• 제목/요약/키워드: computer-related activities

검색결과 261건 처리시간 0.031초

재난신고 종합상황관리체계 발전방안 (The Improvement of Comprehensive situation management systems of Disaster Report)

  • 이정일
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2010년도 추계학술대회
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    • pp.559-580
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    • 2010
  • General Command in the whole situation, managed effectively in order to perform the first briefing room of the reorganization plan and the personnel, the situation room of the business division of the scope(function), information exchange and delivery quickly and accurately to support the computerized Communications equipment and system construction, and various field Construction activities related to the information database construction, and should be made to secure the expertise of management personnel. Building of Computer - communication systems equipment environment for new IT technologies is necessary. From this perspective, the leadership position in the country in the Disaster Management Center in Seoul, organization and personnel, computer systems and communication system status, status of foreign countries like Dispatch managing disaster situations by identifying and analyzing the development plan is aimed to find.

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Research Activities for Cyber Characters in Korea

  • Lee, Ee-Taek;Park, Chan-Jong;Park, Jung-Jo
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.11-14
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    • 1999
  • The forthcoming century will be the "era of cyber society" . In a virtual environment, a cyber character plays the role of an agent for the human being. In this paper, we introduce active researches of industries, universities, and research institutes in Korea. After Adam Soft Inc. presented a cyber singer,“Adam”, a few cyber characters have succeeded commercially through Internet, TV, CF, movies and etc. Some universities had their own characters to make fundamental researches in the fields of modeling, motion control, and VR. Research institutes have been funded recently to a cyber character related researches. This paper briefly reviews the recent research works, and future trends in Korea. in Korea.

Process Improvement for Quality Increase of Weapon System Software Based on ISO/IEC/IEEE 29119 Test Method

  • Park, Byung Hoon;Seo, Yeong Geon
    • 한국컴퓨터정보학회논문지
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    • 제23권12호
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    • pp.115-122
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    • 2018
  • As the proportion of software in weapon systems increases, the impact of software on the overall system is growing. As a result, software quality management becomes important, and related regulations and work manuals for quality assurance activities at each stage in the R & D process are becoming more sophisticated. However, due to the characteristics of the weapon system software that is developed as a customized form for the purpose of a specific mission, there are limits to specifying and definitizing the detailed requirements (upper and lower level) according to various operational concepts during the development process. Due to this, software modification (patch change, shape change due to upgrade, etc.) occurs on account of many defects and performance improvement in the mass production and operation stage after the development is completed. In this study, we analyze the characteristics of these weapon system softwares and propose quality improvement methods based on ISO / IEC / IEEE 29119 test method.

컴퓨터 기반 문제해결력에 영향을 미치는 학생 및 학교 수준의 ICT 요인: 한국과 일본을 중심으로 (Effects of Student- and School-level ICT-related Factors on Computer-based Problem Solving: Focusing on Korea and Japan)

  • 이영호;구덕회;임효진
    • 정보교육학회논문지
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    • 제21권4호
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    • pp.425-435
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    • 2017
  • 본 연구의 목적은 PISA(Programme for International Student Assessment) 2012 결과에 나타난 학생 및 학교수준의 ICT 요인이 컴퓨터 기반 문제해결력에 미치는 영향력을 알아보면서, 추가적으로 한국과 일본의 차이를 비교, 분석하는 데 있다. PISA 2012의 컴퓨터 기반 문제해결력 평가에는 한국에서는 156개 학교의 5,033명의 학생이, 일본에서는 191개 학교의 6,351명의 학생이 참여하였다. 연구방법으로는 2수준 위계선형모형(HLM)을 사용하여 자료 분석을 실시하였다. 두 국가의 공통점으로는 학생들이 컴퓨터와 인터넷에 처음 접한 시기가 빠를수록, 사회경제적배경이 높을수록, 개방성이 높을수록 문제해결력 점수가 높아졌으며, 가정이나 학교에서 제공하는 ICT 기기에 대한 접근성은 문제해결력에 부적인 영향을 미쳤다. 국가 간의 차이점으로는 ICT의 사용 목적이나 태도, 교사-학생관계, 창의적 방과후 활동의 유무 등이 문제해결력에 미치는 효과가 다르게 나타났다.

초등교원양성 기관의 SW 교육 시수 분석 : SWEET 사업의 영향을 중심으로 (An Analysis of Software Education Hours in Elementary School Teacher Training Institutions : Focusing on the Influence of SWEET Project)

  • 이재호;심재권
    • 정보교육학회논문지
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    • 제24권2호
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    • pp.147-155
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    • 2020
  • SWEET 사업은 초등교원양성 기관의 교육과정을 SW 교육으로 개선하고, 컴퓨터 교육 심화전공의 내실화를 갖추는 것을 목적으로 진행되었다. 본 연구는 SWEET 사업이 시작된 2018년도를 기준으로 예비교사의 SW 교육 역량을 향상시키기 위해 변화된 내용을 살펴보고, 사업의 효과성을 분석하는 것이다. 분석은 SWEET 사업이 적용된 전국 교육대학교와 교육대학 11개 기관의 SW 교육 관련 필수로 이수하는 교양, 교과, 실기의 교육과정을 대상으로 하였다. 연구결과, 초등교원양성 기관의 SW 교육과 관련된 학점은 평균적으로 교양이 2.2학점, 교과 2.3학점, 실기 0.6학점을 운영하고 있는 것으로 분석되었다. 교육과정의 년도별 추이를 분석한 결과, SW 교육관련 교과의 학점과 시수 비중은 늘리고 교양과 실기의 비중은 감소하는 것으로 분석되어, SWEET 사업의 효과라고 해석할 수 있다. 하지만, 이수학점이 평균적으로 SW 교육이 5.1학점인 것에 반하여 수학 6.5학점, 과학 7.8학점인 것으로 분석되어 향후 SW 교육을 위한 교육과정의 개선에 시사하는 바가 크다고 할 수 있다.

Study on Index for Evaluation of Playing Ability in Team Sports

  • Min, Dae-Kee
    • Journal of the Korean Data and Information Science Society
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    • 제14권4호
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    • pp.903-913
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    • 2003
  • The objective of the study is to develop a variety of different indices based upon the detailed data obtained through the computer input/analysis program developed recently. Through this new program, all the activities of players can be recorded on a real time basis and they can be analyzed statistically with different types of outputs. Therefore in this research, with the help of the database program, we will develop the indices for teamwork, goal making ability, offense/defense ability, individual player's contribution to the game, and various game related performances.

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음향방출을 이용한 금속의 피로 균열성장 패턴인식 기법 (A Pattern Recognition Method of Fatigue Crack Growth on Metal using Acoustic Emission)

  • 이수일;이종석;민황기;박철훈
    • 대한전자공학회논문지SP
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    • 제46권3호
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    • pp.125-137
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    • 2009
  • 음향방출 기법은 작동중인 상태에서 기계 설비를 비파괴 검사할 수 있는 기법이며, 균열성장 같은 장애의 신뢰성 있는 감시를 위해서 순간적인 균열신호뿐만 아니라 동특성을 이용하는 것이 중요하다. 균열성장을 검출하기 위해 널리 사용되는 물리적 파괴 3단계는 음향방출 현상이 시간에 따라 서로 겹치는 문제점이 있어 정확한 균열성장 시간을 추정하기 어렵다. 제안한 패턴인식 기법은 오경보와 미탐지를 최소화하기 위해서 음향방출 동특성을 입력으로 사용하고, 균열성장 시간을 정확히 추정하기 위해 시간에 따른 클러스터링 기법을 사용한다. 실험결과는 제안한 패턴인식 기법이 압력의 변화에 의한 음향방출의 변화의 강인함 때문에 실용화에 효율적임을 보여준다.

6차와 7차 교과서 분석을 통한 그래프 지도 방안 (An Analysis of Graphing Domain in the Sixth and the Seventh Curriculum Textbooks)

  • 송정화;권오남
    • 대한수학교육학회지:학교수학
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    • 제4권2호
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    • pp.161-192
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    • 2002
  • This paper investigated the teaching and teaming of contents-related graphing in Korean secondary textbooks and suggested the improved methods of graph instruction through this analysis. reification-the case of function, In Harel, G., Dubinsky(Eds.), The Concept of Function : Aspects of Epistemology and Pedagogy Textbooks are analyzed from the viewpoint of the proportion of graphing contents, their sequencing, the proportion of each domain in graphing activities (interpretation vs. construction, quantitative vs. qualitative aspect, local vs. global aspect) and tasks (prediction, translation, scaling), and the difference in the graphing contents between the sixth and the seventh curriculum. This analysis demonstrates that graphing contents are increasing in textbooks, therefore the high school textbooks appear in almost every content area. The graphing activities concentrate on the construction, the quantitative aspects, and the local aspects, and are gradually focusing on the interpretation and global aspects of high school textbooks. Furthermore, most of graphing tasks favor translation. In contrast, the current seventh curriculum includes a balance of interpretation and construction activities and has more global aspects than the sixth curriculum based textbooks; however, the qualitative approach still rarely appears. For the graphing tasks, translation is still prevalent, but the importances of prediction tasks based on graph have increased in comparison with the sixth curriculum textbooks. Further, the seventh curriculum based textbooks are designed to stimulate more dynamic graphing instruction by introducing new tools such as graphing calculators and computer software. We suggest that the qualitative and global aspects should be emphasized in early graph instruction, a variety of graph activities in realistic contexts should be performed, and educational technology such as graphing calculator and computer can be efficient to implement these ideas.

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Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

A Study on Excellent Universities with Video and Media Field in the USA

  • Lee, Soonmi
    • 한국컴퓨터정보학회논문지
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    • 제22권8호
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    • pp.107-112
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    • 2017
  • In this paper, I studied several universities which are especially famous for video and media fields in the United States to develop our international competitiveness. I selected the outstanding US universities and researched the various indexes of corresponding department, internship program and other activities related with company. Then, analyzed the research results and compared with the department of Video Broadcasting at the K women's university in our country. As a result, the retention rate and the graduate rate of the 4-years universities(bachelor's degree) are very higher than the 2-years associated degree among the US universities. On the other hand, although the department of Video Broadcasting at the K women's university is the associated degree course, it shows up the highest the retention rate and the graduate rate than the US universities. Therefore, we are able to recognize that K Women's University has managed its students well. However, the employment rate of the K Women's University was poor than the US universities due to the lack of the internship programs, other activities supported by companies and the career service center.