• Title/Summary/Keyword: 컴퓨터공학교육

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Oil Painting Analysis with Statistical Characteristics of Acquired Image (통계적 특성을 이용한 획득 영상의 정보 해석 : 유화의 영상 정보를 중심으로)

  • Ryu, Ho;Moon, Il-young
    • Journal of Advanced Navigation Technology
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    • v.22 no.2
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    • pp.163-167
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    • 2018
  • Probabilistic approach is applied to the experiment of Probability Density Function to get the information. Especially this method will be useful to make the montage to compare similarity. But in the case of art painting, it is more difficult than montage image. In this case, we should study the habit of painter with characteristic point in the paintings. Especially we will study characteristic point in the oil paintings to decide truth or falsehood in this paper.

Thermal Change Prediction of Magnetic Switch Using Regression Analysis (회귀 분석 기법을 활용한 전자 개폐기의 온도 변화예측)

  • Moon, Cheolhan;Yeon, Yeong-Mo;Kim, Seung-Hee;Min, Jun-Ki
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.749-755
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    • 2022
  • Electricity is essential energy in modern society, such as being used in various industries. However, the rate of fires occurring on electric wiring to deal with it is very high. In this work, we implemented a system to predict the temperature change of an electric circuit through analysis using various regression models. To do so, we collected the temperature data of 27 types of magnetic switches which control electric circuits as well as trained the regression models by using the collected temperature data. In our experiments, we confirmed that the regression models can be trained at a sufficiently usable level since the difference between the actual temperature and predicted temperature is about 4℃. The results of our work will be useful to predict the temperature of electric circuits and preventing fires on them.

A Study on Improvement Plans through Case Analysis of Domestic Disaster Safety Virtual Training Contents (국내 재난 안전 가상훈련 콘텐츠 사례분석을 통한 개선방안에 관한 연구)

  • Eun-Jee Song
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.467-474
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    • 2023
  • Disaster safety education that can respond when a disaster occurs is very important in Korea, where many human resources are generated due to safety insensitivity. Recently, with the development of virtual reality devices and manufacturing technology, the possibility of using a training system incorporating virtual reality technology in the field of safety education is attracting attention. The virtual training system is very effective for training and education because it has an excellent sense of immersion and allows you to experience various disaster situations without time and space limitations. In this study, cases of disaster safety virtual training contents in Korea are collected and investigated, and the current status of domestic disaster safety virtual training contents is identified and analyzed to identify problems and suggest improvement plans.

A Case Study on Running a Game-based Programming Class for Lower Grades (저학년을 위한 게임 기반 프로그래밍 수업 운영 사례 연구)

  • Do-hyeon Choi
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.151-157
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    • 2024
  • Most of the existing game-based education programmes for lower grades are simple block-coding studies, and there is a lack of examples of programming-intensive classes. In this study, we implemented a Minecraft-based Python coding fundamentals class for 3 classes at a local elementary school during a 2-week school holiday. The learning programme was reorganised from the standard learning programme on the official website, such as building quests through LAN-PARTY and self-scripting in-game, to improve class interest and motivation. In addition, we analysed the satisfaction and preferences of the class topics through a survey, and obtained meaningful results for future educational program development. This study is significant as a basic research for the design and development of game-based educational programmes for all age groups.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.

Improved Munilla-Peinado's RFID Distance Bounding Protocol (개선한 Munilla-Peinado RFID 경계 결정 프로토콜)

  • Ahn, Hae-Soon;Yoon, Eun-Jun;Bu, Ki-Dong;Nam, In-Gil
    • Annual Conference of KIPS
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    • 2010.04a
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    • pp.824-825
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    • 2010
  • 최근 RFID 태그들이 근접 인증(proximity authentication)을 위해 사용자의 위치나 상황을 이용하여 통신하기 때문에 위치 기반 공격인 중계 공격(relay attack)에 매우 취약함이 증명되었다. 이러한 중계 공격들을 방지하기 위해 리더와 태그사이의 메시지 송수신 왕복 시간을 측정하는 경계 결정(distance-bounding) 프로토콜이 한 해결책으로 연구되고 있다. 2008년에 Munilla와 Peinado는 Hancke-Kuhn이 제안한 프로토콜을 수정하여 보이드(void) 기법을 적용한 RFID 경계 결정 프로토콜을 제안하였다. 공격자에게 n번의 왕복에서 $(5/8)^n$으로 성공 확률을 감소시켰지만, 저비용 수동형 태그에서 많은 통신량과 저장 공간을 요구하므로 비효율적이다. 따라서 본 논문에서는 태그측의 해쉬 함수 연산량을 줄이고, 적은 저장 공간을 요구함으로써 저비용 RFID 시스템에 적합한 효율적인 RFID 경계 결정 프로토콜을 제안한다.

Analysis of Transforming Mathematical Representation Shown in the Class of Composite Function Using the CAS (CAS 공학을 사용한 합성함수 수업에서 나타난 수학적 표상 전환 과정에 대한 분석)

  • Lee, Yu Bin;Cho, Cheong Soo
    • School Mathematics
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    • v.17 no.1
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    • pp.19-33
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    • 2015
  • This study examined mathematics class using the CAS(Computer Algebra Systems, CAS) targeted for high school first grade students. We examined what kind of transforming of representations got up according to mathematics subject contents at this classroom. This study analyzed 15 math lessons during one month and the focus of analysis was on the classroom teacher. In particular, for transformations among representations this study mainly investigated from theoretical frameworks such as transparent and opaque representation of Lesh, Behr & Post(1987), descriptive and depictive representation of Kosslyn(1994). According to the results of this study, CAS technology affected the transforming of representations in high school math class and this transforming of representations improved the students' thinking and understanding of mathematical concepts and provided the opportunity to create the representation of individual student. Such results of this study suggest the importance of CAS technology's role in transforming of representations. and they offer the chance to reconsider the fact that CAS technology could be used to improve students' ability of transforming representations at the mathematics class.

The DACUM Process for Work Based Curriculum Development - On the Job of Microcomputer Control- (DACUM 직무분석을 이용한 산학일체 교육과정개발 -마이크로컴퓨터 제어 직무를 중심으로-)

  • Kim, Young-Oo;Kim, Hyeong-Rae;Lee, Eung-Gu;Cho, Byung-Seob
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.37 no.4
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    • pp.27-34
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    • 2000
  • A curriculum-building model is presented to achieve a work based curriculum development. It includes a job analysis method called DACUM(Developing A Curriculum) which is designed to accept various requirements of industrial fields fast and faithfully. The model is applied to design our curriculum. By analysis, it is shown that the new curriculum includes some new practical classes, and/or that new practical contents are included even in old classes.

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Media Literacy as a internet Ethics Education Methodology (인터넷 윤리 교육의 방법론으로서의 미디어 리터러시)

  • Choi, Jun-Young;Lee, Myung-Suk;Son, Yoo-Ek
    • Annual Conference of KIPS
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    • 2011.04a
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    • pp.1563-1566
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    • 2011
  • 현재의 인터넷은 엄청난 속도와 흡수성을 가진 채로 우리들의 생활에 스며들어 왔다. 인터넷은 효율성과 생산성, 오락성의 편익을 제공하는 반면, 익명성과 비대면성이라는 매체의 특성으로 인해 이를 악용한 인터넷 윤리의식이 심각한 사회문제가 제기되고 있다. 이에 인터넷으로 인한 부작용을 예방하고 보다 인간중심의 인터넷 문화를 만들기 위한 인터넷 윤리교육의 중요성이 부각되고 있다. 본 논문에서는 이러한 인터넷 윤리의식을 고취시키기 위한방법으로 미디어 리터러시를 제안한다. 기존에는 인터넷의 역기능들을 방지하기 위한 방법으로 차단을 시키거나 사용하지 못하게 하는 부정적 방법을 이용하였으나, 미디어 리터러시를 적용함으로써 인터넷을 올바로 이해하고 느끼게 하여 긍정적인 사고를 가지게 하여 근원적인 예방을 함으로써 인터넷 윤리의식을 고취시키고자 하였다.

Fairy tale experience system using VR (가상현실 기술을 활용한 동화 체험 시스템)

  • Yoo, Sangwook;Kim, Suhyeon;Kim, Jonghyun;Hwang, Chanho;Choi, Hyosub
    • Annual Conference of KIPS
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    • 2020.11a
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    • pp.482-485
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    • 2020
  • 최근 물리적 언택트(Untact)와 사회적 온택트(Ontact)를 이끄는 기술에 대한 관심이 커지면서 가상현실(VR:Virtual Reality) 기술을 활용한 교육이 주목받고 있다. 이와 더불어 교육 환경이 경험과 체험 위주의 맞춤형 교육으로 급격히 변화함에 따라 사용자 요구를 만족시킬 콘텐츠는 부족한 실태이다. 따라서, 본 논문에서는 효과적인 독서교육을 위해 종이책과 전자책을 비교 설명하며 가상현실 기술을 활용한 동화 체험 시스템을 제안하였다. 사용자 얼굴 3D 텍스처 모델링과 멀티플레이어를 통해 비대면 실감형 콘텐츠와 공공데이터를 활용하여 동화선택 기능을 구현하였다. 이처럼 교육적인 관점에서 스스로 선택한 동화를 함께 체험하고 인지한다는 점에서 효과적이다.