• Title/Summary/Keyword: Collaboration Tasks

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Architectural Design using Visual and Tactile Guide in the Virtual Table (가상테이블상에서 비쥬얼 및 택타일 가이드를 이용한 건축 디자인)

  • 이선민;최수미;권두영;김명희
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.189-198
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    • 2004
  • As display devices evolve, computer-based work environments are also becoming better suited to actual application tasks. This paper discusses the development of an architectural design system using the virtual table, which is a table-type projection system. It consists of the interactive VR modeler, the hybrid tracker and the architectural interpreter. The interactive VR modeler offers visual and tactile guide such as grid interaction, a tangible transparent prop and reference objects, so that a user can design architectural 3D models more easily and intuitively on the virtual table. The hybrid tracker includes two types of tracking methods for viewpoint according to the user's view and hand interaction: namely, vision-based tracking and magnetic tracking. The architectural interpreter automatically transforms simple 3D masses into a basic construction form that has architectural knowledge. The proposed system has advantage in the sense that it is suitable for collaboration among several users, allowing them to view graphical objects in stereoscopic view with direct 3D manipulation. Thus, it can be effectively used for architectural simulation and user-participated design.

Collaboration to Enhance Development and Application of Shiphandling Simulators

  • Shi, Chaojian;Chen, Jinbiao;Xiao, Baojia;Ding, Baocheng
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • v.1
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    • pp.459-464
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    • 2006
  • It has been well proved that shiphandling simulators are efficient and useful facilities for training and education of cadets and seafarers. Most of the maritime universities and many maritime training institutes all over the world have installed shiphandling simulators, which play important roles in maritime education and training. However, most of the Shiphandling simulators are standalone facilities with diversities on system architectures, layouts and functions. STCW78/95 requires simulators used for simulator-based training shall be suitable for the selected objectives and training tasks. To ensure the shiphandling simulator facilities meet the requirements of STCW convention and other expanded applications, collaborated research and coordination are needed in development and application of shiphandling simulators. Performance standard should be established for shiphandling simulator systems considering the advanced research needs as well as the needs in education, training, and assessment of competence. Standardizing and exchanging shiphandling mathematical models will improve critical performance of the system. Cooperated research on model course and training assessment approaches will enhance the training standard. In addition, the rapid spread of the internet technology has shown a promising future of application of shiphandling simulators through internet. Research has been carried out on internet based integration of multiple shiphandling simulators. A multi-agent based system, including necessary hardware, has been developed. Collaborated operation of the system can be of benefit in filling the gaps of the technical and operational level and methodology between maritime universities, enhancing mutual understanding of the navigation customs and culture background among cadets and seafarers from different countries, facilitating communication and maritime English training, and extending the functions of shiphandling simulators.

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Study of Information Maintenance Components in Wireless Network Environment based on Sensors (센서기반 무선 네트워크 환경에서 정보 유지관리에 관한 구성요소 연구)

  • Lee, Hyun-Chang;Xu, Chen-Lin;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2640-2644
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    • 2014
  • With the development of technology, wireless sensor networks (WSN) are wireless networks of consisting a large number of small and low-cost sensors. Wireless sensor networks facilitate collaboration to achieve the perception of information collection, processing and transmission tasks in deployment area. They have various purposes such as military, disaster relief, medical rescue, environmental monitoring, precision farming and manufacturing industry etc. Therefore, technologies for data maintaining technologies in sensor network environment is one of essential parts of sensor networks. In this paper, we present the essential particulars about data management technology at wireless sensor network environments and propound the issues. Further, we could organize and develop a systematic approach in solving the issues.

A Case Study on the 'Theory of Home Economics Education' Using Online ProblemBased Learning (온라인 문제중심학습을 활용한 '가정교육론' 수업 사례 연구)

  • Choi, Seong-Youn
    • Human Ecology Research
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    • v.60 no.2
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    • pp.187-209
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    • 2022
  • The objective of this study was to conduct a 'Theory of Home Economics Education' class using online problem-based learning(PBL) for prospective home economics(HE) teachers. The aim was to enable teachers to analyze the learning experience in the classroom, and to prepare operational strategies for online PBL on this basis. In order to achieve this, online PBL was applied to 31 students participating in the 'Theory of Home Economics Education' at the Department of HE in a university in Seoul, and the results were collected from the learning process. This also involved a reflective journal, a survey on the learning experience and the impacts was conducted. Moreover, analysis was undertaken on the learning activities, learning difficulties, and improvements. The main research results are as follows. Firstly, students accessed Webex, an online video conferencing program, and performed two PBL tasks: 'Making Home Economics Promotion Materials' and 'Presenting Teaching Strategies to Improve Learner's Immersion in Online Classes'. Secondly, learners established their own identity of HE learned about the HE class plans themselves. They also encountered realistic experience as HE teachers and learned communication and collaboration skills. Furthermore, they acquired creative problem-solving and self-directed learning ability, community consciousness, as well as the attitude of consideration and respect. Thirdly, students lacked knowledge of learning content and encountered difficulty in solving data research, analysis processes, and unstructured problems. They were affected by a lack of time and encountered problem in communicating with other team members in an online environment. As an improvement in online class operation, it was considrered necessary to reduce the learning burden by securing time and reducing the number of assignments, as well as to explain active interaction with instructors and PBL.

Critical Hazard Factors in the Risk Assessments of Industrial Robots: Causal Analysis and Case Studies

  • Lee, Kangdon;Shin, Jaeho;Lim, Jae-Yong
    • Safety and Health at Work
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    • v.12 no.4
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    • pp.496-504
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    • 2021
  • Background: With the increasing demand for industrial robots and the "noncontact" trend, it is an appropriate point in time to examine whether risk assessments conducted for robot operations are performed effectively to identify and eliminate the risks of injury or harm to operators. This study discusses why robot accidents resulting in harm to operators occur repetitively despite implementing control measures and proposes corrective actions for risk assessments. Methods: This study collected 369 operator-injured robot accidents in Korea over the last decade and reconstructed them into the mechanism of injury, work being undertaken, and bodily location of the injury. Then, through the techniques of Systematic Cause Analysis Technique (SCAT) and Root Cause Analysis (RCA), this study analyzed the root and direct causes of robot accidents that had occurred. Causes identified included physical hazards and complex combinations of hazards, such as psychological, organizational, and systematic errors. The requirements of risk assessments regarding robot operations were examined, and three case studies of robot-involved tasks were investigated. The three assessments presented were: camera module processing, electrical discharge machining, and a panel-flipping robot installation. Results: After conducting RCA and comparing the three assessments, it was found that two-thirds of injury-occurring from robot accidents, causative factors included psychological and personal traits of robot operators. However, there were no evaluations of the identifications of personal aspects in the three assessment cases. Conclusion: Therefore, it was concluded that personal factors of operators, which had been overlooked in risk assessments so far, need to be included in future risk assessments on robot operations.

Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.

Relationships between Collective Intelligence Quality, Its Determinants, and Usefulness: A Comparative Study between Wiki Service and Q&A Service in Perspective of Korean Users (집단지성의 품질, 그 결정요인, 유용성의 관계: 수용자 관점에서 한국의 위키서비스와 Q&A 서비스의 비교)

  • Joo, Jaehun;Normatov, Ismatilla R.
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.75-99
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    • 2012
  • Innovation can come from inside or outside organizations. Recently, organizations have begun turning to external knowledge more often, through various forms of collective intelligence (CI) as collaborative platform to solve complex problems. Several factors facilitate this CI utilization phenomenon. First, with the rapid development of Internet and social media, numerous web applications have become available to millions of the Internet users over the past few decades. Web 2.0 and social media have become innovative web applications that provide an environment for human social interaction and collaboration. Second, the diffusion of simple and easy-to-use technologies that enable users to interact and design web applications without programming skills have led to vast, previously unknown amounts of user-generated content. Finally, the Internet has enabled communities to connect and collaborate, creating a virtual world of CI. In this study, web enabled CI is defined as a composed ability of individuals who are acting as a single cognitive unit to achieve common goals, think reasonably, solve problems, make decisions, carry out complex tasks, and develop creative ideas collectively through participation and collaboration on the web. Although CI plays a critical role in organizational innovation and collaboration, the dubious quality of CI is still problem that is difficult to solve. In general, the quality level of content collected from the crowd is lower than that from professionals. Thus, it is important to identify determinants of CI quality and to analyze the relationship between CI quality and its usefulness. However, there is a lack of empirical study on the quality factors of web-enabled CI. There exist a variety of web enabled CI sites such as Threadless, iStockphoto or InnoCentive, Wikipedia, and Youtube. One of the most successful forms of web-enabled CI is the Wikipedia online encyclopedia, accessible all over the world. Another one example is Naver KnowledgeiN, a typical and popular CI site offering question and answer (Q&A) services. It is necessary to study whether or not different types of CI have a different effect on CI quality and its usefulness. Thus, the purpose of this paper is to answer to following research questions: ${\bullet}$ What determinants are important to CI quality? ${\bullet}$ What is the relationship between CI quality factors and the usefulness of web-enabled CI? ${\bullet}$ Does CI type have a moderating effect on the relationship between CI quality, its determinants, and CI usefulness? Online survey using Google Docs with email and Kakao Talk was conducted for collecting data from Wikipedia and Naver KnowledgeiN users. A totoal of 490 valid responses were collected, where users of Wikipedia were 220 while users of Naver KnowledgeiN were 270. Expertise of contributors, community size, and diversity of contributors were identified as core determinants of perceived CI quality. Perceived CI quality has significantly influenced perceived CI usefulness from a user's perspective. For improving CI quality, it is believed that organizations should ensure proper crowd size, facilitate CI contributors' diversity and attract as many expert contributors as possible. Hypotheses that CI type plays a role of moderator were partially supported. First, the relationship between expertise of contributors and perceived CI quality was different according to CI type. The expertise of contributors played a more important role in CI quality in the case of Q&A services such as Knowledge iN compared to wiki services such as Wikipedia. This implies that Q&A service requires more expertise and experiences in particular areas rather than the case of Wiki service to improve service quality. Second, the relationship between community size and perceived CI quality was different according to CI type. The community size has a greater effect on CI quality in case of Wiki service than that of Q&A service. The number of contributors in Wikipeda is important because Wiki is an encyclopedia service which is edited and revised repeatedly from many contributors while the answer given in Naver Knowledge iN can not be corrected by others. Finally, CI quality has a greater effect on its usefulness in case of Wiki service rather than Q&A service. In this paper, we suggested implications for practitioners and theorists. Organizations offering services based on collective intelligence try to improve expertise of contributeros, to increase the number of contributors, and to facilitate participation of various contributors.

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A Study on the Support Tool for Simulator Algorithm Development (알고리즘 적용이 용이한 시뮬레이터 개발 지원 도구에 관한 연구)

  • Lee, Yeong-Ju;Kim, Ah-Young;Park, Se-Kil;Oh, Jae-Yong;Kim, Jeong-Soo
    • Journal of Navigation and Port Research
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    • v.38 no.4
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    • pp.385-390
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    • 2014
  • Simulator is composed of several devices that have a variety of forms and functions. These devices are connected to each other by a network intricately. For this reason, simulator development and maintenance process require a lot of time and money. In order to successfully develop the simulator, it is ideal that related professionals share the work and work together in parallel. However, development is carried out inefficiently, because task interdependence makes it difficult to work in parallel. In this paper, the developments of the simulator were classified into algorithm development and system development, and it was discussed how to lower the interdependence of these two tasks and support professionals. In particular, based on the requirements analysis of the domain experts responsible for the development of the algorithm, we designed the support tool for simulator development and proposed development process using this tool. We also introduced the concept of a DataSet in order to support algorithm development of domain experts and manage data flexibly. And we designed network architecture to enable flexible reconfiguration of simulator equipment. By using the tools to support the simulator development, domain experts are able to concentrate on algorithm development and it is expected to be effective collaboration. In addition, the development plan and management are expected to be easy because the development process is systematic and clearer.

Conflict resolution and political tasks on the usage of beauty care devices by beauty artists (미용업종사자의 미용기기 사용에 대한 분쟁해결과 정책적 과제)

  • Kim, Ju-Ri
    • Journal of Arbitration Studies
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    • v.27 no.2
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    • pp.83-105
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    • 2017
  • In contemporary society interest in and consumption of beauty treatment are increasing, raising interest in health and beauty. However, beauty-related laws are becoming factors of hindrance of beauty development. Currently the Public Health Control Act plays a basic role in the beauty art business in Korea, However the contents are in discord with international laws and its definition is not clear. Therefore it is causing conflicts of different occupations and job associations which are similar to art business. Especially, because neither definitions nor policies on beauty care devices exist in the Public Health Control Act, beauty care devices using in foreign countries cannot be used in Korea due to classification as medical devices. Under this circumstance, therefore, beauty care device uses by beauty artists violate the law. The government has tried to solve these irrational regulations. Recently, the Small and Medium Business Administration announced 'the improvement plan of small business and young founders site regulation for public economy recovery' in a ministerial meeting on December 28, 2016. Regulations on policy preparation for skincare devices were inclusive in this announcement. It is the question whether the regulations will be executed or not. Even though beauty industrial competitiveness was presented in the 18th Presidential Council on National Competitiveness in 2009, it was not practiced. The proposal bills for beauty law improvement have been put forth several times since 2000 including an improvement plan for regulating beauty care devices. However, so far there have been no improvements. The damage on the regulation classifying beauty devices as medical devices is not only restricted to skincare. This develops beauty devices and the beauty industry which imports and exports beauty devices. When beauty devices are exported, complicated procedures are unavoidable and when beauty devices are imported, irrational problems like reregistration procedures and costs occur. The reason why an improvement plan has not gone into practice is the resistance of the dermatologists' association. Dermatologists tend to stand positively against harming public health by saying that beauty devices used by beauty artists cause people to suffer side effects. In contrast, anyone who has a licence to use beauty devices is able to use them in foreign countries. It is not only infringement of one's right as a beauty artist but also people's right to receive beauty care services. With this reason, Korean's current law under which beauty devices are ruled as medical devices should be revised with accordance to domestic surroundings. Therefore in order to advance and globalize the beauty industry, the support and cooperation of the Korean government and relevant associations is needed to legislate and revise the beauty devices laws. The relevant associations abandon regional self-centeredness and cooperate to define ranges, size and management of beauty devices for safe use. If no collaboration exists, an arbitration agency should be established to solve the problem.

A Molecular Modeling Education System based on Collaborative Virtual Reality (협업 가상현실 기반의 분자모델링 교육 시스템)

  • Kim, Jung-Ho;Lee, Jun;Kim, Hyung-Seok;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.35-39
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    • 2008
  • A computer supported collaborative system provides with a shared virtual workspace over the Internet where its remote users cooperate in order to achieve their goals by overcoming problems caused by distance and time. VRMMS (Virtual Reality Molecular Modeling System) [1] is a VR based collaborative system where biologists can remotely participate in and exercise molecular modeling tasks such as viewing three dimensional structures of molecular models, confirming results of molecular simulations and providing with feedbacks for the next simulations. Biologists can utilize VRMMS in executing molecular simulations. However, first-time users and beginners need to spend some time for studying and practicing in order to skillfully manipulate molecular models and the system. The best way to resolve the problem is to have a face-to-face session of teaching and learning VRMMS. However, it is not practically recommended in the sense that the users are remotely located. It follows that the learning time could last longer than desired. In this paper, we propose to use Second Life [2] combining with VRMMS for removing the problem. It can be used in building a shared workplace over the Internet where molecular simulations using VRMMS can be exercised, taught, learned and practiced. Through the web, users can collaborate with each other using VRMMS. Their avatars and tools of molecular simulations can be remotely utilized in order to provide with senses of 'being there' to the remote users. The users can discuss, teach and learn over the Internet. The shared workspaces for discussion and education are designed and implemented in Second Life. Since the activities in Second Life and VRMMS are designed to realistic, the system is expected to help users in improving their learning and experimental performances.

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