• Title/Summary/Keyword: Subject Convergence

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Metal Sculpture Research Applying Aesthetic Factor of 'Counting Stars at Night' by Yoon Dong Ju (윤동주 '별 헤는 밤'의 미적요소를 응용한 금속조형 연구)

  • Ko, Seung-Geun
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.345-350
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    • 2016
  • Modern design started from having form of nature and biology and had gradually faced limit on the design subject, therefore changed to something with emotions. However, personal emotion is hard to receive sympathy from the public. Therefore the researcher have selected subject that is already receiving love from the public and tried to visualize it through metal sculpture. The subject selected for visualization is 'Counting Stars at Night' by poet Yoon Dong Ju who the Koreans love the most and the aesthetic factor was selected through prior studied literature and have made by applying metal, gemstone and coloring method. As a result the aesthetic factor could be selected understanding the emotion inside the poet 'Counting Stars at Night' by Yoon Dong Ju and have not lost objectivity in the emotions and could be able to feel the beauty of the metal sculpture with deep emotions of the 'Counting Stars at Night' by Yoon Dong Ju through completed metal sculpture. This served as a momentum for suggesting possibility of shaping the immaterial subject.

The Effect of 3D PRINTING and Physical Education Central STEAM Program on the Subject Interest and Creative Attitude of Middle School Students (3D 프린팅과 체육 중심 STEAM프로그램이 중학생의 교과흥미도 및 창의적 태도에 미치는 영향)

  • Ryu, Chung-Hyun;Cho, Gun-Sang
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.547-557
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    • 2017
  • The purpose of this study was to investigate the effect of 3D PRINTING and physical education central STEAM program on the subject interest and creative attitude of middle school students. In order to achieve this purpose, this research collected data from two different groups; a control group (n=98) and a comparison group (n=101) who are attending middle schools located in Gyeonggi-do. The exploratory factor analysis, reliability analysis, independent t-test and paired t-test were conducted by the IBM SPSS 20.0 program. The results are as follows; First, physical education central STEAM utilizing 3D PRINTING is efficient in the subject interest. Second, physical education central STEAM utilizing 3D PRINTING is efficient in the creative attitude.

Theory Review for Understanding Flow Experience in Occupational Therapy (작업치료에서 몰입경험 이해를 위한 이론적 고찰)

  • Lee, Jeong-Hoon;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.10 no.3
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    • pp.71-81
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    • 2021
  • Introduction : The purpose of this article was to introduce the theory of flow experience to occupational therapy for various therapeutic interventions to improve the subject's physical function, activity, and participation. Review : To understand the flow experience in occupational therapy, this study summarized the concept and characteristics of the flow experience, the stages and the scientific characteristics of the brain, measurement methods, and related studies through a review of domestic and foreign literature. In occupational therapy, the subject's flow experience can be defined as 'a psychological state in which the subject is completely flow in the therapeutic activity he is doing while forgetting the passage of time'. Subjects perceived a clear goal for the task and experienced engagement when the challenge was balanced with a high level of skill. In a previous study, positive changes in attention and concentration, executive function, upper extremity function, and performance of daily living activities were confirmed in subjects who encountered the flow experience. Conclusion : If the subject's flow experience in various therapeutic interventions in domestic occupational therapy is considered, the treatment effects will be further promoted.

Prediction of Hair Owners' Age using Hair Mineral Content and Artificial Intelligence (인공지능과 모발의 필수 미네랄 원소 함량을 이용한 피험자 연령 예측)

  • Park, Jun Hyeon;Ha, Byeong Jo;Park, Sangsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.155-159
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    • 2022
  • After artificial intelligence was trained with the data on the concentration of essential mineral elements in hair, the age was predicted by the concentration of mineral elements in the hair of the subject, and the result was compared with the actual age of the subject, and the correlation was investigated. The total number of hair data was 296, of which 2/3 were used for AI learning and 1/3 was used as the subject data. There was a correlation of 0. 678 between the actual age of the young subjects under the age of 25 and the age predicted by the AI. There was almost no correlation in the middle-aged subjects group, and there was a weak correlation of 0.522 in the elderly subject group. In order to secure the usefulness of artificial intelligence using hair mineral element concentration data, it is necessary to provide a larger number of data to the artificial intelligence.

Analysis of 2015 Revised SW Curriculum in Elementary and Middle School based on Core Competency (핵심 역량 중심 2015 개정 초·중학교 SW교육과정 분석)

  • Ahn, Sung Hun;Lee, Sanghyeon
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.63-70
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    • 2019
  • In this paper, we analyzed 2015 revised curriculum for elementary school's practical art and middle school's information subject based on core competency. As a result, in 2015 revised curriculum for practical art subject, the ability to use information was well reflected in all achievement criteria and learning objectives. Also, problem solving ability and creativity·convergence ability were well reflected. In 2015 revised curriculum for information subject, the ability to use information was well reflected in all achievement criteria and learning objectives as like practical art subject. However, there were fewer learning elements to develop self-management ability. Therefore, it is proposed in this paper that the learning elements and teaching, learning activities and evaluation contents should be included in the SW curriculum, which can further enhance cooperative capabilities, self-management ability and communication ability.

Lacanian Psychoanalysis and The Labor of Language (라캉 정신분석과 언어의 노동)

  • Lee Dong Seok
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.421-430
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    • 2023
  • Humans before modern society were concerned about "what kind of being the humans are." Human beings who have gone through this age of thinking incorporate their existence into capitalism. Marx (Karl Heinrich Marx; 1818~1883) asks 'what kind of job do you live in?' After that, we get into the modern society, in which human beings ask themselves questions about the hidden existence of the subject of desire. A hidden being is an existence concealed by language. We will diagnose this as language labor and develop a critical mind. We are both the subject of language and those of language labor. Jacques Lacan(Jacques Lacan;1901~1981)'s psychoanalysis pays attention to the subject who escapes from the labor of language. In the remaining place of language labor, there are invisible ethics. In this text, we'd like to reveal the hidden meaning of the subject who resists the labor of language.

A Study on the Research Performance and Efficiency of Convergence Research Projects sponsored by National Research Council of Science & Technology : A Comparative Study of Convergence Research and General Trust Projects Using DEA (국가과학기술연구회 융합연구사업의 연구성과 효율성에 관한 연구 : DEA를 활용한 융합연구 및 일반수탁사업의 비교분석을 중심으로)

  • Yuk, Hyounggab;Kang, Jaeyeol;Pae, Kibong;Kang, Daeseok
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.211-218
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    • 2020
  • This study compared and analyzed the efficiency of the research results of the convergence research project operated by the National Science and Technology Research Council and the general research project carried out by the Government-funded research institute and proposed measures to enhance the efficiency of the operation and management of convergence research. Research data were collected from 21 government-funded research institutes through an information disclosure claim and DEA analysis was conducted for efficiency assessment. The SCI papers of convergence research showed high efficiency, and the patent registration and technology transfer sector showed high efficiency of general research projects. This indicates that convergence research projects for securing lead and original technologies are highly efficient, but their performance is low due to lack of participation by businesses in terms of the utilization of derived technologies, and more companies' participation and opportunities are needed for practical use of convergence research results. Through the analysis of efficiency of convergence research project performance, this study provided policy and guidance for R&D planning for rational investment of limited manpower and research costs. Further, future research on identifying efficiency is proposed depending on the type of technology subject to convergence research as a method for managing convergence research.

A Design and Development of Korean Traditional Board Game on Android Environment (안드로이드 환경에서 한국전통 보드게임 설계 및 개발)

  • Kim, Yang-Jib;Kang, Seung-Woo;Song, Teuk-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2294-2300
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    • 2013
  • As smartphones have become widely used, topics of smartphone become a hot research subject in IT technologies. Many applications have been developed for the smartphone and the application market has become more and more increasing. However here are few studies or application developments on Korea's traditional games. In this paper we developed Korea's traditional board game Gonu. People who are young or old can play the game. We expect that many applications which related with Korean culture are developed on the smartphone environment.

Convergence Education Modeling for Teaching Integration of IoT with 3D Printing Based on Manufacturing Chemical Product by Production Companies

  • Kim, Chigon;Park, Jong-Youel;Park, Dea-Woo
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.55-60
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    • 2020
  • This study aims to apply Arduino and 3D printing technology considered as a key subject in the age of 4th industrial revolution which is a step 1 for customizing and applying the process of production by chemical molding companies producing environment-friendly biodegradable packaging materials to the 3D printing teaching in universities. Step 3 is applied to IoT for Arduino application, and 3D printing technology is also used on the basis of teaching creative integrated human resource. Integration of Arduino with 3D printers is based on the assumption that middle- and high-school students can learn it step by step to higher levels and university students majoring or not majoring in computing science can also have computing skills for solving 3D printing-based problems. For IoT application in this study, the 3D printing technology is applied to the external shape of products for producing an Arduino-based lighting fixture. The applied 3D printing technology is further extended to teaching modeling of producing packaging materials by chemical product molding companies in the age of 4th industrial revolution.

Greedy Heuristic Resource Allocation Algorithm for Device-to-Device Aided Cellular Systems with System Level Simulations

  • Wang, Xianxian;Lv, Shaobo;Wang, Xing;Zhang, Zhongshan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.4
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    • pp.1415-1435
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    • 2018
  • Resource allocation in device-to-device (D2D) aided cellular systems, in which the proximity users are allowed to communicate directly with each other without relying on the intervention of base stations (BSs), is investigated in this paper. A new uplink resource allocation policy is proposed by exploiting the relationship between D2D-access probability and channel gain among variant devices, such as cellular user equipments (CUEs), D2D user equipments (DUEs) and BSs, etc., under the constraints of their minimum signal to interference-plus-noise ratio (SINR) requirements. Furthermore, the proposed resource-allocation problem can be formulated as the cost function of "maximizing the number of simultaneously activated D2D pairs subject to the SINR constraints at both CUEs and DUEs". Numerical results relying on system-level simulations show that the proposed scheme is capable of substantially improving both the D2D-access probability and the network throughput without sacrificing the performance of conventional CUEs.