업지원사업을 중심으로-)

  • Park, Jun-Hong;Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.291-298
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    • 2019
  • This study discusses the core contents and implications of the design support policy of government in the creation of the designer-makers' business ecosystem through the analysis of 'Young man's Creative Work & Startup Support Project'. This case, which aims to cultivate a design brand based on maker technology and to create jobs for young people, suggests the role of government as a creative culture creator so that designer-makers are able to create creative activities in a more free and creative atmosphere. Furthermore, this study emphasizes the importance of efficient integration and reorganization of similar maker support policies implemented by each government department, the necessity of a roadmap for realizing this, and the support for quality improvement. As a result, the design support policy of government for the designer-makers' business activation should evolve into the qualitative development of intellectual property based on a mature shared culture and the discovery of a new production paradigm model of the manufacturing industry based on the open manufacturers beyond the economic and numerical goals of creating new jobs.

Development of 3D GIS System for the Visualization of Flood Inundation Area (홍수범람지역 가시화를 위한 3차원 GIS 시스템 개발)

  • Lee, Geun Sang;Jeong, Il Young
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.28 no.5D
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    • pp.749-757
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    • 2008
  • Recently, flood damages have increased with heavy rainfall and typhoon influences, and it requires that visualization information to the flood inundation area of downstream in dam discharge. This study developed 3D GIS system that can visualize flood inundation area for Namgang Dam downstream. First, DEMs extracted from NGIS digital maps and IKONOS satellite images were optimized to mount in iWorld engine using TextureMaker and HeightMaker modules. And flood inundation area of downstream could be efficiently extracted with real-time flooding water level using Coordinate Operation System for Flood control In Multi-reservoir (COSFIM) and Flood Wave routing model (FLDWAV) in river cross section. This visualization information of flood inundation area can be used to examine flood weakness district needed in real time Dam operation and be applied to establish the rapid flood disaster countermeasures efficiently.

Directional Wave Generation in the Navier-Stokes Equations Using the Internal Wave Maker (Navier-Stokes 방정식 모형의 경사지게 입사하는 파랑 내부조파)

  • Ha, Tae-Min;NamGung, Don;Cho, Yong-Sik
    • Journal of Korea Water Resources Association
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    • v.45 no.6
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    • pp.545-555
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    • 2012
  • A numerical modeling has become increasingly popular and more important to the study of water waves with a rapid advancement of computer technology. However, different types of problems are induced during simulating wave motion. One of the key problems is re-reflection to a computation domain at the incident boundary. The internal wave generating-absorbing boundary conditions have been commonly used in numerical wave models to prevent re-reflection. For the Navier-Stokes equations model, the internal wave maker using a mass source function of the continuity equation has been used to generate various types of waves. Nonetheless, almost every numerical experiment is performed in two dimensions and only a few tests have been expanded to three dimensions. More recently, a momentum source function of the Boussinesq equations is applied to generate essentially directional waves in the three dimensional Navier-Stokes equations model. In this study, the internal wave maker using a momentum source function is employed to generate targeted linear waves in the three-dimensional LES model.