• Title/Summary/Keyword: 창의적 협업 성과

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A study on narrative text analysis from the perspective of information processing - focusing on four computational methodologies (정보처리 관점에서의 서사 텍스트 분석에 관한 연구 - 네 가지 전산적 방법론을 중심으로)

  • Kwon, Hochang
    • Trans-
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    • v.13
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    • pp.141-169
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    • 2022
  • Analysis of narrative texts has been regarded as academically and practically important, and has been made from various perspectives and methods. In this paper, the computational narrative analysis methodology from the perspective of information processing was examined. From the point of view of information processing, the creation and acceptance of narrative is a bidirectional coding process mediated by narrative text, and narrative text can be said to be a multi-layered structured code. In this paper, four methodologies that share this point of view - character network analysis, text mining and sentiment analysis, continuity analysis of event composition, and knowledge analysis of narrative agents - were examined together with cases. Through this, the mechanism and possibility of computational methodology in narrative analysis were confirmed. In conclusion, the significance and side effects of computational narrative analysis were examined, and the necessity of designing a human-computer collaboration model based on the consilience of the humanities and science/technology was discussed. Based on this model, it was argued that aesthetically creative, ethically good, politically progressive, and cognitively sophisticated narratives could be made more effectively.

Study within the Framework of Collaboration on the Limitation and Alternatives of Governmental Project for Science Culture (협업의 관점에서 바라본 정부주도 과학문화 사업의 한계와 대안)

  • Shon, Hyang Koo;Park, Jin Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.716-730
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    • 2016
  • The meaning and role of science culture based on such values as rational thinking, creativity, critical validation has been growing in the process of discussing various social problems. In order to diffuse science culture, it is important to sustain citizen's activeness by providing contents which can induce interest on the base of two-way communication between public and experts and to support citizen activities performed voluntarily. To that end, various people such as scientist, government policymaker, communicator, those in charge of culture and art, exhibition curator should make up collaboration system and such requirement as motivation, leadership, agreement between the participants, communication, trust relationship is also to be met properly in order to proceed collaboration efficiently. This study reviews how these factors are coming true in governmental project for science culture and develops proposal for improvement on the base of opinions collected through expert meetings, interviews, workshop and data research. In addition, it explains that government must strengthen scientific cultural project personnel and lay infra such as communications hub, regional center, platform and improve the business selection method to promote competition and collaboration among project participants with reformation of reward and regulatory systems. It is performed to suggest comprehensive ways to increase efficiency of project for science culture out of not the deficit model which regard public as passive acceptant but context model or PES(public engagement in science) that take public who focus his attention and participate actively into account.

A Study on the Role of Designer in the 4th Industrial Revolution -Focusing on Design Process and A.I based Design Software- (인공지능 시대에서 미래 디자이너의 역할에 관한 고찰 -디자인 프로세스와 디자인 소프트웨어를 중심으로-)

  • Jeong, Won-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.279-285
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    • 2018
  • The purpose of this study is to propose the role of future designers and capabilities to be developed in the age of A.I. Active and preliminary designers should prepare themselves to develop necessary capabilities. As a method of study, we investigated the meaning of design and the changing role of designers from the past to present. Additional research was conducted on generative design, design processes, and A.I based design software. Finally, based on the analysis, we proposed the role of future designers and their capabilities in the age of A.I. In conclusion, the role of future designer should lead social innovation through creativity by coworking with artificial intelligence based on understanding and empathy for users. Based on this research, designers are expected to develop unique humanities skills such as empathy and creativity and work with AI in response to $4^{th}$ industrial revolution.

Aligning Academic Library Makerspaces with Digital Literacy Education Spaces (디지털리터러시 교육 공간으로서의 대학도서관 메이커스페이스)

  • Chang, Yunkeum
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.1
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    • pp.425-446
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    • 2018
  • As makerspaces continue to be introduced in academic libraries in Korea, this study explores potential operating strategies of, and long-term justifications for, makerspaces as digital literacy eduational spaces and services at academic libraries. By examining related literature reviews and case studies of makerspaces, this study analyzes various programs and their respective creation, funding, development, and outcomes, including educational value and library-specific goals such as digital literacy and lifelong learning. This study also considers the perspectives of librarians at academic libraries in Korea who were asked about the purpose, impact, and limitations of makerspaces. Certain common themes appear: for example, it is necessary for makerspaces to resolve challenges related to stable funding, as well as staffing and training of professional librarians assisting with the on-the-ground operation of makerspaces. This study proposes that designing makerspaces for an academic library setting goes deeper than providing a collaborative environment with access to new technologies like 3D printers and laser cutters, and it may be uniquely appropriate to draw connections to libraries' objectives to provide digital literacy education and universities' mission to foster innovation and creativity among students.

Development of Fine Dust Robot Unplugged Education Program (미세먼지 로봇을 주제로 한 언플러그드 교육 프로그램의 개발)

  • Lee, Jaeho;Jang, Junhyung;Jang, Inpyo
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.183-191
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    • 2019
  • The purpose of this paper is to develop an unplugged education program that develops the 4C (Creativity, Critical thinking, Communication ability, Collaboration) and CT (Computational Thinking) competencies required in modern society. This study discovered "Fine Dust Robot" as a theme suitable for the unplugged education program, and designed the Unplugged 4-hour education program which can develop 4C and CT competencies. The first stage motivates learning, and the second and third stages develop unplugged activity to develop CT. In the fourth stage, the algorithms created through unplugged activities were programmed through the natural language instruction card and produced the output. We developed educational materials that can be utilized in the unplugged education program. Finally, education programs were conducted for elementary school students, and pre- and post-tests of computational thinking were conducted for general students and gifted students. Educational effective was found in both groups.

A Case Study of the Convergence Capstone Design Education by Connecting Intellectual Property Rights for Airline Service Department (지식재산권을 연계한 항공서비스학과 융합 캡스톤디자인 교육 사례 연구)

  • Park, Hyun-A
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.127-132
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    • 2019
  • This study is an example of the registration of intellectual property rights by applying capstone design to airline service. To relieve the inconvenience of the 'Paper Cage' that is on sale in the airlines, the team create 'Foldable Inflight Pet Cage' for the convenience of passengers accompanying their pets. This allowed not only pets but also passengers on board to make comfortable and safe air travel. Through collaboration with aviation experts and pet cages production experts, the team produced foldable cages that were not previously available. For verification of products, preliminary survey was conducted to enable the commercialization of foldable cage. The project period was 15 weeks, and the participants consisted of 18 students, 1 professor, and 4 industry experts. This study shows Capstone Design can also be applied in airline service and be a valuable research on the necessity of industry-academic links and practical-oriented education.

The Effect of Engineering Design Based Ocean Clean Up Lesson on STEAM Attitude and Creative Engineering Problem Solving Propensity (공학설계기반 오션클린업(Ocean Clean-up) 수업이 STEAM태도와 창의공학적 문제해결성향에 미치는 효과)

  • DongYoung Lee;Hyojin Yi;Younkyeong Nam
    • Journal of the Korean earth science society
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    • v.44 no.1
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    • pp.79-89
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    • 2023
  • The purpose of this study was to investigate the effects of engineering design-based ocean cleanup classes on STEAM attitudes and creative engineering problem-solving dispositions. Furthermore, during this process, we tried to determine interesting points that students encountered in engineering design-based classes. For this study, a science class with six lessons based on engineering design was developed and reviewed by a professor who majored in engineering design, along with five engineering design experts with a master's degree or higher. The subject of the class was selected as the design and implementation of scientific and engineering measures to reduce marine pollution based on the method implemented in an actual Ocean Clean-up Project. The engineering design process utilized the engineering design model presented by NGSS (2013), and was configured to experience redesign through the optimization process. To verify effectiveness, the STEAM attitude questionnaire developed by Park et al. (2019) and the creative engineering problemsolving propensity test tool developed by Kang and Nam (2016) were used. A pre and post t-test was used for statistical analysis for the effectiveness test. In addition, the contents of interesting points experienced by the learners were transcribed after receiving descriptive responses, and were analyzed and visualized through degree centrality analysis. Results confirmed that engineering design in science classes had a positive effect on both STEAM attitude and creative engineering problem-solving disposition (p< .05). In addition, as a result of unstructured data analysis, science and engineering knowledge, engineering experience, and cooperation and collaboration appeared as factors in which learners were interested in learning, confirming that engineering experience was the main factor.

A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

Development of a Smart Education Model for Field Application of Smart Education (스마트교육 현장 적용을 위한 스마트교육 모형 개발)

  • Kim, Meeyong;Bae, Youngkwon
    • Journal of Internet Computing and Services
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    • v.13 no.5
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    • pp.77-92
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    • 2012
  • To explore the directions of 'Smart Education', we conduct a delphi survey field experts related to it recognized new educational paradigm of 21st century. As a result we can deduct common ground on educational goal, contents, method, evaluation, environment of 'Smart Education'. On the basis of these results, we develop a Smart Education Model to be able to provide a guide in the field. It is a systemic education model consisting of interrelated educational contents, method, evaluation, and environment of 'Smart Education' organically for education goal (e.g., Smart education should spread out for students living on 21st century to solve the problem with cooperation and communication, enhance creativity, and build their good character). We anticipate that this study will be useful in the field.

Case Study on Engineering Camp Program involving Engineering Design Activity and Intra-/Inter-Team Works for High School Students: Plant factory as main theme (공학설계활동과 팀 내, 팀 간 협력 기반 고등학생 공학 캠프 프로그램 운영 사례: 식물공장을 주제로)

  • Cho, Kyung-Suk
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.46-58
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    • 2015
  • Informal engineering education program for high school students was developed to cultivate engineering literacy using the human resources and facilities of university. Plant factory, a smart farming technology, was selected as a main theme, and the novel engineering camp program involving engineering design activities and intra-linter-team works was planned. The camp program was applied to 38 high school students in an active learning classroom. Five teams were constructed according to elemental technologies such as biotechnology, information-communication technology, energy engineering, mechanical engineering and architectural engineering, and the students were participated in intra- and inter-team activities to achieve the final goal of 'the construction of a plant factory in school'. The team works were conducted according to the eight steps of engineering design process (identifying the problem and need, identifying criteria and constraints, brainstorming possible solutions, selecting the best possible solution, constructing a prototype, testing and evaluating the solution, communicating the solution, and refining design). Participants' satisfaction survey showed that the satisfaction on the contents of engineering design was 4.48 on 5-point Likert scale. The participants' satisfaction on creative activity and systematic methodology was 4.43 on 5-point Likert scale. 97% of participants responded positively to team works, and 92% of participants were satisfied with career mentoring activity supplied by undergraduate/graduate students. These results indicates that the engineering camp program involving engineering design activity and intra-/inter-team works can contribute to cultivate engineering literacy such as creativity, problem solving ability, collaboration, communication skills for high school students, and to increase their interests in engineering fields.