• Title/Summary/Keyword: 개념적 지식

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Model for Cultual Engineering on Water Front (수변문화공학의 새로운 모델)

  • Hong, Gil-Pyo
    • Proceedings of the Korea Water Resources Association Conference
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    • 2011.05a
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    • pp.107-107
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    • 2011
  • 인류가 수렵생활에서 농경문화로 정착됨에 따라, 물을 손쉽게 이용할 수 있는 하천이나 호소의 수변공간을 활용하여 고대문명이 형성되어 왔다. 이와 같은 고대문명이 근대 산업화에 의한 새로 운 문명으로 이어지면서, 종래의 하천이나 호소의 수변공간을 이용한 생활과 문화로부터 대외지향적인 해안공간을 중심으로, 그것이 확장되기에 이르렀다. 특히, 최근의 세계화에 수반되어 많은 국가들이 대외지향의 편리성 도모를 위하여, 일종의 제2의 도시국가형태의 문화가 이루어지면서, 새로운 형태의 문명이 태동하고 있는 듯하다. 이와 같은 배경에서, 우리나라는 저 출산 고령화 사회라고 하는 새로운 조류가 긴박하게 진전되고, 도시화율이 90%, GDP의 대외 의존도가 80%에 육박하고 있는 등으로, 고도의 수변공간을 활용하는 세계 유수의 도시국가의 형태로 이행되고 있는 듯하다. 그러므로 종래의 하천 호소 해안 등의 수변공간의 이용을 위하여 발전시켜온 하천공학이나 해안 항만공학만으로서는 이러한 변화에 대응하가가 미흡하고, 더욱이, 20세기후반으로부터 시작된 환경적요인의 도입에는 아직까지 혼란이 야기되고 있어, 새로이 형성시켜가야 할 수변문화의 효율성제고의 도구로서의 새로운 공학의 발전이 모색되어야한다. 이는 수변공간의 이용 안전 환경이라고 하는 큰 틀로서의 문화 문명을 만들어 갈수 있는 공학이어야 할 것이다. 기존의 수공학 위주의 공학개념에서 종합공학 또는 공학종합의 학문으로서 인문사회, 첨단과학기술까지의 대융합을 고려한, 장소나 공간이라고 하는 "것(물(物))"의 디자인뿐만 아니라 장면, 상황, 규칙 만들기라고 하는 "일(사(事))"의 디자인까지도 포함되는 공학의 새로운 모델을 제시한다. 주요내용으로서는, 새로운 수면문화조성을 촉진하여, 지속가능한 인류문명이 유지 될 수 있도록 지금까지의 터 무늬 또는 자취를 최대한 살리면서, 최근의 하천 해안을 중심으로 한 외부의존형 대도시권형의 국토이용에서, 지식산업단지 생산녹지 등을 최대한 아우를 수 있는 소위 글로발형의 국토이용을 촉진할 수 있는 수변문화공학의 모델을 제안한다.

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A Study on the Object-Oriented Methodology on the Basis of Design Patterns (설계패턴을 이용한 객체지향 방법론에 관한 연구)

  • Kim, Chi-Su;Im, Gyeong-Mi;Gwon, Min-Ju
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.6
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    • pp.1556-1562
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    • 1999
  • The various kinds of object-oriented methodology were provided for the development of flexible software. However, they do not automatically make the reusable and robust Object-Oriented software systems. The Object-Oriented mechanism is simply used as the means to obtain the aim. We have heard many complaints from the developers that methods did not give concrete design guidance. Methodologists' effort and make reusable information in the design phase. The relation between the Object-Oriented methods and the design patterns is mutually complementary, and they play a role as a valuable design guidance in the development of the Object-Oriented system. This paper show the interaction between OMT which is most well-known in the Object-Oriented Methodology and Facade, Mediator and Observer designed by Gamma. We suggest the clear solution for concrete design knowledge and reusability of them by applying design patterns to Object-Oriented Methodology.

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A Study of Universal Web Navigation Design (유니버설 디자인 개념의 웹 네비게이션 디자인에 관한 연구)

  • Bae Yoon-Sun;Lee Hyun-Ju
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.101-110
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    • 2006
  • In this study, I suggested a new model of universal web navigation design which can enhance users' web usability. I would like to prove that when users enjoy web navigation design, they access information much more effectively. Using a survey, I suggest some types of web navigation design for users. After that, I conducted an experiment with 4 types of web navigation designs, which have been developed to reflect varying stages of comprehensibility. My survey focused on three points. First I measured the time they spent to search for information. Second, I tested whether they lost their way while searching for information and if they did lose their way, I checked whether they could recover from their errors and find their way back. Third, I investigated whether layout, location and size of the web navigation design factors affected usability. The results of my survey indicated that users spend the shortest time, have the easiest interface, and have least error incidence under the web navigation design to enhance old-aged users' web usability. Thus, developing a universal web navigation design can encourage people to be more involved with the internet.

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A study on expression of students in the process of constructing average concept as mathematical knowledge (수학적 지식으로서의 평균 개념 구성 과정에서 나타난 학생들의 표현에 관한 연구)

  • Lee, Dong Gun
    • The Mathematical Education
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    • v.57 no.3
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    • pp.311-328
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    • 2018
  • In school mathematics, the concept of an average is not a concept that is limited to a unit of statistics. In particular, high school students will learn about arithmetic mean and geometric mean in the process of learning absolute inequality. In calculus learning, the concept of average is involved when learning the concept of average speed. The arithmetic mean is the same as the procedure used when students mean the test scores. However, the procedure for obtaining the geometric mean differs from the procedure for the arithmetic mean. In addition, if the arithmetic mean and the geometric mean are the discrete quantity, then the mean rate of change or the average speed is different in that it considers continuous quantities. The average concept that students learn in school mathematics differs in the quantitative nature of procedures and objects. Nevertheless, it is not uncommon to find out how students construct various mathematical concepts into mathematical knowledge. This study focuses on this point and conducted the interviews of the students(three) in the second grade of high school. And the expression of students in the process of average concept formation in arithmetic mean, geometric mean, average speed. This study can be meaningful because it suggests practical examples to students about the assertion that various scholars should experience various properties possessed by the average. It is also meaningful that students are able to think about how to construct the mean conceptual properties inherent in terms such as geometric mean and mean speed in arithmetic mean concept through interview data.

Analysis and Measurement on the Evaluation of the Information Technology (정보기술(IT)의 가치평가분석 및 측정에 관한 연구 - 특허기술을 중심으로 -)

  • Kim, Seung-Hwan;Kim, Bok-Su;Lee, Joo-Yeon
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.5
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    • pp.106-116
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    • 2008
  • 21 century is as time of infinite competition the knowledge base society where the creation knowledge and information become source of competitive power (Knowledge-based society) and the world-wide various nations leads and knowledge intensification of voice and existing industry of knowledge industry leadership grasp of competitive power high position security and world economy it concentrates a hazard national ability from new economic environment inside. Also, world economy the economic border collapsed with opening anger liberalization and the integration of world economy was accelerated and the restraint of advanced nation, pursuit of the late start developing country and competition from the enterprise for strategy helping each other back international market more were aggravating and information and knowledge with production element or the goods were wide in the economic whole and information knowledge revolution which circulates was developed and it followed hereupon and with the vitality where the knowledge base industry growth is new it rose to the surface.

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Comparison Study between Computer Science and CS Unplugged (CS와 CS Unplugged의 비교연구)

  • Chun, Seok-Ju;Jo, Yunju
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.655-663
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    • 2019
  • Recent interest in software education has naturally led to interest in computer science. Computer science is the study of theory and principle of computer and computational systems. This knowledge and concept of computer science is fundamental to software education. Recently, "Computer Science (CS) Unplugged", which is an educational method for introducing students to concepts of computer science without using a computer, has been widely used in classes around the world. CS Unplugged is a method for learning the basic principles of computer science through diverse playing activities. The problem, however, is that these CS unplugged activities take place in class without an analysis of how closely they relate to the core subjects learned in real computer science. Therefore, in this study, we will study on the comparison between the core contents of computer science and the core contents of computer science contained in the various activities of CS Unplugged.

Uncertainty Quantification of Propulsion System on Early Stage of Design (추진체계 개념설계단계에서 불확실성 고려방법에 대한 연구)

  • Ahn, Joongki;Um, Ki-in;Lee, Ho-il
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2017.05a
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    • pp.258-265
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    • 2017
  • At the early stage of the development of high speed propulsion systems, the designers suffer from the lack of both the quantity and the quality of test data. In that situation, the associated uncertainties could not be modeled as probabilistic distribution since probabilistic modelling requires large amount of data. In this paper, instead, the information provided by experts based on their experience and engineering knowledge was used to model uncertainty using the evidence theory. In designing the DCR(Dual Combustion Ramjet) engine, the combustion efficiencies, not well understood and little data existing, are assumed to have been provided by experts. And the uncertainties are quantified by Evidence theory. The quantified uncertainties are incorporated into the optimization. The design variables, area of inlet and area of combustor exit, have been found while satisfying reliability margins of thrust and thermal choking. The results show a reasonable design of the engine under the uncertain circumstances.

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U-Learning Scheme : A New Web-based Educational Technology (U-Learning 스킴 : 새로운 웹 기반 교육 기술)

  • Kim, Hye-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5486-5492
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    • 2011
  • This paper presents a model of ubiquitous learning environment system based on the concepts of ubiquitous computing technology that enables learning to take place anywhere at anytime. This ubiquitous learning environment is described as an environment-friendly learning scheme that supports students' learning using digital media in geographically distributed environments. The u-learning model is a web-based e-learning system that could enable learners to acquire knowledge and skills through interaction between them and the ubiquitous learning environment. Education is happening all around the student but the student may not even be conscious of the learning process. Source data is present in the embedded objects and students do not have to do anything in order to learn. The communication between devices and the embedded computers in the environment allows learners to learn in an environment of their interest while they are moving, hence, attaching them to their learning environment.

RTE System based on CBT for Effective Office SW Education (효과적인 오피스 SW 교육을 위한 CBT 기반의 RTE(Real Training Environment)시스템)

  • Kim, Seongyeol;Hong, Byeongdu
    • Journal of Korea Multimedia Society
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    • v.16 no.3
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    • pp.375-387
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    • 2013
  • Advanced internet service and smart equipment have caused an environment supporting various online learning anytime and anywhere, which requires learning contents optimized on a new media. Among various on/off line education related to IT, most part if it is office SW. Many oh them cannot make a good education for effective training in practical because many instructors are tend to focus on teaching simple function and use examples of formality repeatedly. In this paper we propose a new office SW education system that make use of LET(Live EduTainer) based on RTE(Real Training Environment) which maximize the effect of learning and it is integrated with GBL(Game Based Learning) which gives rise to interesting in a knowledge as well as simple teaching so that learners are absorbed on it. We'll elaborate a method for teaching and learning required in this system, design and configuration of the system.

The Development of the Standard Framework of Sports Event Process Management System (스포츠이벤트 프로세스 관리시스템 표준 프레임워크 개발)

  • Kim, Joo-Hak;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.1
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    • pp.815-824
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    • 2019
  • It is not easy to present a generalized operating model because the operating environment of a sport event is composed of a complex matrix structure. In this study, we propose 'standardization' which provides guidance of concept and process of sport event management to solve this sports event management problem. To purpose complete of this study, the frame was developed by the international standard ISO 9001: 2015 is applied. The standards framework for sports event process management system structure proposed in this study consists of scope of application, citing standard, Terms and definitions, organizational situation, leadership, planning, support, operation, performance evaluation, and improvement. This sport event process management system standard can be applied to any organization that wants to host, prepare, and operate sport events regardless of the form or scale of the sport event. In addition, this standard was focused on process management of life-cycle stages of sporting events, therefor it was possible to manage interrelationships and dependencies between processes and processes.