• Title/Summary/Keyword: 협업경험

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Development of PBL Application Class Module and Convergence Application Experience in one university Scenario-based Adult Nursing Simulation Training (일개 대학 시나리오 기반 성인간호학 시뮬레이션 실습 교육에서 PBL 적용 수업 모듈 개발 및 융합적 적용 경험)

  • Young-Hee Jeong
    • Journal of Advanced Technology Convergence
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    • v.2 no.3
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    • pp.33-41
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    • 2023
  • This study aimed to improve the quality of classes through the application experience analysis after applying the adult nursing simulation practice modules with PBL. Quantitative and qualitative data such as from satisfaction, validity, self-reflection, and lecture evaluation in 68 nursing students were analyzed after the semester. Satisfaction was 4.64 points out of 5 points, and 'I want to recommend this class to other friends' was the highest. It was appropriate for the validity as 64.7% to 100% positve answer. From the qualitative data analysis of lecture evaluation, it was categorized into 5 thematic groups : 'increased immersion related to a lively class environment', 'growth of knowledge and skills through learners' active participation', 'improvement of mutual collaboration skills through team-based problem-solving process', 'Improvement of problem-solving ability through situational crisis coping process' and 'Improvement of individual comprehension through close teaching'. The continuous development of PBL learning strategies and development of various scenarios are required in the future.

Education for 4th Industrial Revolution (4차산업혁명을 준비하는 교육)

  • Park, Jae-Hwan;Ahn, Jeeyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.885-892
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    • 2018
  • A series of revolutionary industrial changes took place from the 18th century of the First Industrial Revolution. The fourth industrial revolution is a new industrial revolution in which intelligence and information unite. Social, cultural, economic and educational systems are expected to emerge within the category of access and experience. In the course of intelligent mechanization, manpower and machinery need to be commandeered. Tools should be left to the machine and humans should look at essential issues. In the 4th Industrial Revolution, the paradigm of education should fundamentally change. Instead of routine technologies based on memorization, one should learn how to access and utilize. It needs to focus on areas of debate, cooperation, communication, sensibility, and artistry that robots and artificial intelligence can not afford. The fourth industrial revolution is the fusion of human beings and technology, the humanities and the technology.

Incorporating Social Relationship discovered from User's Behavior into Collaborative Filtering (사용자 행동 기반의 사회적 관계를 결합한 사용자 협업적 여과 방법)

  • Thay, Setha;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.1-20
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    • 2013
  • Nowadays, social network is a huge communication platform for providing people to connect with one another and to bring users together to share common interests, experiences, and their daily activities. Users spend hours per day in maintaining personal information and interacting with other people via posting, commenting, messaging, games, social events, and applications. Due to the growth of user's distributed information in social network, there is a great potential to utilize the social data to enhance the quality of recommender system. There are some researches focusing on social network analysis that investigate how social network can be used in recommendation domain. Among these researches, we are interested in taking advantages of the interaction between a user and others in social network that can be determined and known as social relationship. Furthermore, mostly user's decisions before purchasing some products depend on suggestion of people who have either the same preferences or closer relationship. For this reason, we believe that user's relationship in social network can provide an effective way to increase the quality in prediction user's interests of recommender system. Therefore, social relationship between users encountered from social network is a common factor to improve the way of predicting user's preferences in the conventional approach. Recommender system is dramatically increasing in popularity and currently being used by many e-commerce sites such as Amazon.com, Last.fm, eBay.com, etc. Collaborative filtering (CF) method is one of the essential and powerful techniques in recommender system for suggesting the appropriate items to user by learning user's preferences. CF method focuses on user data and generates automatic prediction about user's interests by gathering information from users who share similar background and preferences. Specifically, the intension of CF method is to find users who have similar preferences and to suggest target user items that were mostly preferred by those nearest neighbor users. There are two basic units that need to be considered by CF method, the user and the item. Each user needs to provide his rating value on items i.e. movies, products, books, etc to indicate their interests on those items. In addition, CF uses the user-rating matrix to find a group of users who have similar rating with target user. Then, it predicts unknown rating value for items that target user has not rated. Currently, CF has been successfully implemented in both information filtering and e-commerce applications. However, it remains some important challenges such as cold start, data sparsity, and scalability reflected on quality and accuracy of prediction. In order to overcome these challenges, many researchers have proposed various kinds of CF method such as hybrid CF, trust-based CF, social network-based CF, etc. In the purpose of improving the recommendation performance and prediction accuracy of standard CF, in this paper we propose a method which integrates traditional CF technique with social relationship between users discovered from user's behavior in social network i.e. Facebook. We identify user's relationship from behavior of user such as posts and comments interacted with friends in Facebook. We believe that social relationship implicitly inferred from user's behavior can be likely applied to compensate the limitation of conventional approach. Therefore, we extract posts and comments of each user by using Facebook Graph API and calculate feature score among each term to obtain feature vector for computing similarity of user. Then, we combine the result with similarity value computed using traditional CF technique. Finally, our system provides a list of recommended items according to neighbor users who have the biggest total similarity value to the target user. In order to verify and evaluate our proposed method we have performed an experiment on data collected from our Movies Rating System. Prediction accuracy evaluation is conducted to demonstrate how much our algorithm gives the correctness of recommendation to user in terms of MAE. Then, the evaluation of performance is made to show the effectiveness of our method in terms of precision, recall, and F1-measure. Evaluation on coverage is also included in our experiment to see the ability of generating recommendation. The experimental results show that our proposed method outperform and more accurate in suggesting items to users with better performance. The effectiveness of user's behavior in social network particularly shows the significant improvement by up to 6% on recommendation accuracy. Moreover, experiment of recommendation performance shows that incorporating social relationship observed from user's behavior into CF is beneficial and useful to generate recommendation with 7% improvement of performance compared with benchmark methods. Finally, we confirm that interaction between users in social network is able to enhance the accuracy and give better recommendation in conventional approach.

A Study on Core Factors and Application of Asymmetric VR Content (Asymmetric VR 콘텐츠 제작의 핵심 요인과 활용에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.39-49
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    • 2017
  • In this study, we propose the core factors and application of asymmetric virtual reality(VR) content in which head-mounted display(HMD) user and Non-HMD users can work together in a co-located space that can lead to various experiences and high presence. The core of the proposed asymmetric VR content is that all users are immersed in VR and participate in new experiences by reflecting widely a range of users' participation and environments, regardless of whether or not users wear the HMD. For this purpose, this study defines the role relationships between HMD user and Non-HMD users, the viewpoints provided to users, and the speech communication structure available among users. Based on this, we verified the core factors through the process of producing assistive asymmetric VR content and cooperative asymmetric VR content directly. Finally, we conducted a survey to examine the users' presence and their experience of the proposed asymmetric VR content and to analyze the application method. As a result, it was confirmed that if the purpose of asymmetric VR content and core factors between the two types of users are clearly distinguished and defined, the independent experience presented by the VR content together with perceived presence can provide a satisfactory experience to all users.

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 the Direction of Ubiquitous Office with a Focus on Work Services (업무유형에 따른 유비쿼터스 오피스 계획 방향에 관한 연구)

  • Cho, Myung Eun;Chae, Hee Hwa;Lee, Ju Hyun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.186-196
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    • 2012
  • Information technology has changed the human life as well as the societal and economic paradigm. New office environments have been proposed to cope with emerging changes and to support working performances by reducing costs of office operation and business. Recently, office environments have adopted ubiquitous computing with a focus on collaboration to promote real-time enterprises. They become equipped with various mobile devices and pervasive technologies in wireless networks. This study aims to propose a direction for the adoption of mobile and pervasive computing on the new office environment. We investigate relate works and analyze new office types including mobile offices, telework centers and home offices. Using a customized questionnaire, the current conditions of the office environments and officers' demands were investigated and analyzed. In the end, we propose the direction for a ubiquitous office environment with a focus on two attributes, ubiquity and mobility. This research will be a basis for the development of ubiquitous offices that support the professionalism of works in practices.

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A research for Social Learning method of using Social Media (소셜 미디어를 활용한 소셜 러닝 체제 연구)

  • Chang, Il-Su;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.233-240
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    • 2011
  • Social Media is the open online tool and media platform for sharing and participation of users opinion, experience, viewpoiont, so general situation that is one-side flowing from production to consume doesn't act, and while use of two-way, user create contents use of sharing and participation. This social media include Blog, Social Network Service(SNS), Wiki, User Create Contents(UCC), Micro Blog, 5 types. In broad terms, Social Learning is self-learning that user sharing with coperation and collective intelligence through Social Media, and in few wards Social Learning is learning for Social Media. In this research, we define Social Media and Social Learning, and research of method of use of Elementary Education.

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An Investigation into Three Dimensional Mutable 'Living' Textile Materials and Environments(1) (3D 가상 이미지의 텍스타일 소재로의 적용을 통한 삼차원 변형가능한 'Living Textile'과 환경변화에 관한 연구(1))

  • Kim, Ki-Hoon;Suh, Ji-Sung
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1305-1317
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    • 2010
  • This research aim concerns questioning how we can generate environments suggestive of nature fused with built environments through textiles. Through literature reviews and experiments with available the 3D imaging techniques of Holography, Lenticular and other new technologies, We have researched towards finding the most effective method for 3D imaging techniques for textile applications. This objective is to produce intriguing textile patterns and images in which the objects and colours change as viewpoints change. Experimental work was carried out in collaboration with professional textile researchers, scientists, artists and designers conducting research in this field.

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
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    • v.19 no.8
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    • pp.1908-1916
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    • 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
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    • v.15 no.3
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    • pp.1327-1333
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    • 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).