• 제목/요약/키워드: step skill

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헤어와 메이크업 일러스트레이션 기법 연구 -사실적 표현기법에 의한 작품제작을 중심으로- (A Study of Hair and Make up illustration Techniques -focusing on production based on graphical expression techniques-)

  • 구자명
    • 한국패션뷰티학회지
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    • 제1권1호
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    • pp.65-78
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    • 2003
  • This research is to provide practical help in learning hair and makeup illustration skills by presenting techniques for hair and makeup drawing; to serve efficient illustration education; and to enhance the status of beauty and contribute to artistic development. Hair style and makeup techniques include graphical one, pattern-centered one, one using pattern paper, simplifying one and mood one expressing image. Of them, this research made the illustrations to use cosmetics, color pencils and pastel based on the graphical technique. for each design of the illustrations, ethnic, sexy, natural, romantic and gorgeous images, which were considered to be appropriate to the graphical technique, were chosen by the researcher out of hair and makeup styles that appeared in the fashion magazines including Vogue, Gap, Mode et Mode from 2000 through 2001. In particular, they were chosen with focusing on basic styles. The summaries below were found with the experience of making illustrations. Various techniques and skills are required to express the ideas of hair and makeup styles. Of them, the graphical technique is very useful as the primary step to learn various techniques and improve drawing skills. First, the graphical technique may enable not only expressing what is desired to draw as is, but also accurately representing hair and makeup designs so as to convey objective expression. In this regard, it is a proper way to achieve its inherent purpose as conveyance of messages. Second, more accurate styling of hair and makeup is available through graphical expression, which helps understand related practical techniques. In addition, makeup illustration, which is expressed through direct makeup products and instruments, may serve skill improvement since such direct use provides the feeling of real makeup. Third, the graphical technique as a basic drawing skill may unrestrictedly show the artist's expression ability. Fourth, although artistic merits implying individuality and creativity should be shared through illustrations that express the artist's ideas or emotions, the graphical technique is the easiest method to beginners who just started learning of illustration, in that it enables expression without highly advanced skills.

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유비쿼터스 센서 네트워크 기술을 활용한 무인감시체계 연구 (A study on unmanned watch system using ubiquitous sensor network technology)

  • 위겸복
    • 안보군사학연구
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    • 통권7호
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    • pp.271-303
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    • 2009
  • "Ubiquitous sensor network" definition is this-Someone attaches electro-magnetic tag everything which needs communication between man to man, man to material and material to material(Ubiquitous). By using attached every electro-magnetic tag, someone detects it's native information as well as environmental information such as temperature, humidity, pollution and infiltration information(Sensor). someone connects it realtime network and manage generated information(Network). 21st century's war is joint combined operation connecting with ground, sea and air smoothly in digitalized war field, and is systematic war provided realtime information from sensor to shooter. So, it needs dramatic development on watch reconnaissance, command and control, pinpoint strike etc. Ubiquitous computing and network technologies are essential in national defense to operate 21st century style war. It is possible to use many parts such as USN combined smart dust and sensor network to protect friend unit as well as to watch enemy's deep area by unmanned reconnaissance, wearable computer upgrading soldier's operational ability and combat power dramatically, RFID which can be used material management as well as on time support. Especially, unmanned watch system using USN is core part to transit network centric military service and to get national defense efficiency which overcome the dilemma of national defense person resource reducing, and upgrade guard quality level, and improve combat power by normalizing guardian's bio rhythm. According to the test result of sensor network unmanned watch system, it needs more effort and time to stabilize because of low USN technology maturity and using maturity. In the future, USN unmanned watch system project must be decided the application scope such as application area and starting point by evaluating technology maturity and using maturity. And when you decide application scope, you must consider not only short period goal as cost reduction, soldier decrease and guard power upgrade but also long period goal as advanced defense ability strength. You must build basic infra in advance such as light cable network, frequency allocation and power facility etc. First of all, it must get budget guarantee and driving force for USN unmanned watch system project related to defense policy. You must forwarded the USN project assuming posses of operation skill as procedure, system, standard, training in advance. Operational skill posses is come from step by step application strategy such as test phase, introduction phase, spread phase, stabilization phase and also repeated test application taking example project.

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문제중심학습 기반 STEAM 현장체험학습 프로그램이 초등과학 영재의 과학 탐구 능력, 창의적 문제해결력 및 과학적 태도에 미치는 영향 (The Effect of Problem-Centered Learning Based STEAM Field Experience Learning Program on Science Process Skills, Creative Problem Solving Ability, and Scientific Attitude of Gifted Students in Elementary Science)

  • 고동국;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제40권1호
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    • pp.113-125
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    • 2021
  • In this study, a problem-centered learning based STEAM field experience learning program was developed and the effects of applying it were investigated. The program was composed of 8 sessions by using problem-centered learning education method and integrating STEAM elements between disciplines. The contents of program are as follow. In the step of sharing problems and making a problem-solving plan, they understood the various examples and meanings of endangered species, explored the project activities, and made an inquiry plan. In the search and re-exploration phase, a smart device was used to investigate the appearance, habitat environment and cause of extinction for Clithon retropictus, and a site inquiry plan was established for each group. Then, they moved to the field to explore brackish-headed gallops and discuss ways to protect endangered species. In the step of creating a solution, a web-based report was produced as the final product using smart devices based on the results of the inquiry. In the presentation and evaluation stage, the produced web-based report was used to present each group, conduct mutual evaluation, and organize project activities. The developed program was applied to 6th grade 29 students enrolled in the J University Gifted Education Center. In order to find out the effectiveness of the program, tests of science process skill, creative problem-solving ability, and scientific attitude were conducted before and after of program learning, and the results were statistically analyzed by t-test. In addition, a STEAM program satisfaction test was conducted after project in order to find out the satisfaction of the class. As a result of application of the program, the results were significantly improved in openness, criticism, and creativity among the sub-factors of creative problem-solving ability and scientific attitude. Satisfaction with the STEAM program was also high, but no significant result was found in science process skill. Therefore, the program of this study could be influenced on improvement of creative problem-solving ability and scientific attitude of gifted students in elementary science.

배구 블로킹 시 스텝 방법에 대한 운동학적 비교 분석 (Comparative Analysis of the Kinematics of Types of Step during Blocking in Volleyball)

  • 정지운;염창홍;박영훈;박태진;서국웅;서국은
    • 한국운동역학회지
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    • 제18권1호
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    • pp.73-83
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    • 2008
  • 이 연구의 목적은 배구 블로킹 시 스텝 방법에 따른 남자 대학 배구선수 7명과 체육 전공 남자 대학생 7명을 대상으로 운동학적 특성을 3차원 영상분석으로 구명하는 데 그 목적이 있다. 이 연구의 결과는 다음과 같다. 1. 모든 스텝 방법에서 숙련 그룹이 미숙련 그룹보다 이지 시 최대 수직속도에서 빠르게 나타났고, 점프높이는 높게 나타났다. 2. 크로스 오버 스텝 블로킹 시 엉덩 관절, 무릎 관절, 발목 관절각도의 E1에서 숙련 그룹이 미숙련 그룹보다 작게 굴곡하는 것으로 나타났다. 3. 모든 스텝 방법에서 엉덩 관절, 무릎 관절, 발목 관절의 최대 각속도는 E2에서 나타났다. 4. 크로스 오버 스텝 블로킹 시 엉덩 관절, 무릎 관절, 발목 관절각속도의 E2에서 숙련 그룹이 미숙련 그룹보다 느린 것으로 나타났다. 결론적으로 상지의 사용이 자유로운 크로스 오버 스텝 블로킹이 점프높이를 통한 방어 능력 개선에는 다소 효율적인 방법인 것으로 판단된다.

구성주의적 수행평가 워크숍에 참여한 예비 화학교사의 수행평가 과제 개발 과정에서 고려된 교과교육학 지식(PCK) 구성 요소 및 연계의 특징 (The Characteristics of PCK Components and Their Integrations in Developing Performance Assessment Tasks of Pre-Service Chemistry Teachers Participating in Constructive Performance Assessment Workshop)

  • 이재원;류고운;강석진;노태희;강훈식
    • 한국과학교육학회지
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    • 제38권4호
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    • pp.505-518
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    • 2018
  • 이 연구에서는 구성주의적 수행평가 워크숍에 참여한 예비 화학교사가 수행평가 과제 개발 과정에서 고려하는 교과교육학 지식(PCK) 구성 요소와 구성 요소 사이 연계의 특징을 분석하였다. 8명의 예비교사가 연구에 참여하였고, 이들은 3주간의 구성주의적 수행평가 워크숍 후 수행평가 과제를 개발하였다. 예비교사의 수행평가 과제 개발 과정을 조사하기 위해 발성 사고법을 사용하였고, 활동을 녹음 및 녹화하였으며 반구조화된 면담을 통하여 자료를 수집하였다. 분석 결과, 개별 수행평가 과제 개발 과정의 구상 단계에서는 과학 평가, 교수 전략, 학생, 내용에 관한 지식이 거의 동일한 비율로 나타났고, 구체화 단계에서는 과학 평가에 관한 지식이 주로 나타났다. 조별 논의 과정에서는 과학 평가, 교수 전략, 학생에 관한 지식의 비율이 거의 같았다. 그러나 과학교육과정에 관한 지식과 하위 요소 중 과학 과정 지식을 고려한 경우는 드물었다. PCK 구성 요소 사이의 연계는 개별 수행평가 과제 개발 과정의 구상 단계에서 과학 교수 전략에 관한 지식을 중심으로 나타났고, 구체화 단계와 조별 논의 과정에서는 학생에 관한 지식을 중심으로 나타났다. 그러나 과학교육과정과 내용에 관한 지식이 다른 PCK 구성 요소와 연계되는 경우는 적었다. 연구 결과를 바탕으로 교육적 시사점에 관하여 논의하였다.

Validation of a Cognitive Task Simulation and Rehearsal Tool for Open Carpal Tunnel Release

  • Paro, John A.M.;Luan, Anna;Lee, Gordon K.
    • Archives of Plastic Surgery
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    • 제44권3호
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    • pp.223-227
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    • 2017
  • Background Carpal tunnel release is one of the most common surgical procedures performed by hand surgeons. The authors created a surgical simulation of open carpal tunnel release utilizing a mobile and rehearsal platform app. This study was performed in order to validate the simulator as an effective training platform for carpal tunnel release. Methods The simulator was evaluated using a number of metrics: construct validity (the ability to identify variability in skill levels), face validity (the perceived ability of the simulator to teach the intended material), content validity (that the simulator was an accurate representation of the intended operation), and acceptability validity (willingness of the desired user group to adopt this method of training). Novices and experts were recruited. Each group was tested, and all participants were assigned an objective score, which served as construct validation. A Likert-scale questionnaire was administered to gauge face, content, and acceptability validity. Results Twenty novices and 10 experts were recruited for this study. The objective performance scores from the expert group were significantly higher than those of the novice group, with surgeons scoring a median of 74% and medical students scoring a median of 45%. The questionnaire responses indicated face, content, and acceptability validation. Conclusions This mobile-based surgical simulation platform provides step-by-step instruction for a variety of surgical procedures. The findings of this study help to demonstrate its utility as a learning tool, as we confirmed construct, face, content, and acceptability validity for carpal tunnel release. This easy-to-use educational tool may help bring surgical education to a new- and highly mobile-level.

우리나라의 FDI 세계치과의사총회(FDI Annual World Dental Congress) 유치의 의미 (The Meaning of Hosting 2013 FDI Annual World Dental Congress in Seoul)

  • 김여갑;김태훈
    • 대한치과의사협회지
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    • 제48권9호
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    • pp.647-652
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    • 2010
  • FDI World Dental Federation is organization representing more than one million dentists worldwide with its more than 100 years of long history. Now FDI headquarter is located in Geneve, Switzerland and serves for developing health policy and continuing education programs, speaking as a unified voice for dentistry in international advocacy and supporting member association in oral health promotion activities worldwide. Korean Dental Association has been a member of FDI since 1959 and participated actively in the FDI's worldwide activities. Past Dr. Heung-Ryul Yoon was a president of FDI from 2003 for 2 years and we also have an experience in 1997 of hosting FDI Annual World Dental Congress successively in Seoul. The image of a country reflects the country's culture as well as affects to its economical and social development and it decides the national brand toward the world. Currently, Korean people realized that and put their efforts for promoting diverse aspects of Korea to the world such as multimedia culture called Han-Ryu, electric industry, automotive industry, sports represented by soccer. We have advanced technique and skill in various fields and now it's time to show ourself better to the world. It's same to the dentistry. It's true that Korean dentistry is top-class in the world and the dental industry is prosperous and also has best technique in the world. I think and strongly hope that the 2013 FDI Seoul Annual World Dental Congress would be best opportunity for Korean dentistry and dental industry to promote ourselves and make a big step to the world. Not only for the dentistry, it will also be very good chance to all the Korean people to improve Korean national brand. I believe that we can accomplish if we, all dental societies, stand together and join our effort to use this good chance the best. I know we can make it.

완전자동화된 단속적 재료 공급식 가변적층 쾌속조형공정 밀 장치 개발에 관한 연구 (Investigation Into the Development Of Automatic VLM-ST (VLM-STA) Process and Its Apparatus)

  • 양동열;안동규;이상호;김효찬;박승교
    • 한국정밀공학회지
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    • 제21권4호
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    • pp.109-119
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    • 2004
  • Rapid prototyping (RP) technologies have been widely used to reduce the lead-time and development cost of new products. $VLM-_{ST}$ process has been developed to overcome the currently developed RP technologies such as a large building time, a high building cost, an additional post-processing and a large apparatus cost. $VLM-_{ST}$ process requires an additional human interaction due to the manual stacking and bonding. Hence, building time, building cost and the part quality are dependent on the skill of labor. A novel RP process, fully automated $VLM-_{ST}$ process ($VLM-_{ST}$), has been developed to improve building efficiency of the process and the human dependency of the part. The objective of this work is to propose a $VLM-_{ST}$ process and to develop an apparatus for implementation of the process. $VLM-_{ST}$ process and its apparatus have various technical novelties such as two step cutting using a rotating table, an automatic stacking method using two pilot holes and two reference shapes, a concept of automatic unit shape layer (AUSL), and an automatic bonding using the bonding roller and building magazine. In order to examine the efficiency and the applicability of the proposed process, various three-dimensional shapes, such as a piston, a human head shape and a human bust shape, were fabricated on the apparatus.

간호대학생의 인간관계와 커뮤니케이션 교육의 효과 (The Effects of Human Relations and Communication Education on Nursing Students)

  • 최희정
    • 문화기술의 융합
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    • 제8권1호
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    • pp.253-260
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    • 2022
  • 본 연구의 목적은 간호대학생의 인간관계와 커뮤니케이션 교육의 효과를 파악하기 위하여 수행되었다. 대상자는 G 시에 소재한 U 대학교 간호학과 1학년 재학생, 82명이었다. 자료수집은 2019년 9월 3일부터 12월 6일까지였고, SPSS / WIN 21.0 프로그램을 사용하여 기술통계, Shapiro-Wilk, Paired t-test를 하였다. 대상자의 인간관계와 커뮤니케이션 교육 전·후의 의사소통능력(t=-2.87, p=.005), 의사소통역량 자가진단(t=-3.80, p=<.001)은 통계적으로 유의한 차이가 있었으나, 대인 간 의사소통(t=-0.09, p=.931)과 대인관계(t=-0.83, p=.409)는 통계적으로 유의한 차이가 없었다. 의사소통능력과 기술은 간호대학생뿐만 아니라 실무 간호사에게도 중요한 간호영역이므로 지속적인 의사소통교육이 필요하다. 따라서 간호대학생의 의사소통능력 향상을 위한 단계적 프로그램을 개발하여 저학년부터 고학년까지 연계되어 지속적이고 반복적인 교육을 적용하고 그 효과를 검증하는 후속연구가 필요하다.

G투어 참여 골프 선수들의 재미경험에 관한 현상학적 분석 (Phenomenological analysis of the fun experience of G-Golf Tour players)

  • 한지훈;이철원;서광봉
    • 한국체육학회지인문사회과학편
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    • 제55권4호
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    • pp.343-350
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    • 2016
  • 본 연구는 G투어 참여 골프 선수들의 재미경험에 관하여 현상학적 분석 방법으로 규명하는데 그 목적이 있다. 연구대상은 2016년 현재 G투어에 참여하는 남, 여 프로 골프선수들을 대상으로 남자프로 3명, 여자프로 3명으로 총 6명을 눈덩이 표집법으로 연구 참여자를 선정 하였으며, 심층 면담과 참여관찰을 통해 자료를 수집하고 얻은 내용을 1차적으로 코딩 하여 체계적으로 정리하고 분석하였으며, 2차적으로 주요 주제들이나 현상들을 중심으로 영역을 분류하여 범주화 작업을 진행 하여 의미 있는 해석과 연구 결과를 도출 할 수 있도록 하였다. 또한, 본 연구의 진실성과 타당도를 높이기 위해서 질적 연구 전문가 교수 1명과 박사 2명을 통한 동료 검증을 하였다. 분석결과는 다음과 같다. G투어의 참여 동기, G투어의 인식변화, G투어의 중독, 그리고 G투어의 재미경험으로 결과가 도출되었으며, G투어의 재미경험에 대한 하위요인으로 미디어 노출, 대인관계와 실력향상이 나타났다.