• Title/Summary/Keyword: 특성화 프로그램

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Development and Application of Instruction Program using 3D Sketching Software for 'Planning for Residential Space' Unit of NCS-based on Interior Design Subject (NCS 실내디자인 과목의 '주거공간 계획하기' 단원에서 3차원 스케치 소프트웨어를 활용한 수업 프로그램 개발 및 적용 효과)

  • Ji, Ae-Hee;Yoo, Hyun-Seok
    • 대한공업교육학회지
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    • v.44 no.2
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    • pp.1-27
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    • 2019
  • In recent years, space planning ability using 3D sketch software is required in the working field of interior design. However, vocational high school do not respond appropriately to changes in the industry, because the class of vocational high school consists of hands-on practical classes and 2D CAD based classes. There is a shortage of 3D sketch software-based instruction programs that can improve students' spatial planning skills. Therefore, this study is to develop instruction program using 3D sketch software for 'Planning for Residential Space' unit of NCS-based on interior design subject and to find out the effect on students' academic achievement by applying to vocational high school class. The 3d sketch software based instructional program developed in this study was developed through four stages of preparation, development, implementation and evaluation according to the PDIE model process. The experimental design model used nonequivalent group posttest-only design in this study. Experiments were conducted on vocational high school students in construction and 9 hours of interior design subjects were applied. After the experiments, students were tested for academic achievement in the cognitive, affective, and psychomotor areas. As a result, the instruction program using the 3d sketch program developed in this study was found to be more effective in improving students' academic achievement than existing manual instruction program in both cognitive, affective, and psychomotor areas.

조명프로그램의 혼용과 비교

  • Hong, Seong-Uk;Jang, U-Jin;Kim, Won-Jung
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2004.05a
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    • pp.155-159
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    • 2004
  • 특성화된 조명기구와 향상된 램프의 보급과 적용으로 보다 기술적이고 적절한 조영환경이 형성되어 가고 있다. 이러한 상황에 맞춰서 조명설계 및 계산법도 여러 상황이 충분히 고려되고 보다 근접한 조건을 적용되고 있다. 예전에 비해 다양한 등기구의 도급과 적용이 이루어지고 있는 만큼이나 조명기술자료의 요청이나 필요가 많아지고 있다. 등기구의 특성화로 인해 같은 램프를 사용하더라도 각각의 등기구마다 독특한 배광특성을 나타내기 때문에 앞으로는 컴퓨터 시뮬레이션을 통한 조명계산의 적용이 불가피할 것으로 예상된다. 본 논문에서는 2가지 조명프로그램을 사용하여 같은 램프를 사용하는 2가지 각각의 등기구를 적용하여 시뮬레이션 결과치를 비교하도록 하겠다.

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Pthread implementation on ARX (ARX 에서의 Pthread Library 구현)

  • 김세화
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.160-162
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    • 1998
  • 본 논문은 실시간 운영체계인 ARX 의 독특한 메커니즘을 바탕으로 한 POSIX 의 thread library( Pthread library)의 구현에 대하여 다룬다. ARX Pthread library는 POSIX 1003.lc의 규약을 따르며 실시간 프로그램밍의 특성에 맞도록 이를 확장한 주기적인 thread, deadine handler등의 확장된 인터페이스를 제공한다. 이와 더불어 정확한 실시간 특성을 제공하기 위하여 사용자 수준 타이머의 관리도 제공하고 있다. 한편 ARX 의 핵심인 가살쓰레드와 개선된 스케줄링 이벤트 업콜 방식을 바탕으로 사용자 수준 쓰레드와 사용자 수준 스케줄러의 동기화를 제공하는 사용자 수준 동기화 도구를 구현하였다. 이러한 Pthread library를 사용한 응용프로그램의 timing anlysis의 결과는 ARX 의 뛰어난 실시간 처리 능력과 함께 다양한 실시간 응용 프로그램의 요구를 수용할 수 있음을 보여준다.

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특성 예측 수식모델과 이를 이용한 박막의 특성 제어

  • Jeong, Jae-In;Yang, Ji-Hun;Jang, Seung-Hyeon;Park, Hye-Seon
    • Proceedings of the Korean Vacuum Society Conference
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    • 2010.08a
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    • pp.146-146
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    • 2010
  • 진공이나 특정 가스 분위기 또는 플라즈마를 이용하여 박막을 제조하는 방법은 공정 조건에 따라 그 특성이 현저히 달라지며 대부분의 경우 제조된 박막에 대한 성분 및 조직의 분석과 박막이 구현하는 특성을 파악한 후 공정 조건을 최적화하게 되는 번거로움이 있다. 특히, 박막 제조 시스템에 따라 제조되는 박막이 특성이 달라지거나 원하는 공정조건에서 원하는 특성의 박막을 얻지 못하는 경우가 종종 발생하고 있다. 한편, 최근의 박막 제조 기술은 결정립 미세화 및 나노화, 다층화, 다성분계 박막 등을 통해 다기능을 구현하는 연구가 활발히 진행되고 있다, 이러한 다기능성 박막을 제조하기 위해서는 박막의 조직제어 기술과 함께 특성을 예측하고 제어하는 기술이 필요하게 된다. 본 연구에서는 상기의 문제점을 근본적으로 해결하고 다기능성 박막의 특성을 예측하고 제어하기 위한 코팅 수식모델을 개발하고 이를 응용하는데 필요한 시스템 구성에 대한 연구를 진행하였다. 코팅 수식 모델은 정해진 물질계의 각 공정별 특성 데이터를 이용하여 내삽 또는 외삽을 통해 수식화하였으며 이를 바탕으로 특성을 예측하는 프로그램을 개발하였고, 시스템에 따른 차이를 줄이기 위해 플라즈마 진단장치를 이용하여 시스템을 동기화시키는 작업을 진행하였다. 이러한 수식 모델을 바탕으로 TiN 피막의 특성예측 및 제어에 대한 기초연구를 소개한다.

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Application and Effects of VR-Based Biology Class Reflecting Characteristics of Virtual Reality (가상현실 특성을 반영한 VR 프로그램 기반 수업 적용 및 효과)

  • Choi, Seop;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.203-216
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    • 2020
  • The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about 'digestion' reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students' modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students' perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students' perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.

The Relationship between Lexical Sophistication Features and English Proficiency for Korean College Students using TAALES Program (TAALES 프로그램을 활용하여 한국 대학생이 작성한 에세이에 나타난 어휘의 정교화 특성 비교)

  • Lee, Young-Ju
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.433-438
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    • 2021
  • This study investigates the relationship between lexical sophistication features and English proficiency for Korean college students. Essays from the ICNALE(International Corpus Network of Asian Learners of English) corpus were analyzed, using TAALES program. In order to examine whether or not there are statistically significant differences in lexical sophistication features across three groups, MANOVA was conducted. Results showed that the lexical sophistication features were significantly affected by English proficiency level. Essays written by Korean students with different English proficiency levels can be differentiated in terms of various lexical sophistication features including content words frequency, content words familiarity, lexical decision mean reaction time function words, hypernymy verbs, word naming response time function words, age of acquisition content words.

A Study on Analysis and Improvement of Cultural Programs in Public Libraries (공공도서관 문화프로그램 현황 분석과 활성화 방안)

  • Hoang, Gum-Sook;Kim, Soo-Kyoung;Park, Mi-Young
    • Journal of Korean Library and Information Science Society
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    • v.39 no.1
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    • pp.219-244
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    • 2008
  • The Aim of this study lead to facilitating schemes of cultural program in public libraries. In order to present schemes, We analyzed status of operating cultural programs in domestic and outside the country. Research methods are literature investigation, survey and case analysis. As a result of this research, facilitating for cultural programs in public libraries is presented five schemes. We would like to use the result of this research as basic data for supporting policy of cultural program in public libraries.

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Evolution of Entertainment Program Format (방송 예능프로그램 포맷의 진화)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.55-63
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    • 2015
  • One of the most notable changes in entertainment programs has been the gamification since 1991. The comparative analysis of 255 weekend entertainment programs run by terrestrial broadcasters between 1991 and 1998 and between 2008 and 2014 indicates that entertainment programs have emigrated from the variety format to the reality, and that adopted entangled plots than interwoven ones more and more, using mission performances and competition heavily. Further, even within the reality format, different competitive factors and plot composition are adding the diversity in the end results immensely. The interaction among the gamification, plots and competitive factors is quite likely to drive creative changes in the broadcast formats in the years to come.

A Study on the Present Status of Public Libraries Culture Program and Reading Activity (공공도서관의 문화프로그램 및 독서활동 실태에 관한 연구)

  • 이경민
    • Journal of Korean Library and Information Science Society
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    • v.34 no.4
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    • pp.127-151
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    • 2003
  • The purpose of this study is to present an activation model of the culture program and reading activity at public libraries in Seoul City. For this purpose it is to review theoretical basis on public library culture program and reading activity, and to analyze the present status of them and then to introduce the case of Nowon Children's Library Culture Program and Reading Activity as a form of the characteristic program of public library supporting the culture and reading activities in Seoul City.

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