• Title/Summary/Keyword: Soft Skills

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A Study on the Technique and Process of Bending Wood

  • Kang, Hyung-Goo
    • Journal of the Korea Furniture Society
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    • v.21 no.6
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    • pp.459-468
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    • 2010
  • Materials are such an important factor in designing furniture. Wood is the biggest part of furniture materials. While wood is soft, eco-friendly and natural material, it is variable because it is characterized by severe expansion and contraction. Thus, if the changeable characteristic of wood is not considered in furniture design, the good design of furniture cannot be produced. As one of the skills dealing with woods, bending is such a useful way for making various forms of furniture. While it has been used in furniture-making for a long time, wood processing techniques like steaming bending, bending with ammonia and high frequency bending has been advanced. As wood is a viscoelastic material and has some plasticity, beautiful curves can be created when force is applied. Therefore this paper studies the types of bending methods for furniture and each characteristic of them. Furthermore, this study classifies wood process according to suitability for mass production or small-scale production and researches the proper wood process by the forms and the way of furniture production. Also this study aims to help furniture designers and cabinet makers with wood bending.

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A Case Study on Management Systems for Non-curriculum Courses to Develop a Proper Management System for Non-curriculum Courses (비교과과정 운영 사례 조사 및 운영방안 도출에 관한 연구)

  • Choi, Jin-Young;Shin, Pan-Seok;Park, Yoon-Kook;Kim, Do-Young;Park, Jong-Won;Yoon, Koo-Young;Kim, Woo-Nyon
    • Journal of Engineering Education Research
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    • v.14 no.4
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    • pp.69-77
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    • 2011
  • In an accredited engineering program, there are two important means for achieving program outcomes. Students participating in a program are expected to achieve program outcomes through the program curriculum, because during the course of the program, they spend most of their time following the curriculum. However, it is very difficult to achieve the program outcomes only through the curriculum. Therefore, it is necessary to provide and manage non-curriculum courses in a program to make students achieve those program outcomes that the curriculum itself cannot provide exclusively. In this study, we conducted a case study on non-curriculum management systems as a means for supplementing a curriculum in order to enhance achievement of program outcomes, specifically, so-called, soft skills. We studied about 40 accredited engineering programs in Korea and proposed 30 non-curriculum courses with their evaluation units as well as the weighing criterior given to each non-curriculum course.

A Case Study on the Continuous Quality Improvement for Leadership Outcomes Education in Yeungnam University (영남대학교 리더십 학습성과 교육 CQI 방안에 대한 연구)

  • Pyun, Kyung-Hee;Song, Dong-Joo
    • Journal of Engineering Education Research
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    • v.12 no.1
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    • pp.64-72
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    • 2009
  • The objective of the current study is to establish the CQI procedure of leadership outcome education, which is emphasized in engineering education accreditation. Leadership includes many program outcomes, especially soft skills, such as communication skill, team work skill, and etc. This paper studied leadership education program in Yeungnam University. In particular, this research was conducted by using focus group interviews with experts and working level staffs of relevant organizations for the analysis of Yeungnam University curriculum and non-curriculum courses related to leadership education and for the preparation of leadership education CQI method. In addition, we conducted leadership competence diagnosis, leadership education demand survey and satisfaction level survey on the leadership camp participants. Interviews with experts, lecturers and focus group of Dale Carnegie Research Institute Daegu branch that administered the progress of leadership camp were conducted along with analysis of education contents through non-participation observation method during camp period and participant students interviews. The conclusions are summed up as follows: To educate global leaders in true meaning, first, psychological level competence strengthening method and study completing ability improvement method should be considered simultaneously. In particular, for non-capital region universities, emphasis should be given to education for self-confidence and vision establishment. Second, leadership education methods of mid/long term and systematic curricular and extra-curricular type should be pursued. For instance, with the use of engineering design subject completing system, leadership education can be consolidated to engineering subject courses with engineering design projects or the system of mentor-pupil among earlier leadership camp participants and later participants may be utilized. Third, it is determined necessary to pursue and realize practical methods of conducting various intramural leadership related education activities in mid/long term perspective by organizing leadership education advisory group consisting of major, departments and intramural and extramural relevant organization authorities that focus on leadership education.

Nutrition Label Use, Self-Efficacy, Snacking and Eating Behavior of Middle School Students in Kyunggi Area (경기 일부지역 중학생의 영양표시 이용과 자아효능감, 간식 실태 및 식행동)

  • Ko, Seo-Yeon;Kim, Kyung-Won
    • Korean Journal of Community Nutrition
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    • v.15 no.4
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    • pp.513-524
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    • 2010
  • This study was designed to examine nutrition label use, self-efficacy, snacking and eating behaviors of middle school students, and to investigate if these characteristics were different by nutrition label use. A cross-sectional survey was conducted to 348 middle school students in Kyunggi, Korea. About a third of subjects read nutrition labels when they purchased snacks/packaged foods. Most nutrition label users were interested in reading information on calories, fat and trans-fat. Self-efficacy of eating/selecting snacks or general nutrition behavior was moderate (mean score: 44.4 out of 60), with significantly higher score in nutrition label users compared to nonusers (p < 0.001). Nutrition label users felt more confident in 9 items out of 15 items of self-efficacy, such as "taking fruits instead of cookies/candy for snack" (p < 0.001), "choosing milk instead of soft drink" (p < 0.01), "not having snacks after dinner" and "avoiding processed foods for snacks" (p < 0.05). Subjects had snacks 1.3 times a day, and nutrition label nonusers consumed snacks more frequently than the counterparts (p < 0.01). About 55% of nutrition label users and 64.7% of nonusers mainly purchased snacks for themselves (p < 0.05). Commonly purchased snacks by adolescents were ice cream, cookies/chips, breads and ramen. Major considerations in purchasing snacks were taste (46.9%) and price (34.6%). In selecting snacks, the influence of friends and parents was greater than the other sources. Based on eating frequency of snacks, nutrition label users were more likely to consume healthy snacks, such as fruit juices, vegetables, milk, yogurt, and potato/sweet potato than nonusers (p < 0.05). Eating behaviors measured by 15 items scored 33.6 out of 45. Nutrition label users showed better eating behaviors, such as "eating meals slowly", "eating foods cooked with plant oil", and "eating out less frequently" (p < 0.05). Study results showed that majority of adolescents did not read nutrition labels, selected snacks for themselves and had somewhat unhealthy foods for snacks. This study also showed the differences in self-efficacy, snacking and eating behaviors between nutrition label users and nonusers. In nutrition education, it is necessary to stress the importance and skills for reading nutrition labels. It is also needed to help adolescents to select healthy snacks and have desirable eating behaviors, as well as increasing self-efficacy.

A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore (사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로)

  • Jung, Seung-Ki;Lee, Ki-Ho;Lee, In-Seong;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.2
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.