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Developing a Prototype of Learning Epistemic Frame using Computer based Learning System: Learning Analytics (인식론적 프레임 학습을 위한 컴퓨터 기반 교육프로그램 프로토타입 개발: 학습분석 중심으로)

  • Choi, Younyoung;Seo, Donggi
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.23-29
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    • 2018
  • There is a growing interest in computer based learning system that can learn a new concept of epistemic frames in response to the demands of $21^{st}$ century Skills. However, there is little research on the theoretical models for the epistemic frames applicable in the changing educational environment and the measurement theories (Psychometric theory, Learning Analytics) that can be evaluated. Therefore, in this study, we propose the core elements of the learning system prototype that can educate the epistemic frames in the practical community. Furthermore, this study explores and suggests an appropriate psychometric measurement theory (learning analytics) that allows us to measure, infer, and evaluate a learner.

A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

An Exploratory Study on Conceptual Framework for Project-based Supply Chain Management : Focusing on Plant Engineering Firms (프로젝트형 SCM의 개념적 틀에 관한 탐색적 연구 : 플랜트 엔지니어링 기업을 중심으로)

  • Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.123-135
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    • 2018
  • The objective of this paper is to investigate the issues related to the supply chain management in plant engineering industry, and propose the framework to improve the project efficiency. The preliminary case study shows that EPC's fragmented nature, lack of coordination and information sharing, and lack of proper risk and change management contribute to project delay and cost overrun. To examine the level of informatization and information sharing in supply chain, survey responses from the suppliers and subcontractors have been collected. The statistical results show that information sharing, early involvement in design process and awareness in SCM have influenced the level of collaboration, but supplier assessment and informatization have no impact on the collaboration. A conceptual model is proposed in order to facilitate the integration of design, procurement and construction functions. Implications from the study are also provided.

A Study on the Effect of EPL on Programing, Computing Thinking and Problem Solving Ability of Programing Education (EPL이 프로그래밍 교육의 프로그래밍, 컴퓨팅사고력 및 문제해결력에 미치는 영향에 관한 연구)

  • Yoon, Sunhee
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.287-294
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    • 2018
  • In this paper, it is practically difficult to obtain programming language education without having an algorithmic thinking ability, computing thinking ability, and problem solving ability of students with relatively low basic education. The results showed that students who took program language education in parallel with the EPL(Educational Programing Language), Scratch, compared to without using Scratch found to be helpful in improving their programming amd computing thinking ability, and problem-solving abilities as well as their satisfaction. This not only gave students confidence in their hard-thinking programming practices, but also helped prevent them from falling out of the middle.

Comparison of Endotracheal Intubation in Difficult Postures by Using the SALT(Supraglottic Airway Laryngopharyneal Tube)

  • Yun, Seong-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.227-233
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    • 2020
  • The purpose of this study is to compare the speed, confidence, and ease of endotracheal intubation in a difficult posture by using the SALT(Supraglottic Airway Laryngopharyngeal Tube), and a direct laryngoscope to improve the ability to implement professional airway management. The subject of the study was an experimental study by a randomized crossover design, targeting 30 first-class emergency medical technicians working in J-do fire station, and the SPSS 20.0 version was used for data analysis. The endotracheal intubation by using SALT showed a significant difference in speed compared to endotracheal intubation by using a direct laryngoscope(p<.001), and also showed a significant difference in confidence and ease(p<.001). If it is difficult to endotracheal intubation by direct laryngoscope, or in the case of trauma patients, if SALT is used, safe and rapid intubation will be possible. In addition, to improve the efficiency of professional airway management, it is believed that the introduction of SALT in domestic sites is necessary.

Effects of Immersive Virtual Reality English Conversations on Language Anxiety and Learning Achievement (몰입형 가상현실 영어 회화 학습이 언어불안감과 학습 성취도에 미치는 영향)

  • Jeong, Ji-Yeon;Jeong, Heisawn
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.321-332
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    • 2021
  • This study developed an English conversation learning program using virtual reality(VR) and mobile devices. Participants learned and practiced English conversational patterns in immersive virtual reality and mobile conditions. In the program, participants learned and practiced nine conversational patterns with virtual characters in four steps. Language anxiety and conversational fluency were measured to examine the effects of this program. Language anxiety questionnaire was administered before and after the experiment. The results showed that language anxiety was significantly reduced after learning in both conditions, and the reduction waa significantly greater in the immersive condition. Conversational fluency was assessed based on the changes in the length, appropriateness, and accuracy of the responses before and after participants learned and practiced conversational episodes. The results showed that the length, appropriateness, and accuracy of the responses were improved in both conditions after learning. The response length was significantly longer in the immersive VR conditions. These results suggest that immersive VR can be an effective tool to enhance English conversational abilities.

Local community case management service and regional case management council performance analysis through concept mapping (Concept mapping을 통한 지역사회 사례관리서비스와 지역사례관리협의체 성과 분석)

  • Jang, Yu Mi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.37-44
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    • 2022
  • The purpose of this study is to investigate how the local community case management council perceives the expected outcome of the council and case management service by participating actors in order to establish the identity and direction of the activities of the council through concept mapping. A total of 12 practitioners from participating organizations freely expressed and shared their opinions about the case management service performance with the local community case management council in a brainstorming manner, producing a total of 42 statements. Through concept mapping, participants were empowered in the decision-making process, and their opinions were not alienated, but were accepted and rationally handled. It can be said that it is important to provide an opportunity for the participants to discuss on an equal footing in the decision-making process. Through this, it can be seen that the agreement between the case management council and the case management service was quickly reached, and the direction for subsequent activities was clearly set.

A Comparative Study on Game-Score Prediction Models Using Compuational Thinking Education Game Data (컴퓨팅 사고 교육 게임 데이터를 사용한 게임 점수 예측 모델 성능 비교 연구)

  • Yang, Yeongwook
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.11
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    • pp.529-534
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    • 2021
  • Computing thinking is regarded as one of the important skills required in the 21st century, and many countries have introduced and implemented computing thinking training courses. Among computational thinking education methods, educational game-based methods increase student participation and motivation, and increase access to computational thinking. Autothinking is an educational game developed for the purpose of providing computational thinking education to learners. It is an adaptive system that dynamically provides feedback to learners and automatically adjusts the difficulty according to the learner's computational thinking ability. However, because the game was designed based on rules, it cannot intelligently consider the computational thinking of learners or give feedback. In this study, game data collected through Autothikning is introduced, and game score prediction that reflects computational thinking is performed in order to increase the adaptability of the game by using it. To solve this problem, a comparative study was conducted on linear regression, decision tree, random forest, and support vector machine algorithms, which are most commonly used in regression problems. As a result of the study, the linear regression method showed the best performance in predicting game scores.

Seismic Retrofitting of Existing Reinforced Concrete Columns Using Binding Column Method (외부부착형 BCM공법으로 보강된 철근콘크리트 기둥의 내진보강)

  • Hur, Moo-Won;Park, Tae-Won;Lee, Sang-Hyun;Park, Hyun-Soo
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.26 no.5
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    • pp.119-126
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    • 2022
  • This study proposed a BCM(Binding Column Method) that can reinforce the insufficient seismic force of piloti buildings that are not designed for seismic resistance. In addition, 4 reinforcement specimens and 1 reference specimen were manufactured for the proposed seismic reinforcement method. The effect of improving seismic performance before and after reinforcement was examined through repeated loading tests. As a result of experiment, seismic reinforcement specimen with BCM system showed hysteretic characteristics of a large ellipse with great energy dissipation ability and increased strength and stiffness, while reference specimen showed rapid reduction in strength and brittle shear failure column. In addition, it can be seen that the reinforcing effect is improved as the gap is narrow, the torque is large, and the thickness of the L-shaped steel sheet is thicker. The SC4 specimen showed the best seismic performance reinforcement effect.

AndroidTurboVNC Viewer for 3D Design (3D 디자인을 위한 안드로이드 TurboVNC 뷰어)

  • Kim, Tae-Hun;Choi, Jong-Chan;Lee, Jeong-Joon
    • Annual Conference of KIPS
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    • 2011.04a
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    • pp.1135-1138
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    • 2011
  • 안드로이드 시장이 급성장함에 따라 안드로이드 기반 어플리케이션에 대한 수요가 많아지고 있다. 그로 인해 3D 그래픽적 기능을 요구하는 어플리케이션에 대한 요구도 늘어났다. 그러나 안드로이드 단말기에서는 3D 처리능력이 데스크 탑과 비교하여 성능과 서비스에 한계가 있다. 그렇기 때문에 VNC(Virtual Network Computing)를 사용하여 고성능의 그래픽을 요구하는 프로그램을 실행할 수 있게 된다. VNC 란 클라이언트에서 데스크 탑으로 접속하여 원격으로 제어하고 그 결과를 그래픽으로 확인하는 프로그램이다. 그러나 기존의 Android VNC 는 해상도가 낮고, 이미지 전송 속도가 느리기 때문에 3D 렌더링 이미지 처리가 불가능했다. 또한 Android VNC 는 인터페이스가 불편하여 입력 오류가 많아 사용이 불편했다는 단점 등이 지적되어 왔다. 본 논문에서는 이를 개선하기 위한 Android Turbo VNC 를 제안한다. Android Turbo VNC는 libjpeg-turbo 코덱을 적용하여 3D 이미지 부분에서 기존의 Android VNC 에 비하여 약 80~120%의 이미지 개선과 이미지 압축률을 4 배정도 높여 CAD 와 같은 고성능의 그래픽을 요구하는 프로그램의 사용을 가능하게 한다. 그리고 Android Turbo VNC 에서는 기존 Android VNC 의 불편한 UI 를 개선하였다. 클라우드 서버에서는 CAD, Document, Game, Video, General 총 5 가지의 프로그램을 서비스하여 그에 맞는 테마 별 UI 를 제공한다. libjpeg-turbo 코덱의 적용을 통해 Android-Turbo VNC 는 수십 장의 설계 도면을 굳이 들고 다니지 않더라도 하나의 테블릿 PC 안에서 보는 것이 가능하게 된다. 테마별 UI 중 CAD 테마는 3D CAD 를 사용하는 산업현장에서 적극적으로 활용될 것으로 기대된다.