• Title/Summary/Keyword: 협업경험

Search Result 173, Processing Time 0.02 seconds

Consideration on u-Gov's Role for Effective Reaction to Disaster (효율적인 재난대응을 위한 u-Gov 역할 고찰)

  • Choung, Young-chul;Bae, Yong-Guen
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.19 no.8
    • /
    • pp.1908-1916
    • /
    • 2015
  • In reacting to disasters, rationality only relies on human experience leads to huge lose. Accordingly, in order to prepare for national emergency due to diverse and complicated disaster, the government needs to transfer into cooperation-based disaster management system using smart UT. Hence, this paper analyzes current disaster management systems' problems and considers resolution in fulfilling the requirement in safety. Then, it suggests service structure for technically effective UT utilization and considers u-Gov's role in preparing unpredictable disasters.

A Preliminary Study on the Promotion Strategy for IT Convergence: An Industrial Ecology Perspective (산업생태계 관점에서 바라본 IT융합 촉진전략)

  • Lee, Ji Eun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.3
    • /
    • pp.1327-1333
    • /
    • 2014
  • IT convergence plays a key role in increasing the value of goods and services in other industry sectors. The government has enhanced the policy and institutional support for convergence technology development and technology commercialization. Some of the leading companies already achieve performance through the strategic IT convergence. However, in order to maximize the benefits and performance of IT convergence, policies should be established from the viewpoint of industrial ecology and many companies can participate in and share benefits of IT convergence business. From an industrial ecology perspective, this study suggests a role of the government, keystone enterprise, and other stakeholder for promoting the IT convergence using analytic hierarchy process(AHP).

Performance Analysis on Cooperative Activities of Multidisciplinary Research in Government Research Institutes (국가 출연연구소의 협업적 융합연구 성과 분석)

  • Cho, Yong-rae;Woo, Chung-won;Choi, Jong-hwa
    • Proceedings of the Korea Technology Innovation Society Conference
    • /
    • 2017.11a
    • /
    • pp.653-685
    • /
    • 2017
  • '기술융합'은 기존기술 간 결합 또는 전혀 새로운 기술개발을 통한 신산업 창출과 사회적 난제 해결을 가능하게 하는 혁신의 최근 트렌드이다. 과학기술을 통한 한국 경제성장 전략의 첨병이었던 국가 출연(연)구소에 대해서도 융합연구 조직으로의 역할 변화를 둘러싼 정책적 관심이 높아지고 있다. 본 연구는 출연(연) 융합연구의 성공 핵심요소를 '협력'으로 보고 다음의 연구 목적을 설정하였다. 첫째, 기술개발 목적과 문제해결 과정 관점에서 융합연구 개념과 범위를 정의하고, 그 특성을 반영하는 분석 프레임워크를 제안한다. 둘째, 융합연구에서의 협력활동과 그 성과를 유형화하고 새로운 분석지표를 제안한다. 셋째, 융합연구에서의 협력활동 특성과 그 정도가 성과에 미치는 영향을 분석한다. 이를 위하여, 국가연구개발사업 및 NST 융합연구사업을 통한 융합연구 과제 수행 경험이 있는 각 출연(연) 104명의 연구책임자들에게 협력의 방식 및 정성적 성과에 대한 설문조사를 수행하였다. 이후, 조사결과를 바탕으로 협력활동 특성과 성과 간 상관관계를 규명하는 회귀분석을 수행하였다. 분석결과, 첫째, 지식 창출활동에서는 협력 파트너 다변화가 중요한 변수였다. 둘째, 유사분야 연구자들 간 집체형 협력활동은 특허 기술이전과 같이 목적이 명확한 성과에 영향을 미치는 것으로 나타났다. 셋째, 연구자들에게 독립성과 자율성을 부여하고, 지식 노하우 등 기술역량의 상호공유가 이루어질수록 창출지식의 다양성 및 관계의 지속성이 높아지는 것으로 나타났다. 연구 결과는 융합연구를 위한 협력과 성과 분석방법의 정책방향을 제시한다.

  • PDF

Cross Media-Platform Book Recommender System: Based on Book and Movie Ratings (사용자 영화취향을 반영한 크로스미디어 플랫폼 도서 추천 시스템)

  • Kim, Seongseop;Han, Sunwoo;Mok, Ha-Eun;Choi, Hyebong
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.582-587
    • /
    • 2021
  • Book recommender system, which suggests book to users according to their book taste and preference effectively improves users' book-reading experience and exposes them to variety of books. Insufficient dataset of book rating records by users degrades the quality of recommendation. In this study, we suggest a book recommendation system that makes use of user's book ratings collaboratively with user's movie ratings where more abundant datasets are available. Through comprehensive experiment, we prove that our methods improve the recommendation quality and effectively recommends more diverse kind of books. In addition, this will be the first attempt for book recommendation system to utilize movie rating data, which is from the media-platform other than books.

Volumetric Capture data-driven Real Object-Virtual Space Adjustment and Virtual Reality Contents Design (볼류메트릭 캡처 데이터 기반 실사-가상공간 정합 및 VR 실감 미디어 콘텐츠 디자인 설계)

  • Ryoo, Miohk;Yoo, Sanghyun;Yun, Kugjin;Kim, Myoungha;Kim, Sanghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2022.06a
    • /
    • pp.1-3
    • /
    • 2022
  • 코로나 19 팬데믹으로 인한 4차 산업혁명이 앞당겨지고 초현실, 초실감, 초연결 사회 등의 키워드가 대두되고 언택트(Untact) 시대가 일상생활에 불가항력적으로 접목되면서 몰입감과 흥미성, 유희성을 목적으로 한 콘텐츠들이 다양하게 활성화되었다. 특히, 메타버스(Metaverse) 플랫폼이 빠르게 진화하면서 물리적 현실과 디지털 가상성을 융합한 다중 사용자에게 다양한 경험이 가능한 서비스가 주목받고 있다. 메타버스는 다중 사용자 플랫폼에서 원활한 커뮤니케이션과 대규모 멀티플레이가 가능한 온라인 비디오 게임, 오픈 게임 월드, AR 협업 공간과 호환되는 사회적, 몰입감이 있는 VR(Virtual Reality) 플랫폼 서비스 중 하나이다. 우리는 메타버스 플랫폼 개발 시 필요로 하는 요소기술 및 3D 데이터 획득을 통한 VR 콘텐츠를 설계하고 구현하고자 한다. 1) 콘텐츠 시나리오 및 사용자 인터랙션 설계; 2) 볼류메트릭 캡처를 활용한 실사 기반의 동적(Dynamic) 데이터 생성; 3) 컴퓨터 그래픽 기반 가상공간 설계 및 정적(Static)데이터 요소기술 개발; 4) 가상 현실 공간 데이터와 볼류메트릭 캡처의 실사 데이터 정합; 5) 공간 데이터 시각화 생성 및 모듈형 공간 이동 제어 기능 개발; 최종적으로 6) VR 환경에서의 콘텐츠 구현을 목표로 한다.

  • PDF

The Investigatory Study about The Project Process of Community Building Leaded by Community Welfare Centers (지역사회복지관이 주도하는 마을만들기 사업 과정에 관한 탐색적 연구 : 사회복지관 실무자의 경험을 중심으로)

  • Cho, Hyejin;Yoo, Dongchul
    • Korean Journal of Social Welfare
    • /
    • v.66 no.3
    • /
    • pp.159-183
    • /
    • 2014
  • This study is to deeply investigate the process experience of making the local organization with the supervisors and the social workers-in-field with the research question, 'how is the project process of community building leaded by community welfare centers'. For this, 6 community welfare centers were selected among 22 ones participated in the public contest of Seoul Welfare Foundation, and 15 line workers including the top supervisors working there were selected as the research participants and interviewed. The interview source materials of research participants were analyzed using the method of consistent comparison of Strauss and Corbin(1996). According to the result of the research, the project process of community building leaded by community welfare centers indicated 4 phases such as 'the step of change of recognition', 'the step of mutual communication', 'the step of cooperation expansion', and 'initiative construction'. With the result of this study, I supposed political and practical tasks for promoting that local residents voluntarily build the community and the change of paradigm that is community welfare centers for local residents. Also, this study will be relevant that the result of this study is offered as base line data for extending theoretical and practical discussion about building community depending on characteristic of community and community welfare centers.

  • PDF

A Design and Effect of Design Thinking-Based Team Project Learning in Nursing Clinical Practice (간호학 임상실습에서 디자인씽킹 기반 팀 프로젝트 학습 설계 및 적용효과)

  • Kang, Myung-Ju;Chung, Kyung-Hee;Cho, Jeong-Ah
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.3
    • /
    • pp.336-348
    • /
    • 2019
  • This study aimed to verify the effects of design thinking-based team project learning on nursing college students' empathy and proactivity of problem solving. This study also examined the subjects' experiences obtained from participating in team project activity through reflective analysis. The research was a one-group, pre-and-posttest design. The subjects were 64 seniors majoring in nursing studies in N university who had attended the course of nursing management practice. During the course, they participated in a design thinking team project for a total of 10 sessions for two weeks, five times per week, and one and a half hour per day. Data was analyzed using SPSS Win 22.0, a paired t-test was conducted and Pearson's correlation coefficients were calculated. Content analysis was carried out on their experiences obtained from participation in team project activity. The subjects' empathy(t=-2.94, p=.005) and proactivity of problem solving(t=-6.23, p<.001) showed statistically significant difference between before and after the design thinking-based team project learning and had significant positive correlation(r=.634, p<.001). Analysis of team reflection revealed four themes: design thinking, empathy, problem solving ability, and critical thinking. This study verified that design thinking-based team project learning was very effective in developing nursing college students' empathy and proactivity of problem solving. Research Results Design Thinking Based on team learning, project learning is an effective teaching learning method for finding and defining customer needs, creating a solution to problems, and enhancing engagement and empathy through various stakeholder collaborations I could.

Open-Ended Response Analysis for University Course Evaluations using Topic Modeling (토픽 모델링을 활용한 대학 강의평가 개방형 응답분석)

  • Su-Hyun Ahn;Sang-Jun Lee
    • Journal of Practical Engineering Education
    • /
    • v.15 no.3
    • /
    • pp.539-547
    • /
    • 2023
  • In recent years, university education has emphasized a learner-centered education model with a change in educational paradigm. This study aims to explore students' diverse opinions and improve the quality of education by analyzing the open-ended responses of university lecture evaluations using topic modeling. To this end, a total of 45,001 open-ended responses based on the results of lecture evaluations from 2017 to 2022 in non-metropolitan universities were divided into majors and liberal arts, and a short-form optimized Biterm Topic Modeling (BTM) analysis was conducted. As a result of the analysis, major lectures were divided into "attitude toward non-face-to-face classroom experience", "attitude toward questions and discussions", "attitude toward attendance and grading", "attitude toward practical activities and presentations", and "attitude toward communication and collaboration", while liberal arts lectures were divided into "attitude toward non-face-to-face classroom experience", "attitude toward grades and evaluations", "attitude toward attendance and syllabus", "attitude toward academic knowledge and interest", and "attitude toward communication and questions". The results of this study, which analyzed various feedback from students, provide insights that can be used to compare the characteristics of majors and liberal arts courses and improve teaching and learning experiences.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
    • /
    • v.10 no.2
    • /
    • pp.44-61
    • /
    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

A Study on the Development of a New OSMU Education Model Applying Local Content as a Source (지역 콘텐츠를 이용한 OSMU 교육모델 개발에 관한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
    • /
    • s.21
    • /
    • pp.51-69
    • /
    • 2010
  • OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.

  • PDF