• Title/Summary/Keyword: Process Skills

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A study on the digitalization of 3D Pen (3D펜의 디지털화에 대한 연구)

  • Kim, Jong-Young;Jeon, Byung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.6
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    • pp.583-590
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    • 2021
  • This paper is a study on the digitization of an analog 3D pen. The term digital implies features such as homeostasis, transformability, combinability, reproducibility, and convenience of storage. One device that produces a combination of these digital characteristics is a 3D printer, but its industrial use is limited due to low productivity and limitations with materials and physical characteristics. In particular, improvements are required to use 3D printers, such as better user accessibility owing to expertise and skills in modeling software and printers. Complementing this fact is the 3D pen, which is excellent in portability and ease of use, but has a limitation in that it cannot be digitized. Therefore, in order to secure a digitalization capability and ease of use, and to secure the safety of printing materials that pose controversial hazards during the printing process, research problems and alternatives have been derived by combining food, and digitization was demonstrated with a newly developed 3D pen. In order to digitize the 3D pen, a sensor in a structured device detects the motion of an analog 3D pen, and this motion is converted into 3D data (X-Y-Z coordinate values) through a spatial analysis algorithm. To prove this method, the similarity was confirmed by visualization using MeshLab version 1.3.4. It is expected that this food pen can be used in youth education and senior healthcare programs in the future.

Exploring the Transnational Mobility and Work Experience of Young Koreans in Singapore (초국적 이동성과 일 경험: 한국 청년들의 싱가포르 해외취업 사례 연구)

  • YUK, Joowon
    • The Southeast Asian review
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    • v.28 no.3
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    • pp.111-158
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    • 2018
  • This paper pays attention to the recent increase of young Koreans working in the low-skilled service sector in Singapore. Such rapid increase largely results from the Korean government's initiatives to promote labour migration of young people and the concurrent proliferation of migration agencies, against the background of growing youth unemployment in South Korea. By exploring the motivations and trajectories of young people's labour migration to Singapore, this study examines to what extent they think their expectations have been met and how they interpret their migration and work experiences. There has been little research that examines the actual voices of young migrants as part of migration studies, whilst the majority of previous research focuses on the evaluation of government support programmes based on job matching rates, surveys of participant satisfaction and etc. Young people who went to Singapore to improve their English language skills and qualifications for future employment in Korea have become frustrated due to low-skilled service jobs that consist of low pay and high labour intensity. Their credentials are devalued and they experience deskilling through this migration process. Most of them were discontent with the Korean migration agencies they used and critical about programmes offered by government institutions and universities/colleges. Despite being subject to deskilling, they did try to actively cope or resist this situation. This study focuses on the various ways these migrants attempted to manage the gap between their initial expectations and reality. It also demonstrates how these migrants interpreted their work experiences after returning to Korea: whilst most of them did not cash off their Singapore work experience for a decent job after returning to Korea, they did not define their experience as a complete failure. Adding to cultural, social capital they gained through this experience, they acquired 'mobility capital' which includes confidence, the desire to move, and capacity to control one's own movement.

A Study on the Proposal of the Customized Package through the Priority Analysis of Agricultural Environment Conservation Practices (농업환경보전 실천기술 우선순위 분석을 통한 맞춤형 실천기술 패키지 제안 연구)

  • Son, Min-Hui;Lee, Seul-Bi;Lee, Kyun-Sik;Kim, Tae-Young
    • Journal of agriculture & life science
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    • v.53 no.5
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    • pp.153-165
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    • 2019
  • This paper analyzes the priorities of introducing agricultural environmental conservation practices for the successful introduction of agricultural environmental conservation programs and promotes customized agricultural environment conservation practices packages suitable for the local environment. Agricultural environmental conservation practice consists of three fields: soil, water, and air, nine sub-fields, and 30 practice skills. Using the advantages of AHP and BWS appropriately for priority analysis, three areas and nine sub-fields are measured using AHP techniques, and the practical activities of each fields are measured by priorities using BWS techniques to enhance the differentiation and completeness of research. In addition, the criteria for evaluating priorities of practical activities used 'Environmental effectiveness' and 'Technical feasibility'. As a result of the priority evaluation, the 'Soil testing and reduction of fertilizer and livestock manure application' activities were evaluated as having the highest priority. Based on the results of the priorities for these practical activities, examples of customized practical activity packages by farming type and environmental conditions were presented.

Research on the Spatial Expression Characteristics of Illustration in Picture Books (그림책 속 일러스트레이션의 공간 표현 특징 연구)

  • Han, YongGang;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.131-142
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    • 2021
  • This research is based on the design of pictures in picture books, and the spatial representation of illustrations in the picture books contains the significantly important objective. Various texts, pictures, spaces, etc. in a picture must have the operator's various editing skills so that spatial arrangement is made smoothly.In this paper, the characteristics of spatial expression of design in picture books are derived by analyzing several examples of paintings and studies on classic picture books. First, the fusion of picture and text, that is, that both picture and text convey spatial information together as elements of the screen. Second, as a characteristic of the coherence of the space design in picture books, the story and content must be smoothly connected when reading the book. Third, when expressing a space, the creator should utilize the strengths and weaknesses of each other between abstract and conceived spatial expressions as needed. Fourth, as a symbolic feature of picture book spatial expression, it can be seen that many symbolic expression techniques are applied to the spatial expression of picture books according to the semiotic principle, which greatly improves the cognitive efficiency of reading picture books. The fifth characteristic is that the spatial expression of an excellent picture book has excellent interesting element, rich design means, and interestingly conveys screen contents and screen format to readers. In this research, it is thought that designers and artists should guide the creation within a spatial framework as designing picture books, thus greatly improving the efficiency of the creation process, while also provide a reader-centered visual Interesting experience.

Reconstruction Of Photo-Realistic 3D Assets For Actual Objects Combining Photogrammetry And Computer Graphics (사진측량과 컴퓨터 그래픽의 결합을 통한 실제 물체의 사실적인 3D 에셋 재건)

  • Yan, Yong
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.147-161
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    • 2021
  • Through photogrammetry techniques, what current researches can achieve at present is rough 3D mesh and color map of objects, rather than usable photo-realistic 3D assets. This research aims to propose a new method to create photo-realistic 3D assets that can be used in the field of visualization applications. The new method combines photogrammetry with computer graphics modeling. Through the description of the production process of three objects in the real world - "Bullet Box", "Gun" and "Metal Beverage Bottle," it introduces in details the concept, functions, operating skills and software packages used in the steps including the photograph object, white balance, reconstruction, cleanup reconstruction, retopology, UV unwrapping, projection, texture baking, De-Lighting and Create Material Maps. In order to increase the flexibility of the method, alternatives to the software packages are also recommended for each step. In this research, 3D assets are produced that are accurate in shape, correct in color, easy to render and can be physically interacted with dynamic lighting in texture. The new method can obtain more realistic visual effects at a faster speed. It does not require large-scale teams, expensive equipment and software packages, therefore it is suitable for small studios and independent artists and educational institutions.

A Case Study on the 'Consumer Studies' Class Using Problem-Based Learning for Prospective Home Economics Teachers (예비교사를 위한 문제중심학습에 기반한 '소비자학' 수업 사례)

  • Jung, Joo Won;Ha, Oh Sun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.101-116
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    • 2022
  • This study aims to apply the problem-based learning method to a college course on 'Consumer Studies' in a teacher education program. The participants of this study were 27 undergraduate students who were enrolled in the course. The PBL class was implemented for seven weeks using two problems: proposing special lectures on economic concepts and financial consulting. The effectiveness of PBL was analyzed through self-reflective journals, self-assessment, and a learning satisfaction survey of students. The result of this study was as follows. Students achieved the learning objectives and strengthened their collaboration and communication skills with team members during the PBL process. Moreover, students improved their self-directed learning and problem-solving ability through the PBL class. The results of self-assessment, in terms of learning task performance, active interaction, and self-directed learning were generally high at 4.63 points. In addition, the overall learning satisfaction level was very high, with a score of 4.75. The results will provide effective information on PBL classes to instructors and prospective teachers and will be used as data for learner-centered PBL classes.

A Case Study on the Effect of Online Cooperative Learning applied in Accounting Class (온라인 협력학습 회계수업 적용방안 및 효과에 관한 사례연구)

  • Song, Seungah
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.535-546
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    • 2022
  • This study tried to explore factors for improving academic achievement in online non-face-to-face education based on the survey results of a University's online cooperative learning Q&A. Due to the Corona situation, both professors and learners can easily feel psychological isolation due to the implementation of all non-face-to-face online classes. As one of the methods, it was intended to suggest the direction of future education to various teachers and learners by sharing class cases in which the online cooperative learning methodology was applied. Previous studies on non-face-to-face online learning, online cooperative learning, and learning promotion method were reviewed, and the online Q&A method was adopted as a specific learning promotion method to conduct research. In the Q&A process, learners were given an opportunity to check their learning content, share knowledge and communicate, and performance evaluation-related factors such as guaranteeing anonymity of the questioner and answerer, improvement points system, and absolute evaluation were asked. As a result of the survey analysis, it was found that they are the success factors of online cooperative learning. It is a small change that can be applied in practice in the future where online non-face-to-face learning is likely to continue, but by sharing meaningful cases of application of teaching methodologies, both professors and learners being motivated and actively involved in. It is expected that we will be able to suggest methods and directions for improving skills together by changing and supplementing the learning field.

Features of Problem-Finding and Problem-Solving of the Secondary Gifted Students in the Context of STEAM Convergent Problems (STEAM 문제 상황에서 중등 영재반 학생들이 나타낸 문제의 발견과 해결 특성)

  • Lee, Eunseon;Sim, Jaeho
    • Journal of Science Education
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    • v.45 no.1
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    • pp.23-41
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    • 2021
  • This study is to investigate the characteristics of problem-finding and problem-solving abilities demonstrated by the secondary gifted students in the context of STEAM convergent problems. For this, using the STEAM convergence problem solving ability test, we qualitatively and quantitatively compared and analyzed the workbook outputs written in the process of finding and solving problems for each student in the gifted class. The results are as follows: First, we found that the speciality of the major of the proposed activity paper influenced the preference for questions and pattern of finding problems. Second, it was found that the difference in the ability to find and solve problems for a specific task was not by the major of the gifted class, but by the composition of the group. Third, in finding and solving the STEAM convergent problem, the individual creativity and the cooperative creativity of the group were more significant than the major. These results suggest that it is necessary to include the affective factors of gifted students and the concept of cooperation in problem-finding and problem-solving ability evaluation, and there is a need to develop a teaching and learning strategy that can improve cooperative problem-solving skills so that group creativity can be exhibited well.

Comparative Analysis of Factors Influencing the Hiring of Directors by Major art Museums within Korea, according to Their Geographic Location and in Comparison to Museums Outside Korea (서울, 수도권, 지방 주요 국공립미술관, 해외 주요 미술관 관장들의 전문적 요인과 사회적 조건에 대한 비교·분석)

  • YUN, Kusuk
    • Korean Association of Arts Management
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    • no.55
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    • pp.115-154
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    • 2020
  • This paper examines the professional qualifications of the directors of important public art museums in Korea in comparison to museums outside Korea through analysis of the directors' primary qualifications, including academic background, major, career experience, and study abroad experience, as well as secondary qualifications, including length of tenure, age, gender, and alma mater, which can indirectly the hiring process for directors. The museums examined in this study are separated into three geographical categories - 1. Seoul, 2. the Seoul Metropolitan Area, and 3. locations in Korea outside the Seoul Metropolitan Area - to analyze how the influence of primary and secondary qualifications differs across geographies. Additionally, this study looks at how the professional qualifications of directors in Korea compare to the qualifications of directors outside Korea to identify the idiosyncrasies of the Korean system. It finds that directors in Korea, in general, have a shorter length of tenure, are older, are more likely to be female, and are less likely to be foreign than the directors of overseas museums. Experience-wise, directors in Korea often have experience working as art experts, artists, and art professors, but their backgrounds differ depending on the region in which they are working. Although directors in Korea have, across the board, studied abroad and graduated from prestigious universities, there are noticeable differences across the three geographical locations looked at. Notably, in Korea, the proportion of directors who majored in practical skills is high, while in the case of directors overseas, the proportion of those who majored in art history is high. In addition, while a high percentage of directors are graduates of Hongik University regardless of their museum's location, graduates of Seoul University are mainly concentrated in the Seoul and Seoul Metropolitan Areas. Museums outside the Seoul Metropolitan Area, on the other hand, often hire directors who have graduated from a nearby university. These differences mark a contrast between Korean museums and museums overseas, which generally hire directors who have graduated from prestigious universities, regardless of geographical location.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.