• Title/Summary/Keyword: 융합적 요소

Search Result 1,855, Processing Time 0.029 seconds

Convergence Analysis on Policy Decision Making Factor of Local Construction Planning Phase by Using Unstructured Data in point of the Technology and Culture (비정형 데이터 분석을 통한 기술과 문화의 융합적 관점의 지역 건설기획단계 정책의사결정 영향요인 분석)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
    • /
    • v.23
    • /
    • pp.149-162
    • /
    • 2016
  • Here are background, method, scope, main contents of this research. As the interests increased in recent about the construction in complex and diverse areas, construction is locally connected to human life like to coexistence of the technology and culture. The local development should not be fragmentary construction to improve local recycling ability. Local society should be inherited by modern cultural perspective through a variety of local culture and coexistence. Effective decision making analysis is necessary to build a livable area with a combination of high-tech industry. For this reason, this paper will study the political analysis for decision making at the planning stage of construction in point of fusion of technology and culture by using unstructured data analysis. Conclusion is as in the following. Local planning stage of construction describes diverse meanings of intangible and intangible factors as political factor. Technology factors have various qualitative and quantitative factors in construction field. Understanding decision making at the planning stage of construction means not only visible 'technology factor' such as structure, method, shape, and so on, but also invisible 'culture factor' such as spirit of age, religion, learning, and life-style reflected in formation process of space, and insight of brain power about art.

A Study on the Key Competency of Converged Contents : Focused on the ICT and Eco-system Viewpoints (융합형콘텐츠의 핵심요소 연구 : ICT·가치사슬 관점을 중심으로)

  • Lee, Tae-Min;Jang, Hong-Jun;Jung, Young-hee;Kim, Ja-Mee;Jung, Soon-Young
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2012.11a
    • /
    • pp.1281-1283
    • /
    • 2012
  • 향후 도래할 융합시대의 국가적 발전을 위하여 6T 첨단기술 간의 융합기술을 예측하고 지원하기 위한 거버넌스 체계의 구축이 필요하며, 전략 산업 발굴 및 R&D 지원을 위해서 새로이 발생할 융합기술의 분류체계 분석이 필요하다. 본 연구에서는 6T중 문화(Culture)와 기술이 상호적으로 융합하여 만들어지는 CT(Culture Technology)를 기준으로 연구를 진행하며, 구체적으로 CT를 통해 생성되는 융합형 콘텐츠의 분류체계의 핵심요소 도출에 관하여 연구를 진행한다. ICT 관점에서 융합형콘텐츠의 핵심요소로서 시장성, 응용성, 독창성, 핵심성을 도출하였으며, 생태계적 가치사슬 관점에서 창작성, 가공성, 창출성을 핵심요소로 도출하였다. 또한 융합형콘텐츠의 융합 단계를 창의 혁신 단계로 바라보았으며, 이러한 단계에 따라 ICT 및 생태계적 가치사슬 관점에서 가지는 핵심요소가 다름을 볼 수 있었다. 본 논문은 융합형콘텐츠의 발전 단계로 구분하여 다양한 관점에서 융합형콘텐츠의 발전방향을 바라보아야 하는 시사점을 제시하는데 의의를 가진다.

A Study of Convergence Management Strategy using Social Media (소셜 미디어를 이용한 융합경영 전략에 관한 연구)

  • Lee, Jun-Hee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.01a
    • /
    • pp.247-249
    • /
    • 2012
  • 급변하는 소셜 미디어 활용 환경에 대응하기 위한 지속적인 혁신과 이를 가능케 하는 요소로서 지식의 중요성에 대한 인식이 증대하고 있다. 이에 따라 기업의 효과적인 경영을 가능케 하는 요소에 대한 많은 연구가 진행되어 왔다. 그러나 이러한 영향 요소에 대한 연구는 기업의 경영 능력을 증대시킬 수 있는 방안을 제시할 뿐 스마트미디어 융합시대에 대비한 융합경영을 위한 해답은 미흡한 점이 있다. 본 연구에서는 융합시대에 기업성과 극대화를 위한 소셜 미디어를 활용한 융합경영 전략 운영 방안을 제안한다.

  • PDF

Development of a Theoretical Model for STEAM Education (융합인재교육(STEAM)을 위한 이론적 모형의 제안)

  • Kim, Sung-Won;Chung, Young-Lan;Woo, Ae-Ja;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
    • /
    • v.32 no.2
    • /
    • pp.388-401
    • /
    • 2012
  • This study attempted to propose a theoretical model for STEAM education, entitled to the Ewha-STEAM education model, which could provide more concrete guidelines for science educators and curriculum developers to execute STEAM ideas. We identified key knowledge and key competencies to nurture future creative/convergent human resources. Key knowledge included an understanding of core ideas cutting across traditional disciplinary boundaries as well as the nature of different disciplines. And additionally, key competencies implied such abilities as to explore the scientific world, to resolve problems, and to communicate and collaborate with others. We also added creativity and character as an essential part of key competencies. In order to provide more specific guidelines when developing, implementing, and evaluating STEAM curriculum, we suggested three elements of convergence to consider: 1) unit of convergence (i.e. concept/skills, problem/phenomenon, activity), 2) degree of convergence (i.e. multi-disciplinary, inter-disciplinary, extra-disciplinary), and 3) context of convergence (i.e. personal, societal, global). It is expected that the Ewha-STEAM education model would contribute towards diverse education communities understanding the direction of STEAM education and its educational potentials.

Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks: Focusing on the 3rd and 4th Grade Group (초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석: 3~4학년군을 중심으로)

  • Kim, Seong-Ryong;Park, Jeongwoo;Shin, Ae-Kyung
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.15 no.2
    • /
    • pp.224-234
    • /
    • 2022
  • The purpose of this study was to analyze STEAM elements and convergence types that appeared in the creative and convergent activities in elementary school science textbooks, which were converted from the national issuance system to the authorized system in 2022. For this study, 6 elementary school science textbooks for 3rd and 4th graders were selected. And STEAM elements in creative and convergent activities were analyzed by publishers, grade-semesters, and science fields, and the convergence type was analyzed for each publisher. The results of this study are as follows. First, the total frequencies of STEAM elements and the ratios of each element in the creative and convergent activities of textbooks were different for each publisher. However, among the four elements except for science (S) element in all publishers, the tendency to have a high proportion of art (A) element and a very low proportion of mathematics (M) element was common. Second, the higher the number of fused STEAM elements, the lower the rate of appearance in the textbooks in overall. Also the ratio of convergence types of STEAM elements varied by each publisher. Third, the ratio deviations of art (A), technology (T), and engineering (E) elements for each grade-semester were not large, but the ratio deviation of the mathematics (M) element was large. Fourth, technology (T) and engineering (E) elements appeared a lot in the fields of 'movement and energy' and 'material', while art (A) element appeared a lot in the fields of 'earth and universe', 'life', and 'integration'.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.467-474
    • /
    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

Synergy and contingency fit analysis for digital convergence value attributes (디지털융합 가치요소의 시너지와 상황 적합 분석)

  • Han, Hyun-Soo;Moon, Tae-Eun
    • Journal of Digital Convergence
    • /
    • v.10 no.11
    • /
    • pp.403-418
    • /
    • 2012
  • In this paper, we attempted to theorize the synergy effect between the value creating attributes for digital convergence model in the service industry. Our investigation is based upon contingency fit theory to understand the strategic fit for the two inherent value attributes of fixed and mobile value, as well as resolving fundamental limitations of service processes. Empirical validation of the derived research model is analyzed using hierarchical regression method. The results indicate that the relative advantage of each value creating attributes are strongly associated with the characteristics of domain service industries, and compatibility is critical to user adoption of convergent service model. Moreover, the less significant statistical impact of the synergy between mobile and fixed value attributes and others implies that each value attribute uniquely contributes to particular IT convergence model, which thereby offers critical insight that focusing the convergent value in conjunction with specific application domain is the most appealing managerial focus. The findings provide useful insight for the further research in IT based industry convergent business model areas.

Development of Design Elements of Rehabilitation for Individuals with Developmental Disabilities Based on Cultural Convergence of Lifelong Education for Individuals with Disabilities: Reflect Basic Related Fields such as Rehabilitation Science and Special Education as Centripetal Points (장애인평생교육 문화융합(cultural convergence) 기반의 발달장애 재활 설계 요소 개발: 재활과학-특수교육 기초 유관 분야 구심점)

  • Kim, Young-Jun;Han, Seung-A
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.3
    • /
    • pp.427-434
    • /
    • 2022
  • This study aims to develop design elements for cultural convergence between rehabilitation for individuals with developmental disabilities and lifelong education for individuals with disabilities, which is a key area in the practical support system for independent life support for individuals with developmental disabilities. As for the research method, a procedure for conducting FGI by forming two teams for professors majoring in special education and rehabilitation science was formed. The research was presented in three upper categories (universal cultural convergence elements, field-centered cultural convergence elements, and policy-centered cultural convergence elements) that should be designed for cultural convergence between rehabilitation for individuals with developmental disabilities and lifelong education for individuals with disabilities. In addition, subcategories were specifically composed for each upper category. First, as a universal cultural element, "open creative convergence" was presented in principle, which can be explained as a principle of exploring and practicing the validity of convergence between related fields for rehabilitation for individuals with developmental disabilities and lifelong education for individuals with disabilities. Second, field-centered cultural factors included development of joint practice model between fields of rehabilitation science and special education, subject matter education knowledge and skills, teaching and learning methods, learning career roadmaps, employment and job career development roadmaps, and the formation of an independent life development history certification system. Third, as policy-centered cultural elements, the formation of a curriculum integration composition system between local related institutions, the establishment of a qualification development path for coordinator-professional teacher-type personnel, and the organizational systematization between school-center types were presented. The study concluded that independent life support for individuals with developmental disabilities should not only be guaranteed for the entire life of adulthood, but also a lifelong education for individuals with disabilities based rehabilitation support system for individuals with developmental disabilities should be established through cultural convergence.

차세대 무선통신 네트워크 기술 동향 및 보안 이슈 분석

  • Joo, Soyoung;Kim, So-Yeon;Lee, Il-Gu
    • Review of KIISC
    • /
    • v.31 no.3
    • /
    • pp.51-59
    • /
    • 2021
  • 최근 5G 무선통신 네트워크 기술이 상용화 단계에 진입하자마자 6G를 위한 차세대 무선통신 네트워크 기술에 대한 경쟁적인 연구개발이 가속화되고 있다. 6G에서는 5G 대비 50배의 속도, 10분의 1의 무선 지연 시간의 개선이 예상되며, 인공지능 기술과 융합해 네트워크 구성 요소들을 최적화하고 사람, 기계, 사물 간 새로운 차원의 초연결 경험을 제공하는 것을 목표로 한다. 그러나 획기적인 성능과 효율성 개선을 위해 시스템의 복잡성이 증가하고, 연결성이 상시 보장되어야 하며, 유연성과 지능 내재화를 위해 프로그래머블 디자인이 필수적인 요소가 되었기 때문에 보안 취약성이 커졌다. 본 논문에서는 차세대 무선통신 네트워크의 핵심 기술 요소와 표준화 동향을 분석하고, 보안 이슈와 향후 연구 방향을 제시한다.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.483-489
    • /
    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.