• Title/Summary/Keyword: designing fields

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Designing a data based school with Internet of Things (데이터 기반 학교 운영을 위한 사물인터넷(IoT) 활용 환경 설계)

  • Kye, Bo-kyung
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.20 no.3
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    • pp.25-32
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    • 2021
  • This study analyzed the application articles of the Internet of Things (IoT) in the educational environment. It defined learning environmental data, utilization scenarios, and models that IoT can improve teaching and learning through Focus Group Interviews for academic experts, teachers, and technicians in related fields. In addition, the IoT pilot prototype was developed, verified, and drew implications from the perspective of collection, analysis, and utilization of real-time data based on the actual school settings. This study has significance as a priori case of building and applying a learning environment using the Internet of Things in real school settings considering relevant restrictions.

A Study on the Effect of characteristics of smart educational contents by the UX types on the concentration and attitude of a learner (스마트 교육 콘텐츠의 UX 유형별 특성이 학습자의 몰입과 학습태도에 미치는 영향 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.197-209
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    • 2014
  • The smart paradigm in the modern society is bringing about a rapid smart sensation and there are means of informational communications being developed with the smart technology in various fields. Accordingly, for an effective smart education, it is necessary to create the customized educational contents for the learners, the users of the education. In this study, the contents of smart education are categorized based on the user experiences. As a result of the analysis, the 3 types of UX are found to have a playful influence on the learning concentration and it is also deduced that such concentration of a learner positively affects his or her attitude towards learning. Moreover, by the age and gender groups, there were differences in the preferences for each of the UX type, so that, in result, gave the valid data for designing and applying the suitable UX type for creating contents of smart education for different main target groups.

Classification of Exponent Permutations over finite fields GF($2^n$) and its applications (유한체 상의 지수 함수의 분류와 암호학에의 응용)

  • Park, Sang-Woo;Kim, Kwang-Jo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.6 no.4
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    • pp.97-106
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    • 1996
  • In this paper, we define an equivalence relation on the group of all permutations over the finite field GF($2^n$) and show each equivalence class has common cryptographic properties. And, we classify all exponent permutations over GF($2^7$) and GF($2^8$). Then, three applications of our results are described. We suggest a method for designing $n\;{\times}\;2n$ S(ubstitution)-boxes by the concatenation of two exponent permutations over GF($2^n$) and study the differential and linear resistance of them. And we can easily indicate that the conjecture of Beth in Eurocrypt '93 is wrong, and discuss the security of S-box in LOKI encryption algorithm.

Difficulty Analysis of an Introductory Computer Programming Course for non-Major Students (비전공자 대상의 컴퓨터 프로그래밍 입문 교양 수업에서의 학습자의 어려움 분석)

  • Kim, Jaekyung;Sohn, Eisung
    • Journal of Creative Information Culture
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    • v.7 no.2
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    • pp.69-77
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    • 2021
  • In the past, computer programming was a course taken by students of computing domain majors. With the advent of the fourth industrial revolution, students in all major fields are taking it as the general required course. However, students have difficulties in learning new subject such as unfamiliar computational problem solving approach and general purposed programming language, which can lead to negative phenomena such as learning effectiveness, confidence, and decreased interest. In this paper, the causes of difficulties experienced by non-majors students while learning programming language are analyzed and identified through qualitative and quantitative research on questionnaires, journals, and achievements. Thus, we suggest that designing an educational plan that minimizes difficulties.

Investigation of Trend in Virtual Reality-based Workplace Convergence Research: Using Pathfinder Network and Parallel Neighbor Clustering Methodology (가상현실 기반 업무공간 융복합 분야 연구 동향 분석 : 패스파인더 네트워크와 병렬 최근접 이웃 클러스터링 방법론 활용)

  • Ha, Jae Been;Kang, Ju Young
    • The Journal of Information Systems
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    • v.31 no.2
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    • pp.19-43
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    • 2022
  • Purpose Due to the COVID-19 pandemic, many companies are building virtual workplaces based on virtual reality technology. Through this study, we intend to identify the trend of convergence and convergence research between virtual reality technology and work space, and suggest future promising fields based on this. Design/methodology/approach For this purpose, 12,250 bibliographic data of research papers related to Virtual Reality (VR) and Workplace were collected from Scopus from 1982 to 2021. The bibliographic data of the collected papers were analyzed using Text Mining and Pathfinder Network, Parallel Neighbor Clustering, Nearest Neighbor Centrality, and Triangle Betweenness Centrality. Through this, the relationship between keywords by period was identified, and network analysis and visualization work were performed for virtual reality-based workplace research. Findings Through this study, it is expected that the main keyword knowledge structure flow of virtual reality-based workplace convergence research can be identified, and the relationship between keywords can be identified to provide a major measure for designing directions in subsequent studies.

Design of Logging Infrastructure in Consideration of the Dynamically Changing Environment

  • MOKHIREV, Aleksandr;RUKOMOJNIKOV, Konstantin;GERASIMOVA, Marina;MEDVEDEV, Sergey
    • Journal of the Korean Wood Science and Technology
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    • v.49 no.3
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    • pp.254-266
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    • 2021
  • Using forest resources involves solving complex and diverse tasks. At the same time, one of the key goals in the field is improving the quality of forest infrastructure. This direction requires adequate mathematical and economic justification. Moreover, creating an effective infrastructure will not only increase the accessibility and usage volumes of wood and other forest resources, but also contribute to the development of continuous and sustainable forest management. The existing practice of making decisions in terms of the organizational and technological aspects of logging, based on the personal experiences of managers or leading specialists in enterprises, hinders the achievement of constant optimal efficiency. The paper presents results that are a continuation of the research cycle of the authors' team in the fields of optimization and algorithmization of various logging processes. The focus of the study lies in the processing and movement of wood resources, the most valuable products of the investigated groups of enterprises. To this end, the paper presents a developed algorithm for determining an effective technological chain of transportation in logging operations, and for improving loading and unloading processing operations under dynamic natural and production conditions. This algorithm serves as the methodological basis for designing logging infrastructure in a dynamically changing environment.

Fundamental Function Design of Real-Time Unmanned Monitoring System Applying YOLOv5s on NVIDIA TX2TM AI Edge Computing Platform

  • LEE, SI HYUN
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.22-29
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    • 2022
  • In this paper, for the purpose of designing an real-time unmanned monitoring system, the YOLOv5s (small) object detection model was applied on the NVIDIA TX2TM AI (Artificial Intelligence) edge computing platform in order to design the fundamental function of an unmanned monitoring system that can detect objects in real time. YOLOv5s was applied to the our real-time unmanned monitoring system based on the performance evaluation of object detection algorithms (for example, R-CNN, SSD, RetinaNet, and YOLOv5). In addition, the performance of the four YOLOv5 models (small, medium, large, and xlarge) was compared and evaluated. Furthermore, based on these results, the YOLOv5s model suitable for the design purpose of this paper was ported to the NVIDIA TX2TM AI edge computing system and it was confirmed that it operates normally. The real-time unmanned monitoring system designed as a result of the research can be applied to various application fields such as an security or monitoring system. Future research is to apply NMS (Non-Maximum Suppression) modification, model reconstruction, and parallel processing programming techniques using CUDA (Compute Unified Device Architecture) for the improvement of object detection speed and performance.

Impacts of Badges and Leaderboards on Academic Performance: A Meta-Analysis

  • KIM, Areum;LEE, Soo-Young
    • Educational Technology International
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    • v.23 no.2
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    • pp.207-237
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    • 2022
  • As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively "in-person" education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.

Designing a Remote Electronic Irrigation and Soil Fertility Managing System Using Mobile and Soil Moisture Measuring Sensor

  • Asim Seedahmed Ali, Osman;Eman Galaleldin Ahmed, Kalil
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.71-78
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    • 2022
  • Electronic measuring devices have an important role in agricultural projects and in various fields. Electronic measuring devices play a vital role in controlling and saving soil information. They are designed to measure the temperature, acidity and moisture of the soil. In this paper, a new methodology to manage irrigation and soil fertility using an electronic system is proposed. This is designed to operate the electronic irrigation and adds inorganic fertilizers automatically. This paper also explains the concept of remote management and control of agricultural projects using electronic soil measurement devices. The proposed methodology is aimed at managing the electronic irrigation process, reading the moisture percentage, elements of soil and controlling the addition of inorganic fertilizers. The system also helps in sending alert messages to the user when an error occurs in measuring the percentage of soil moisture specified for crop and a warning message when change happens to the fertility of soil as many workers find difficulty in daily checking of soil and operating agricultural machines such as irrigation machine and soil fertilizing machine, especially in large projects.

Defining Competency for Developing Digital Technology Curriculum (디지털 신기술 교육과정 개발을 위한 역량 정의)

  • Ho Lee;Juhyeon Lee;Junho Bae;Woosik Shin;Hee-Woong Kim
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.135-154
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    • 2024
  • As the digital transformation accelerates, the demand for professionals with competencies in various digital technologies such as artificial intelligence, big data is increasing in the industry. In response, the government is developing various educational programs to nurture talent in these emerging technology fields. However, the lack of a clear definition of competencies, which is the foundation of curriculum development and operation, has posed challenges in effectively designing digital technology education programs. This study systematically reviews the definitions and characteristics of competencies presented in prior research based on a literature review. Subsequently, in-depth interviews were conducted with 30 experts in emerging technology fields to derive a definition of competencies suitable for technology education programs. This research defines competencies for the development of technology education programs as 'a set of one or more knowledge and skills required to perform effectively at the expected level of a given task.' Additionally, the study identifies the elements of competencies, including knowledge and skills, as well as the principles of competency construction. The definition and characteristics of competencies provided in this study can be utilized to create more systematic and effective educational programs in emerging technology fields and bridge the gap between education and industry practice.