• Title/Summary/Keyword: Team collaboration

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Development and usability evaluation of a Collaborative Mind map Authoring Tool (협업을 위한 공동 작업용 마인드맵 도구 개발 및 사용성 평가)

  • Sin, Eun Joo;Choi, Ja-Ryoung;Im, Su Jie;Lim, Ji Su;Choi, Yu Jin;Lim, Soon Bum
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.187-192
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    • 2018
  • Mind map is a very useful technique for brainstorming. Therefore, it can be effectively used for collaboration as a creative group conception. However, existing mind map software is not possible to collaborate because it is difficult to share mind map or discuss among members. In this study, we developed a mind map system that can support collaborative work as well as individual authoring and editing. This can incorporate individual mind maps of members into mind map of team, share and discuss them, and modify the mind map. This is convenient because it does not require a separate program installation, and verifies usability to support the process of collaborative process through usability evaluation.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

A Case Study on the class of Using PBL (PBL을 활용한 <문화와 철학의 이해> 수업 사례 연구)

  • Park, Hae Rang
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.435-440
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    • 2021
  • This study examines the effectiveness of the study through a case of PBL (problem-based learning) class conducted in a balanced culture course called at 00 - University in the second semester of 2020. The effects we can achieve through learning are as follows: First, problem-based learning (PBL) has sufficient active interaction between the teacher and the learner. Second, PBL learning can actively utilize various problems that fit the characteristics of the subject and actively utilize the process of role sharing and collaboration. Third, critical perceptions of problem situations can be extended. The limitations identified in this class case are, first, the nature of the subject, "Understanding Culture and Philosophy," which makes it possible to discuss the global cultural phenomenon, but it should be discussed in terms of philosophy. Second, it is not easy to work as a team on non-face-to-face online.

A Design of Participative Problem Based Learning (PBL) Class in Metaverse (메타버스에서의 참여형 PBL 수업 설계)

  • Lee, Seung Ho
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.91-97
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    • 2022
  • Recently, as per a representative education method to develop core capabilities (such as critical thinking, communication, collaboration, and creativity) problem based learning (PBL) has been widely adopted in universities. Two important features of PBL are 'collaboration between team members' and 'participation based self-directed learning'. These two features should be satisfied in online education, although it is difficult due to the limitation on space and time in the COVID-19 pandemic. This paper presents a new design of PBL class in Metaverse, based on improving the online PBL class operated in the previous semesters in the H university. In the proposed PBL class, students are able to display materials (e.g., image, pdf, video files) in 3D virtual space, that are related to problem solving. The 3D virtual space is called gallery in this paper. The concept of gallery allows for active participation of students. In addition, the gallery can be used as a tool for collaborative meeting or for final presentation. If possible, the new design of PBL class will be applied and its effectiveness will be analyzed.

Development of a General Occupational Safety and Health (OSH) Guide for Maintenance in Etching, Deposition, and Ion Implantation Facilities (반도체 공정 설비 정비 작업 안전보건 가이드: 증착, 식각, 이온주입)

  • Kyung Ehi Zoh;Taek-hyeon Han;Jae-jin Moon;Ingyun Jung;Yeong Woo Hwang;Seyoung Kwon;Kyung-yoon Ko;Mingun Lee;Jaepil Chang;Dong-Uk Park
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.34 no.2
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    • pp.125-133
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    • 2024
  • Objectives: The aim of this study is to develop a comprehensive Occupational Safety and Health (OSH) guide for maintenance tasks in semiconductor processing, specifically focusing on etching, deposition, and ion implantation processes. Methods: The development of the OSH guide involved a literature review, consultations with industry experts, and field investigations. It concentrates on Maintenance Work (MW) operations in these specialized areas. Results: The result is a detailed OSH guide tailored to MW in etching, deposition, and ion implantation facilities within semiconductor processing. This guide is structured to assist maintenance workers through pre-, during and post-MW phases, ensuring easy comprehension and adherence to safety protocols. It highlights the necessity of safety and health measures throughout the MW process to protect personnel. The guide is enriched with real-life scenarios and visual aids, including cartoons and photographs, to aid in the understanding and implementation of safety and health principles. Conclusions: This OSH guide is designed to enhance the protection of workers engaged in maintenance activities in the electronics sector, particularly in semiconductor manufacturing. It aims to improve compliance with safety and health standards in these high-risk environments.

The Effects of a Co-Worker's Cognitive Response on Human-Robot Team Productivity in Construction

  • Francis BAEK;Juhyeon BAE;Changbum AHN;SangHyun LEE
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1049-1056
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    • 2024
  • Human-robot collaboration (HRC) is an emerging form of work anticipated to improve construction productivity by integrating robotic capabilities with human expertise. With the expected transition towards tasks that demand more cognitive efforts for human workers, considering the cognitive status of each co-worker, such as task engagement and vigilance, can become crucial to achieve high-quality human performance during HRC, potentially contributing to a more productive HRC in construction. However, the potential cognitive changes of each co-worker have remained unclear during HRC, as studies have primarily focused on identifying general trends from aggregated cognitive responses of people, in which an individual's response can be overlooked. In this study, we examine the cognitive response of each co-worker during HRC for a construction task. We observed the cognitive responses of 18 people while they were experiencing different collaborating conditions, such as the robot's different movement speed, during a bricklaying task with an arm-type collaborative robot. For each participant, we analyzed electroencephalogram (EEG) signals to identify the changes in cognitive status by using a wearable EEG headset. The results present that the cognitive responses of almost all the participants were significantly and differently affected during HRC, impacting the estimated productivity of their human-robot teams. The findings of the study present the importance of considering each co-worker's potentially unique cognitive response as a way to achieve cognitive wellbeing while pursuing high productivity within human-robot teams, potentially contributing to overall productive HRC in construction.

A Study on the Organizational Structure and Operational Plans of Local Government Representing Library - with a Reference to the Library of Busan - (지역대표도서관의 조직 및 운영방안에 관한 연구 - (가칭)부산도서관을 중심으로 -)

  • Kim, Youngkee;Chang, Durk-Hyun;Lee, Yong-Jae
    • Journal of Korean Library and Information Science Society
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    • v.46 no.3
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    • pp.51-70
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    • 2015
  • The objective of this study is to present the organization and management plan for the new main library in Busan metropolitan city. The characteristics of the Busan Library was defined as follows: stronghold library of Busan, policy and research library, and research hub for Busan studies. The five core functions of the library are to be library policy making, support and collaboration, preservation, information services, and administrative support. In order to fulfill the duties and the roles of the library, it has been suggested to maintain 4 departments along with 1 team including the department of library policy, the department of support and collaboration, the department of information services, the department of administrative support, and the preservation team. It has also been suggested to secure proper number of personnel including 43 staff members for the opening of the library, which consist of 10 administrative staff, 31 librarians and 2 computer specialists. The annual operating budget has been estimated to 4.33 billion won including labor cost (1.53 billion won), acquisitions (.735 billion won) and, other operating cost (2.13 billion won).

A Subjectivity Study of Culinary Arts Major Students in Problem Based Learning(PBL) Program for Culinary Competition (조리전공 대학생의 요리경연대회 참가를 위한 문제중심학습(PBL) 적용사례연구)

  • Shin, Seoung-Hoon;Kim, Chan-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.598-608
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    • 2019
  • This study provided the analysis of the culinary arts students' subjectivity in problem based learning(PBL) program for culinary competition. Q methodology was employed for finding common characteristic of among students' opinion and also future suggestion was generated. The study found four different types of common structures. First one is Problem-Solving Ability Type(N=6), the second one is Team Member Collaboration Important Type(N=8), The third one is Self-Directed Learning Needed Type(N=3), and the last one is Employment Preparation Type(N=2). Through the analysis, students aware this particular PBL program as a problem solving skill development, understanding of coworking in group, importance of self directed learning, and preparation for securing job opportunity. The study also suggest that the educator need to perform as a negotiator in coworking process within group members and need to have an active approach on stimulation of study motivation among the students.

Implementation of Role-based Command Hierarchy Model for Actor Cooperation (ROCH: 워게임 모의개체 간 역할기반 협력 구현 방안 연구)

  • Kim, Jungyoon;Kim, Hee-Soo;Lee, Sangjin
    • Journal of the Korea Society for Simulation
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    • v.24 no.4
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    • pp.107-118
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    • 2015
  • Many approaches to agent collaboration have been introduced in military war-games, and those approaches address methods for simulation entity (actor) collaboration within a team to achieve given goals. To meet fast-changing battlefield situations, an actor must be loosely coupled with their tasks and be able to take over the role of other actors if necessary to reflect role handovers occurring in real combat. Achieving these requirements allows the transfer of tasks assigned one actor to another actor in circumstances when that actor cannot execute its assigned role, such as when destroyed in action. Tight coupling between an actor and its tasks can prevent role handover in fast-changing situations. Unfortunately, existing approaches and war-game strictly assign tasks to actors during design, therefore they prevent the loose coupling. To overcome these shortcomings, our Role-based Command Hierarchy (ROCH) model dynamically assigns roles to actors based on their situation at runtime. In the model, "Role" separates actors from their tasks. In this paper, we implement the ROCH model as a component that uses a publish-subscribe pattern to handle the link between an actor and the roles of its subordinates (other actors).

A Mathematical Approach of Work Assignment for Human Resource in Software Development (소프트웨어 개발인력 배치를 위한 수학적 업무 배정 방법)

  • Chen, Xiang;Lee, Sang-Joon;Seo, Seong-Chae;Kim, Byung-Ki
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.205-214
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    • 2013
  • Team collaboration is becoming commonplace and it is spotlighted in agile software development projects as well. More efficient teamwork in terms of effective team operation and project performance is very important. Heuristic software development staffing method has been used, but algorithm approach is needed to compensate for it. In this paper, we propose a mathematical approaches for staffing developers in teamwork-based software development projects. This consist of six process, and activities in each processor is defined as a mathematical function placement, and functional deployment matrix is used. A case study is presented in order to prove the usefulness of this approach. This paper is a significant research because a mathematical approach of work assignment is developed for human resources by quantitative logic and it deviate from intuitive or heuristic methods used previously.