• 제목/요약/키워드: team culture

검색결과 446건 처리시간 0.028초

Improvement of Hydrocarbon Recovery by Two-Stage Cell-Recycle Extraction in the Cultivation of Botryococcus braunii

  • An, Jin-Young;Sim, Sang-Jun;Kim, Byung-Woo;Lee, Jin-Suk
    • Journal of Microbiology and Biotechnology
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    • 제14권5호
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    • pp.932-937
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    • 2004
  • In situ extraction by organic solvent was studied in order to improve the recovery yield of hydrocarbon from the culture of Botryococcus braunii, a green colonial microalga. When the solvent mixture of octanol as an extractive solvent and n-octane as a biocompatible solvent was added to a two-phase column, the algal growth was seriously inhibited, even at a low concentration of polar octanol. Therefore, a two-stage cell-recycle extraction process was proposed to improve the contact area between the organic phase and the aqueous phase. The hydrocarbon recovery with in situ cell-recycle extraction showed a three-fold increase (57% of cell) in yield over that with two-phase extraction. In addition, over 60% of the hydrocarbon could be recovered without serious cell damage by downstream separation when this process was applied to the culture broth after batch fermentation.

User Matching System for Activating Sports Tourism Based on Hybrid App

  • Kim, Se-won;Moon, Seok-Jae;Ryua, Gihwan
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.241-246
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    • 2020
  • In this paper, we propose a user matching app based on hybrid app and a utilization plan to promote sports tourism in line with the growing trend of sports industry scale. The proposed app categorizes sports facilities across the country into regional, sports, private and public sports facilities to support reservations and matching. The proposed app applied a matching system in which matching scores were given according to the preference of events, places, and users by user net matching algorithm. Users can enjoy sports as a team or individual through the suggestion app even if they do not have any clubs or friends to which they belong. It can be used to improve tourism content services and establish tourism industry policies by analyzing data generated while using a user matching system.

Development of 7 Learning Style Inventory Korean Version for IT Major Students

  • Park, Jong-Jin
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.42-47
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    • 2020
  • This study is to develop Korean version of the 7 Learning Style Inventory(LSI) for IT major Students by systematic translation process and to test learning style of IT major University students. Translated and developed Korean version of LSI was verified of validity by comparing with existing V.A.K. learning style model. We can develop various tactics for 7 learning styles of students. Once the learning style of each student is confirmed, customized teaching for individual and team can be done more efficiently through teaching and learning strategies according to each learning style. Developed LSI was applied to the IT major students of two classes from Chungwoon University in Incheon. Results of LSI survey show that learning styles of 24 students out of 35 students from two classes are matched with V.A.K. learning styles of same students. It was 68.6% match in learning style, and shows that validity of 7 LSI. We need to elaborate Korean questionnaires of the LSI more, and extend and apply to the non-IT major students group.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

Nonparametric Estimation of Univariate Binary Regression Function

  • Jung, Shin Ae;Kang, Kee-Hoon
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.236-241
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    • 2022
  • We consider methods of estimating a binary regression function using a nonparametric kernel estimation when there is only one covariate. For this, the Nadaraya-Watson estimation method using single and double bandwidths are used. For choosing a proper smoothing amount, the cross-validation and plug-in methods are compared. In the real data analysis for case study, German credit data and heart disease data are used. We examine whether the nonparametric estimation for binary regression function is successful with the smoothing parameter using the above two approaches, and the performance is compared.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Understanding Parkinson's Disorders: Classification and Evaluation Methods, Movement Disorders, and Treatment Methods

  • Jung-Ho Lee
    • International Journal of Advanced Culture Technology
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    • 제11권3호
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    • pp.9-17
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    • 2023
  • Parkinson's disease is a complex neurodegenerative disease characterized by the progressive loss of dopamine-producing neurons in the substantia nigra, resulting in a variety of motor and non-motor symptoms. This study aimed to provide a comprehensive overview of Parkinson's disease, including classification of Parkinson's disease, impairment due to impairment, how disability is assessed, and how it is treated. Major symptoms of Parkinson's disease include tremors, stiffness, bradykinesia, and postural instability, and treatment methods include rehabilitation through drugs, surgical procedures, physical therapy, and occupational therapy. Early diagnosis, individualized treatment interventions, and comprehensive treatment involving a multidisciplinary medical team will be essential to manage Parkinson's disease and improve patients' quality of life. In conclusion, this study will provide comprehensive information on the complex nature of Parkinson's disease and serve as a useful guide for healthcare providers designing treatment plans for Parkinson's patients.

Research on disaster management personnel improvement measure of local government

  • Young Ran Kim;JungHyun Kim
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.1-9
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    • 2023
  • The purpose of this study is to examine the disaster management system of local governments by diagnosing the current status of disaster management experts in Korea, deriving problems and improvement measures, and looking at local governments' total labor cost system. The status and status of disaster management personnel were compared and analyzed to find ways to improve the local government's disaster management response system under the Framework Act on Disaster and Safety Management in Korea. Considering Korea's reality, because national security and disaster management exist together, we devised a plan to improve on-site response capabilities and seek solutions by deriving the problems of the currently operating security and safety-related organizations.

Design Guidelines of Convergent Education Environment Based on Design Thinking through STEAM Theory

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.56-63
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    • 2023
  • I proposed the architectural guideline for educational environment based on design thinking approach to integrate and enhance learners' activities and achievements. The physical environment of design education learning space should be applied by teaching methods and learning activities, especially for STEAM-based convergent education, the architectural space conditions should support the design process based on design thinking. The learning environment conditions influence design education with physical design factors and learners' communication, and the flexible environment based on design thinking, which is crucial for design education. The 3 steps of design thinking experiences also allow students to learn the context of ideas, skills and outcomes. Therefore, I argued that the learning surrounding based on design thinking needs flexible and mobile, connected, integrated, organized, and team-focused environments to support learners' understanding, participation, and collaboration, and to achieve the design process based on research findings. For spaces for convergent learning environments based on design thinking, common design principles should be reviewed, such as coexistence with technology, safety and security, transparency and spatial extension, multi-purpose space and outdoor learning.

Study on Stress and Quality of life of people with Moderate Disabilities

  • Young Ran Kim;JungHyun Kim
    • International Journal of Advanced Culture Technology
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    • 제12권2호
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    • pp.215-220
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    • 2024
  • This study was conducted to explore the relationship between stress and the quality of life experienced by people with disabilities and to provide essential data for improving their quality of life and promoting their health. The data collection period was from November 2023 to January 2024. Fifty questionnaires were distributed, and 48 copies were used, excluding unfaithful responses. As a result of the study, since people with moderate disabilities show hesitancy in all of their daily life processes, not only physical rehabilitation but also psychological rehabilitation should be necessary so that they can accept their bodies that have turned into disabilities. In addition, programs for the acceptance of disabilities for people with moderate disabilities should be designed to recover more widely. In the future, education and psychological programs should be activated to overcome the symptoms of moderate disability and receive related information. Finally, disability awareness education should be further subdivided to bring about changes in the perception of disabilities.