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The Study of Assessment Tool as an Outcomes Achievement : Part 3 Undergraduate Thesis (프로그램학습성과 달성을 위한 평가도구 연구 : Part 3 졸업논문)

  • Kim, Myoung-Lang;Kim, Dong-Hwan;Chung, Jin-Taek;Kim, Bok-Ki;Yoon, Woo-Young
    • Journal of Engineering Education Research
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    • v.10 no.1
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    • pp.97-108
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    • 2007
  • Undergraduate thesis contains overall results that students has acquired to express their ability during four university years. Undergraduate thesis includes an ability to apply knowledge of engineering, communicate engineering logic and thinking effectively, and use the techniques, skills for engineering practice. In terms of an assessment tool for program outcomes, undergraduate thesis provides the results of the student with authentic, reflective, interactive and individuals features. Also undergraduate thesis provides an opportunity of improvement about curriculum and engineering program. To apply the excellency of undergraduate thesis, the principle of undergraduate thesis should be understood well and reflected the real state of engineering education. The basic concept of undergraduate thesis as a assessment tool of engineering program outcomes has been introduced. The rubrics for measuring of a specific outcome was also suggested.

A Study on Multicast ATM Switch with Tandem Crosspoints (탠덤크로스포인터 멀티캐스트 ATM 스위치 연구)

  • Ryul, Kim-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.157-165
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    • 2006
  • This paper proposes a new output-buffered multicast ATM switch with tandem crosspoints switching fabric, named the MTCOS(Multicast Tandem Crosspoint Output-buffered Switch). The MTCOS consists of multiple simple crosspoint switch fabrics, named TCSF(Tandem Crosspoint Switch Fabric) , and concentrated output buffers for efficient multicasting. The TCSF resolves the cell delay deviation problem which the self-routing crossbar switches inherently have. Further, it offers multiple concurrent pathes from one input to multiple output ports. It also provides multi-channel switching by easy software configuration and has several desirable characteristics such as scalability, high Performance, and modularity. A shared traffic concentration and output queuing strategies of the MTCOS results in lower cell loss as well as lower cell delay time over a wide range of multicast traffic. Furthermore, it has lower hardware complexity than that of the SCOQ and Knockout multicast switch to achieve the same Knockout concentration rate as the conventional switches. It is shown that the proposed switch can be easily applied to design high performance for any multicast traffic by analytic analysis and computer simulation.

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An Input-Buffered Dual-Banyan Switch with Multiple Switching Fabrics Based on Multistage Interconnection Networks (다단계 상호 연결망 기반의 다중 스위치 구조를 갖는 입력 버퍼형 이중 반얀 스위치)

  • Park, Sung-Won;Lee, Chang-Bum
    • The KIPS Transactions:PartC
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    • v.10C no.4
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    • pp.463-470
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    • 2003
  • Many types of switching fabrics have been proposed for use in ATM networks. Multistage Interconnection Networks (MINs) constitute a large class of ATM switching systems that are widely used in today´s internetworking. One of the most veil-known types of multistage networks is the banyan network. The banyan network is attractive for its simple routing scheme and low hardware complexity, but its throughput is very limited due to internal blocking and output contention. In this paper, we propose an input-buffered dual-banyan switch model with multiple switching fabric between switch input and output to avoid internal and Head-of Line blocking. By performance analysis and simulation, we show that our model has a lower ceil delay and 96% throughput which is much better than other banyan-type switch architecture.

Implementation of Management of Cafe Staying Time (블록체인을 활용한 카페 이용시간 관리 시스템 구현)

  • Park, Jae-hoon;Kwon, Hyeok-dong;Seo, Hwa-jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.7
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    • pp.946-954
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    • 2021
  • Since COVID19 virus has been occured, variety steps of the quarantine guidelines were enacted. In step 2.5, eating in a cafe was prohibited and only takeout was permitted, but the government has changed several rules. So now people can have a dissert or coffee in the cafe. Though the government adviced available staying time as 1 hour, it is not obeyed often except superstore, and even the management depends on handwriting. In this paper, we implemented a blockchain system to use for this case. This system is implemented with using hyperledger fabric, the blockchain framework which is made by IBM. For a test, 1 organization is in the system and chaincode is installed to the organization to run the system. We expect the certain effect to the quarantine via this system. Moreover, we will develop an application by using this system as a backend.

A Study of Fashion Design Applying a 3D Print Polymer-Fabric Structure (3DP 폴리머-패브릭(3D Print Polymer-Fabric Structure)을 적용한 패션디자인 연구)

  • Soyung Im;Jaehoon Chun
    • Fashion & Textile Research Journal
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    • v.25 no.2
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    • pp.139-152
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    • 2023
  • Despite efforts to apply 3D print (3DP) technology in the field of fashion and endless discussions about the possibility of future development, in reality, it is difficult to utilize 3DP technology in fashion for reasons related to material, technology, and cost constraints. The purpose of this study was to supplement the limitations of 3DP technology in order to promote its utilization in fashion and simultaneously find a solution to achieve aesthetic satisfaction in the design method. Specifically, through the development of fashion products with a 3DP polymer-fabric structure to which the parametric design methodology has been applied, this study explored the possibility of practical application and proposes a new 3DP fashion design method. The 3DP polymer-fabric developed as a result of the research was stably adhered to the fabric. Additionally, the study confirmed the possibility of making 3DP clothes that are amenable to the wearer's activities, as it was verified that cutting and sewing tailored to the human body's curvature and structure can be performed. The design process using the 3DP polymer-fabric presented in this study is meaningful in that it suggests a solution to complement the limitations of modern technology in connection with designers' creativity. Moreover, the design process presented in this study is expected to contribute to the commercialization and generalization of 3DP by providing practical help to allow fashion experts to utilize 3DP technology.

Safety Class Design with Bitbricks (비트브릭을 활용한 안전 수업 설계)

  • Park, Minyoung;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.303-308
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    • 2021
  • In this study, we intended to present a class design plan that combines safety education and software education, which are very important in the school field, but are considered necessary for change. In order to realize safety education centered on indirect experience, the 12th class plan was devised as a "Smart Safety Commuter Road Production Project" using a physical computing tool called Bitbrick. Based on the 12th city's class plan, qualitative research was conducted with interviews with a total of five teachers, showing both the effectiveness and problems of applying them to the class. The effectiveness is that unlike conventional delivery-type safety education, indirect experience-oriented safety education centered on real-life situations is possible, and it can be expected that procedural thinking skills can be developed along with stimulating interest. However, the problem has been shown that the process of implementing the direct situation can be challenging and that even activities can be more efficient than group activities.

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Effect of Software Education Based on Physical Computing on Elementary School Student' Computational Thinking (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Kim, SungJoon;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.131-139
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    • 2021
  • In the newly revised curriculum, it is aimed to raise student who has creativity and convergence ability with computational thinking. Based on the analysis of revised curriculum including software education in elementary school, this study proposed educational program that can be applied in actual school field, considering various factors. This educational program using Bitbrick was conducted by 50 students in fifth grade that consist of 23 students in Seoul and 27 students in Gyeonggido during five weeks in 17 periods. The purpose of this study is to verify the effect of application of software education program in terms of computational thinking ability and problem solving ability. The effect was verified after comparing the result of pre-test and post-test through T-test. So, this study obtained improvement of computational thinking and problem solving ability.

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Effects of the Making-books Program on Children's Creativity (메이킹북 프로그램이 초등학교 2학년 아동의 창의성에 미치는 효과)

  • Byun, Youn Hee;Kim, Myoung Soon
    • Korean Journal of Child Studies
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    • v.28 no.3
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    • pp.251-266
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    • 2007
  • The Making-books Program(Byun, unpublished) uses the Arts PROPEL approach based on multiple-intelligences theory(Gardner, 1983). PROPEL is a loose acronym for production, perception and reflection, 3 stages in the learning process. The Making-books Program includes designing rubrics, making-books, and publishing. Effect of the program on creativity was examined by before- and after-testing by TTCT. Participants were 63 7-year-old children with 30 children in the experimental and 33 children in the control group. On the pre-test, there was no between groups difference in the participants' creativity on the TTCT. After 21 treatments, the effectiveness of the Making-books Program was shown by significant between group differences on the post-test.

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OXC switch Fabric Structure and Control using MEMS (MEMS를 이용한 OXC 스위치 패브릭 구조 및 제어)

  • Lee, Sang-Hwa;Kim, Byung-Hwi;Kim, Kwang-Jun;Park, Hyuk;Lee, Wang-Ju
    • Proceedings of the Optical Society of Korea Conference
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    • 2002.07a
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    • pp.258-259
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    • 2002
  • 광회선 분배 시스템(OXC)은 전광통신망(Optical Transport Network)에서 광신호 간 연결을 원격으로 설정해 줄 수 있는 노드(Optical Network Element)이다. OXC는 다수의 입력/출력 링크를 가지며 하나의 입력/출력 링크에는 다수의 파장 다중된 광신호 채널이 존재한다. OXC는 하나의 입력 링크를 통하여 입력되는 다수의 파장 채널을 서로 다른 출력 링크로 연결해 주거나, 다수의 입력 링크로부터 입력되는 파장채널을 하나의 출력 링크로 연곁해 줄 수 있는 optical grooming 기능을 수행한다. 또한 자국에서 광신호를 Add/Drop할 수 있는 기능을 가질 수 있다. (중략)

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Design of Web-Based Evaluation System for Project Learning in Elementary Schools (웹기반 프로젝트 학습 평가 시스템의 설계)

  • Park, So-Young;Kho, Dae-Ghon
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.153-160
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    • 2005
  • 프로젝트 학습은 구성원간의 협동을 통해 문제를 해결해 나가는 학습형태로 학습자의 문제해결력을 높일 수 있는 방법이며, 프로젝트 학습에서의 평가는 교사의 조언과 지도를 통해 학생의 학습 능력을 향상시키는데 도움을 준다. 그러나, 협동학습에서는 일명 '무임승차'라는 문제점이 발생할 수 있어 오프라인 상태에서의 학습활동시 교사가 학생 개개인의 프로젝트 학습 능력을 측정 및 관리하기가 정확하게 이루어지기에 한계가 있다. 이에 본 연구에서는 웹상에서 이루어지는 프로젝트 학습시, 학습자에게 효과적으로 조언과 지도를 통하여 학습수행능력을 향상시킬 목적으로 개별 학습자의 프로젝트활동을 효과적으로 평가할 수 있는 평가시스템을 설계하고자 한다. 평가는 프로젝트 중 평가와 프로젝트 후 평가로 이루어지며, 단계별 평가 기준 관점은 Chard가 제시한 프로젝트 활동 평가 준거를 참고하여 정하였고, 루브릭 평가 방법을 도입하여 세 가지 단계로 제시하였다.

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