• 제목/요약/키워드: evolution research experience

검색결과 52건 처리시간 0.027초

Statistical Analysis of Fly-by interactions between Galaxies via Cosmological Simulations

  • An, Sung-Ho;Kim, Jeonghwan;Yun, Kiyun;Kim, Juhan;Yoon, Suk-Jin
    • 천문학회보
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    • 제38권2호
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    • pp.51.2-51.2
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    • 2013
  • Galactic fly-by interactions are believed to be far more frequent than direct mergers, acting as hidden drivers of galaxy evolution. We perform a tree-particle-mesh code GOTPM, and investigate the statistical properties of the fly-by interactions as functions of halo masses and ambient environments. Based on the total energy of the two halos of interest, impulsive fly-by pairs are identified from eventual merger candidates. We find three obvious results as follows: (1) Halos in the high-dense environment experience more frequent mergers and fly-by encounters than those in the low-dense region; (2) In the massive halos, both merger and fly-by fractions evolve more dramatically with time than those in dwarfs; and (3) The fly-by fraction decreases as approaching the present epoch, in contrast to the increase of the merger fraction.

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진화 교육 연구 경험 유무에 따른 생명과학 교사의 교수 실행 사례 연구 (Case Study of Teaching Practices of Biology Teachers with and without Research Experience in Evolution Education)

  • 고유선;차희영;임미리
    • 한국과학교육학회지
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    • 제37권4호
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    • pp.747-761
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    • 2017
  • 이 연구는 생명 과학 교수 실행에 있어서 진화 교육 연구 경험이 있는 교사가 그렇지 않은 교사와 어떤 차이를 나타내는지 알아보기 위해 수행되었다. 연구를 위해 진화 교육에 대한 연구 경험이 있는 교사 두 명과 이에 대한 비교집단으로 진화 교육에 대한 연구 경험이 없는 교사 두 명, 총 네 명의 생명과학 교사들을 목적 표집하였다. 먼저, 사전면담을 통해 교사들의 배경지식을 수집하였으며, 생명과학 수업 중 진화 단원과 비진화 단원을 각각 2차시씩 선정하였다. 녹음된 수업은 전사하였으며, 교사들의 진화에 대한 견해 및 교수 실행에 반영된 진화 내용을 중심으로 분석하였다. 또한, 연구를 위한 기초자료로 과학 교수내용지식 설문지, 진화론의 개념 검사지, 진화론의 수용 검사지를 사용하여 자료수집 및 분석 하였다. 연구결과 교사들의 진화 개념에 대한 이해 수준은 진화의 중요성 인식과는 관련이 없는 것으로 나타났다. 다만, 교사 개인의 종교적인 신념이나, 진화의 중요성을 인식하는 것에 대한 필요 자체를 느끼지 못함이 진화의 중요성 인식에 부정적인 영향을 미쳤다. 이 때문에 진화교육 연구 미경험 교사들은 진화의 중요성을 인식할 수 있는 교사 재교육 기회도 거부하는 경향을 보였다. 또한 미경험 교사들은 교과서 및 교육과정에서 나타난 진화 개선점에 대해 피상적으로만 파악하고 있었다. 생명과학 교수 실행 내용을 분석한 결과 경험 교사들의 진화 주요 개념 활용 비율이 더 높게 나타났다. 그리고 경험 교사들만이 자신의 교수 실행에서 나타난 오개념을 스스로 인지하고 이러한 오개념이 나타나게 된 원인에 대해 설명을 했다. 이를 통해 진화 교육 연구 경험 교사가 진화 주요 개념들을 폭넓게 활용할 뿐만 아니라 진화 관련 오개념 방지에 더 실천적임을 확인하였다. 연구 결과는 생물 교육에서 진화의 중요성을 깨닫지 못한 교사들에게 좀 더 다양하고 많은 진화 관련 교사교육 프로그램을 제공할 필요성을 알려준다.

한국 기업의 지식진화와 노나카의 하이퍼텍스트 조직이 한국 기업에게 주는 시사점: 현대자동차의 지식진화 사례를 통하여 (Knowledge Evolution in Korean Companies and Implications of the Hypertext Organization to the Korean Companies: Through the Case of the Hyundai Motors)

  • 이홍
    • 지식경영연구
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    • 제2권1호
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    • pp.95-108
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    • 2001
  • The purpose of the current study is to see what implications Nonaka's hypertext organization concept has to Korean companies. For this, first characteristics and stages of the knowledge evolution in Korean companies were reviewed compared with those in companies in advanced countries. Hyundai Motors was analyzed for an evidence case from which characteristics and stages of knowledge evolution in Korean companies could be figured. From these analyses it was found that the context where Nonaka's hypertext organization cocpet is based on could be different from contexts some Korean companies could experience, suggesting that the applicability of the Nonaka's concept might have some limitation.

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An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • 대한인간공학회지
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    • 제31권4호
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.

차 산업 서비스 모델의 변천 패턴에 대한 연구 - 중국 광시 지역 세대별 니즈를 중심으로 (Study on the Evolution pattern of Tea Industry Service Mode: Focusing on the Needs of Each Generation in GuangXi, China)

  • 리핑;장완석;반영환
    • 한국융합학회논문지
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    • 제12권6호
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    • pp.65-74
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    • 2021
  • 2020년부터 중국 광시 지방정부는 차 산업과 레저 문화 관광, 과학 보급 교육, 양생 양로 등 산업의 심층융합에 주목하고 있다. 또한 차 산업이 빠르게 발전하고 있어 3차 산업 생산 목표치를 250억 위안으로 계획하였다. 본 연구는 세대별 소비자에 대한 설문조사, 현지조사, 전문가 인터뷰 등을 통하여 차에 대한 니즈와 선택의 차이에 대해 분석하여 광시 차 산업 서비스 모델의 변화 패턴을 연구하였다. 연구 결과에 따르면, 소비자는 세대별로 생활방식, 쇼핑 습관, 서비스 디자인, 사용자 경험, 사회적 니즈, 개인적 니즈에서 뚜렷한 차이가 있다. 이에 차 제품에 대한 니즈와 행동 패턴을 분석하고 광시 차 산업 서비스 모델의 패턴 변화에 근거해보면, 세대별 소비자의 차 선택의 차이가 차 제품의 수요, 행동 패턴에 유의미한 차이와 패턴 변화를 발견할 수 있다. 끝으로 차 산업의 발전을 위한 서비스 디자인, 사용자 경험 모델 개발의 필요성을 주목하고 있다.

인터렉티브 스토리텔링의 구조적 디자인 (Structural Design of Interactive Storytelling)

  • 이준희
    • 디자인학연구
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    • 제16권4호
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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Diffusion of ICT from the view of ICT generation: The experience in the UK during the 1980s

  • Hwang, Gyu-hee
    • 한국기술혁신학회:학술대회논문집
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    • 한국기술혁신학회 2001년도 춘계학술대회:발표자료
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    • pp.205-242
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    • 2001
  • This paper aims to provide a better understanding about how Information and Communication technology (ICT) has diffused. The investigation is conducted with the consideration of ICT evolution in terms of technological change and usage pattern. The definition used is presented as 'the ICT is a process of convergence of technologies between information-processing and information-transforming technologies, mainly due to the advent of microelectronlcs'. After examining technological changes of ICT, the diffusion path of ICT is traced through the usage ratio in total input and/or investment based on Input-Output tables (I-O). It shows that the evolution of ICT from the change of usage pattern is an up-and-down usage pattern rather than a uni-modal usage time path. With this recognition, the diffusion index is prepared. JEL classification : C43, L63, O33.

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Quality Assurance Experience in Korea

  • 이종찬
    • 비파괴검사학회지
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    • 제4권1호
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    • pp.23-29
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    • 1984
  • This paper describes the evolution of quality assurance in Korea from it's total reliance on foreign contractors to the present status of conducting all QA functions independently. A brief status of the Republic of Korea Regulatory Bodies, licensing precess, codes and standards, and the quality organization of the Korea Electric Power Corporation are also included.

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존 듀이의 경험이론을 통한 이용자 공간 지각 특성 연구 (Study on the Characteristics of the User Space Perception through the Use Dewey's Theory of Experience)

  • 고귀한;김정곤;강민기
    • 한국실내디자인학회논문집
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    • 제22권3호
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    • pp.100-107
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    • 2013
  • In smart era, concept of User experience has been an important issue both in academic and practical areas in recent years. Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user?centered design methodology which uses the influential factors on the interactivity. As, well developed information technology made a lot of changes to various fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system. So, a user's movement in the space in more than just a movement itself-user's movement now forms a important spatial structure that leads the narrative of the space. in this research, I will come up with the problems that the interactive space has right now, and analyze what the public space must have, and combine them with interactive space by HCI theory. architecture space is not the old space adapting digital technology. In order to take the role as new space paradigm. environment and technology, it has to develop technology continuously and experimental space at the same time. It must have co-evolution of architecture space field and others through organic network. by that, the evolution of space will be in the way that combines space which is responded to human emotion and user centric human friendly.

EFFICIENT SCREWING : last developments and Korean experience

  • Ines MEYUS;Maurice Bottiau;Myung-Whan Lee;Jong-Bae Park;Yong-Boo Park
    • 한국지반공학회:학술대회논문집
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    • 한국지반공학회 1999년도 가을 학술발표회 논문집
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    • pp.405-414
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    • 1999
  • The auger and screw piles have known an important evolution during the last decade. Besides the large success of augercast (CFA) piling systems, new systems have been developed combining, to a variable extent, the classical extraction auger with especially designed displacement tools in order to develop screw piles with partial or total lateral soil displacement. These last developments cover the whole range of lateral soil displacement and are more difficult than ever to compare. The authors present the latest evolutions in auger piling systems and compare them with respect to penetration performances, bearing capacities and amount of spoil generated. A special focus is given to a new efficient system: the OMEGA(H) pile in use in Korea since 1997. The results of the Hongcheon site are presented where this R system was applied for a new investment of the Korean National Housing Corporation (KNHC). This first important experience, with the execution of some 1,500 Omega piles with diameter 410 mm, is presented. The piles were installed through loose silty sands down to very dense sands and layers of gravel. The results of full-scale load tests are analysed and show the conformity with requirements of the clients.

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