• Title/Summary/Keyword: 협업 분석

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A study on multidisciplinary and convergent research using the case of 3D bioprinting (3D 바이오프린팅 사례로 본 다학제간 융복합 연구에 대한 소고)

  • Park, Ju An;Jung, Sungjune;Ma, Eunjeong
    • Korea Science and Art Forum
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    • v.30
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    • pp.151-161
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    • 2017
  • In the fields of science and engineering, multidisciplinary research is common, and researchers with a diverse range of expertise collaborate to achieve common goals. As the 4th industrial revolution gains currency in society, there is growing demand on talented personnel both with technical knowledge and skills and with communicative skills. That is, future engineers are expected to possess competence in social and artistic skills in addition to specialized knowledge and skills in engineering. In this paper we introduce an emerging field of 3D bioprinting as an exemplary case of interdisciplinary research. We have chosen the case to demonstrate the possibility of cultivating engineers with π-shaped expertise. Building on the concept of T-shaped talent, we define π-shaped expertise as having both technical skills in more than one specialized field and interpersonal/communicative skills. Wtih references to such concepts as trading zones and interactional expertise, we suggest that π-shaped expertise can be cultivated via the creation of multi-level trading zones. Trading zones are referred to as the physical, conceptual, or metaphorical spaces in which experts with different world views trade ideas, objects, and the like. Interactional expertise is cultivated, as interactions between researches are under way, with growing understanding of each other's expertise. Under the support of the university and the government, two researchers with expertise in printing technology and life sciences cooperate to develop a 3D bioprinting system. And the primary investigator of the research laboratory under study has aimed to create multiple dimensions of trading zones where researchers with different educational and cultural backgrounds can exchange ideas and interact with each other. As 3D bioprinting has taken shape, we have found that a new form of expertise, namely π-shaped expertise is formed.

Framework and Core Competency of Integrated Design Management (IDM) (통합설계관리의 개념적 틀 및 역량강화 요소 - 건축과 플랜트를 중심으로 -)

  • Kim, Yesol;Jung, Youngsoo
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.1
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    • pp.122-133
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    • 2014
  • Recent diversification of project delivery systems coupled with increasing mega-projects requires highly advanced construction management techniques. Among those techniques, procurement and design management are recognized as being the first priority for overseas construction projects. Nevertheless, previous research in design management has been limited to the quality management of the design documents at design stage. Therefore, it is necessary to explore the design management from a comprehensive perspective throughout the project life cycle. In this context, the purpose of this paper is to propose a conceptual framework for integrated design management (IDM). Several different concepts in relation to design management were investigated first in order to identify the major variables of the IDM framework. A comprehensive comparison of construction management methodologies was also analyzed in order to identify key factors of IDM. Finally, an IDM framework was proposed by combining those factors and relevant issues. Based on the proposed framework, a survey was conducted in order to validate the framework as well as to identity important areas for improving competitive capability of Korean construction companies.

A Study on the Selection Factors of Contents Service for the Popularization of AI Speaker based on AHP (AI Speaker 대중화를 위한 콘텐츠 서비스 선택 요인에 관한 연구 - AHP(계층화 분석)를 중심으로)

  • Lee, Hweejae;Kim, Sunmoo;Byun, Hyung Gyoun
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.38-48
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    • 2020
  • The domestic AI speaker market is growing into a full-fledged early audience market beyond the innovative consumer market with 3 million domestic supply units at the end of 2018, but the reality is that for various reasons, we are not satisfied with the use. There are many previous papers on AI Speaker, but the majority of research so far tends to be biased towards the acceptance of the device's own performance. Many changes are being made, such as OTT providers trying to secure the market through collaboration with AI speaker providers. This study tried to identify the priorities for content services, which can be another major selection factor for AI speakers, excluding the factors of unsatisfactory technology. First, this study identified the priorities among AI speaker selection factors using AHP (Analytic Hierarchy Process), based on the AI speaker selection factors derived through literature research. The most important hierarchical factor are Concierge Service, Education Service, and Entertainment Service order in AI speaker selection, and the primary content among the individual factors was the one that ranked weather/temperature/fine dust (11.6%) and child caring content was in the second place (10.8%), and then music service was in the third place (9.8%). The three top priorities were derived from the items in the top tier 1, 2 and 3 priorities. Of the total 15 individual services, 6 sub-layers of Concierge Service (weather/temperature/fine dust, news, voice schedule notification) and Education Service (foreign language, toddler, reading books) were in the top 8, and two of the Entertainment Service Music service and movie service ranked third and sixth.

Exploring How to Develop Teaching & Learning Materials to Create New Problems for Invention ('문제 만들기' 활동을 통한 발명 교수·학습자료 개발 방향 탐색)

  • Kang, Kyoung-Kyoon;Lee, Gun-hwan;Park, Seong-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.9
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    • pp.290-301
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    • 2017
  • This research aimed to develop problem creating worksheets as a teaching & learning material for problem solving activities and assess its effectiveness. Activity worksheets for creative problem development were established. The effectiveness of the problem-creating classes taught to gifted students in invention was evaluated. In addition, effective strategies for encouraging problem creating and question making in teaching & learning processes were explored. The creative problem identification activity consisted of 5 steps, which are idea creation, convergence, execution, and evaluation. The results showed that elementary and middle school students taught in the classes using this problem-identification worksheet were highly satisfied with the program. This study concluded that it requires an educational environment, government level collaboration, and support to create a mature social atmosphere and educational environment motivating students to keep asking questions and identify problems. Through continual modification, additional ongoing efforts to increase the credibility and the quality of the worksheets as a creative problem solving and learning tool will be needed.

An Impact Analysis on the Regeneration of Idle Space Affecting the Quality of Resident's Life and Local Economy Revitalization from Urban Regeneration Perspective (유휴공간의 재생이 주민 삶의 질 및 지역경제 활성화에 미치는 영향구조 분석)

  • Choi, Jin-Wook;Lee, Joo-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.129-142
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    • 2016
  • This study evaluates the sectoral effects of the regeneration of the idle space and aims to analyze the impact relationship and structure with the quality of residents's life and local economy revitalization. this study verifies the 8 hypotheses from total 11 ones through the PLS structural equation model and suitability test for setting the hypothesis and statistical significance test. The results can be summarized into 3 parts. First, If physical, social and cultural aspects should be considered, Regeneration of idle space could meet the 2 pasts such as quality of residents life and local economy revitalization at the same time. Secondly, the regeneration of idle space from environmental aspect should be led by the local government and let it's effect leaded to local economy revitalization through the collaboration of private and public sector. Finally, it should promote the quality of resident's life and let the satisfaction linked to cyclical effects with local economy revitalization. This study has an significance that it provides the theoretical basis for regeneration of idle space and it is an empirical study for impact structure model.

A Study on Implementation System of 'Design Charrette' for Sustainable Community Design -Focused on Sensitive Urban Infill Charrette in Canada (지속가능한 커뮤니티 계획을 위한 디자인샤렛 실행체계 연구 -캐나다 Sensitive Urban Infill Charrette 프로젝트를 중심으로)

  • Choi, Soon-Sub
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.153-161
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    • 2016
  • Urban design claiming the notion of 'Sustainability', which inevitably includes ecological complexity, is normally geared towards the reflection of environmentally-friendly technical guidelines in the existing planning process. Although physical planning should be combined with economic, social, cultural, environmental issues, and policies, it is conducted conventionally as the sum of the closed sectoral approaches of planning. To overcome this limit, Design Charrette was invented for sustainable urban design or community design, which should consider the complexity of diverse issues. This design process unveils complicated and divergent problems and a variety of stakeholders participate in the integrated design simultaneously and cooperatively. Because Design Charrette must also be a process of agreement, it is used for sustainable community design. The aim of this study was to introduce Design Charrette as an alternative of Korean sustainable urban design, which is regarded as 'making guidelines related to green principles'. For such a purposes, the definition and differentiation of Design Charrette will be explained with an analysis of the introduction background, benefit and procedure. The contents, system and process of Design Charrette will be analyzed through case studies in Canada, where this method of design is widespread. In the last part, the implementation system (the comprehensive system of organization / content and direction of planning / process and output) will be deduced after concentrated analysis of one respected case, 'Sensitive Urban Infill Charrette' of the City of Surrey. This implementation system will be a crucial reference to develop Korean Design Charrette.

Location Recommendation System based on LBSNS (LBSNS 기반 장소 추천 시스템)

  • Jung, Ku-Imm;Ahn, Byung-Ik;Kim, Jeong-Joon;Han, Ki-Joon
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.277-287
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    • 2014
  • In LBSNS(Location-based Social Network Service), users can share locations and communicate with others by using check-in data. The check-in data consists of POI name, category, coordinate and address of locations, nickname of users, evaluating grade of locations, related article/photo/video, and etc. If you analyze the check-in data from the location-based social network service in accordance with your situation, you can provide various customized services. Therefore, In this paper, we develop a location recommendation system based on LBSNS that can utilize the check-in data efficiently. This system analyzes the location category of the check-in data, determines the weighted value of it, and finds out the similarity between users by using the Pearson correlation coefficient. Also, it obtains the preference score of recommended locations by using the collaborated filtering algorithm and then, finds out the distance score by applying the Euclidean's algorithm to the recommended locations and the current users' locations. Finally, it recommends appropriate locations by applying the weighted value to the preference score and the distance score. In addition, this paper approved excellence of the proposed system throughout the experiment using real data.

Analysis of Current Status and Improvement Plans of the User Service in Open Data Portal - Focusing on Citizen Participation Data Portal - (공공데이터포털 이용자 서비스 현황 분석 및 개선방안 - 시민참여형 데이터포털을 중심으로 -)

  • Han, Hui-Jeong;Hwang, Sung-Wook;Lee, Jung-min;Oh, Hyo-Jung
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.255-279
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    • 2020
  • Recently, as the range of users utilizing open data has expanded from experts to students, and general citizens, the role of open data portals has changed. In the past, portals have neglected to increase data utilization through citizen participation by focusing on the role of simple data repository, but now they tend to focus on understanding, collaboration and sharing values so that users can actively use data. To meet these social trends, open data portals need to seek ways to improve user-centered services that can encourage citizen participation. The purpose of this study is to identify the main functions for citizen participation in open data portals, to analyze the current status of open data portal user services and to suggest ways to improve them. Through the literature research, we investigated the functions provided by portal services for citizen participation, deduced the types of user services, and analyzed open data portal user services. Furthermore, we suggested user-centered public data portal services improvement plans for citizen participation.

Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.649-665
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    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.

Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.415-423
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    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.