• Title/Summary/Keyword: Communication Process

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Comparative Analysis of Epistemic Thinking in Middle School Students in Argument-Based Inquiry(ABI) Science Class of No Face-to-Face and Face-to-Face Context (비대면 및 대면 상황의 논의기반 탐구(ABI) 과학 수업에서 나타나는 중학생들의 인식론적 사고 비교 분석)

  • Lee, Jihwa;Cho, Hye Sook;Nam, Jeonghee
    • Journal of the Korean Chemical Society
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    • v.66 no.5
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    • pp.390-404
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    • 2022
  • The purpose of this study was to analyze the characteristics and changes in epistemic thinking when an argument-based inquiry science class was applied in no face-to-face and face-to-face situations. Participants of this study were 113 8th grade students of four classes from a coed educational middle school in a metropolitan city. Data collection was made over one semester during which ten argument-based inquiry science lessons on five subjects were conducted in both no face-to-face and face-to-face context. As a result of comparing and analyzing students' epistemic thinking in the argumentation of each group's generating question stage, the no face-to-face classes showed higher understanding of contents and more evidence suggestion validity than face-to-face classes did. Claim validity and categories of process in argumentation were higher in face-to-face classes than No face-to-face classes. Students were able to improve their understanding of knowledge through writing by discussing rather than direct communication in no face-to-face situations, and in face-to-face situations, students showed that their thoughts were influenced by interpersonal relationships with the group members.

Important Facility Guard System Using Edge Computing for LiDAR (LiDAR용 엣지 컴퓨팅을 활용한 중요시설 경계 시스템)

  • Jo, Eun-Kyung;Lee, Eun-Seok;Shin, Byeong-Seok
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.345-352
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    • 2022
  • Recent LiDAR(Light Detection And Ranging) sensor is used for scanning object around in real-time. This sensor can detect movement of the object and how it has changed. As the production cost of the sensors has been decreased, LiDAR begins to be used for various industries such as facility guard, smart city and self-driving car. However, LiDAR has a large input data size due to its real-time scanning process. So another way for processing a large amount of data are needed in LiDAR system because it can cause a bottleneck. This paper proposes edge computing to compress massive point cloud for processing quickly. Since laser's reflection range of LiDAR sensor is limited, multiple LiDAR should be used to scan a large area. In this reason multiple LiDAR sensor's data should be processed at once to detect or recognize object in real-time. Edge computer compress point cloud efficiently to accelerate data processing and decompress every data in the main cloud in real-time. In this way user can control LiDAR sensor in the main system without any bottleneck. The system we suggest solves the bottleneck which was problem on the cloud based method by applying edge computing service.

A Study on the Development of an Automated Inspection Program for 3D Models of Underground Structures (지하구조물 3차원 모델 자동검수 프로그램 개발에 관한 연구)

  • Kim, Sung Su;Han, Kyu Won
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.40 no.5
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    • pp.413-419
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    • 2022
  • As the development of the underground space becomes active, safety accidents related to the underground are frequently occurring in recent years. In this regard, the Ministry of Land, Infrastructure and Transport is enforcing the 『Special Act on Underground Safety Management』 (enforced on January 1, 2018, hereafter referred to as the Underground Safety Act). Among the core contents of the Underground Safety Act, underground facilities(water supply, sewage, gas, power, communication, heating) buried underground, underground structures(subway, underpass, underpass, underground parking lot, underground shopping mall, common area), ground (Drilling, wells, geology) of 15 types of underground information can be checked at a glance on a three-dimensional basis by constructing an integrated underground spatial map and using it. The purpose of this study is to develop a program that can quickly inspect the three-dimensional model after creating a three-dimensional underground structure data among the underground spatial integration maps. To this end, we first investigated and reviewed the domestic and foreign status of technology that generates and automatically inspects 3D underground structure data. A quality inspection program was developed. Through this study, it is judged that it will be meaningful as a basic research for improving the quality of underground structures on the integrated map of underground space by automating more than 98% of the 3D model inspection process, which is currently being conducted manually.

Citizen Participation in the Process of Establishing the Community Health Plan: Based on the results of roundtable discussions to Resolve the Health Disparity (지역보건의료계획 수립과정에서의 시민참여: 건강 격차 해소방안을 위한 시민원탁회의 결과를 중심으로)

  • Lee, Su-Jin;Hong, Nam-Soo;Kim, Keon-Yeop;Ryu, Dong Hee;Bae, Sang Geun;Kim, Ji-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.151-161
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    • 2021
  • The purpose of this study was to identify citizens' needs and what they perceive the health-related problems are so public opinion can be reflected in the Daegu Community Health Plan. A citizen participation group was organized, and two roundtable discussions were held in June and July 2018. The number of participants in the first and second round was 40 and 44, respectively. Customer itinerary guidance, DVDM (Definition, Value, Difficulty, and Method) Map, and Persona-based scenario method were used for the roundtable discussions. The measures to improve the health status proposed by the citizens included expanding access to health services, establishing health services centered on small-living areas, expanding mental health services, creating health-friendly environments, resolving environmental problems, and improving social health. In addition, enhancing communication and creating harmonized environments, improving access to healthcare, generating pleasant physical environments, and assigning socials roles for vulnerable individuals were brought up as the means to resolve health disparities. The strength of the present study lies in the fact that, unlike survey methods, the citizens' exact needs were identified by sharing their thoughts. Moreover, it was proven that practical measures would be needed to implement citizen participation in planning health-related projects.

Development of Impression Management Education Program for Career Women (직장 여성을 위한 인상관리 교육프로그램 설계)

  • Hwang, Jung-Sun;Lee, Yoon-Jung
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.97-111
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    • 2022
  • The purpose of this study is to systematically develop an impression management education program for career women by applying the Educational System Development Model [ESD] (Kwon, 1997) based on the research results of Hwang and Lee(2019) on social attractiveness. Since the previous impression management education programs were generally developed by content experts, few of them were developed systematically by considering the learner characteristics, clearly setting the educational goals, and structuring the contents accordingly. In this study, 'social attractiveness' defined by Hwang and Lee (2019) was considered as the educational goal of the impression management education program. In particular, this study focused on the design stage of the ESD model, set teaching goals based on the components of social attractiveness derived from previous studies, and conducted an analysis of teaching activities, the establishment of the educational goals at the specific function level, allocation of time, and establishment of an evaluation plan. The research process was intended to improve the learners' social image directly related to success through a systematic educational program designed to enhance the social attractiveness of working women with various hands-on activities and information. The impression management education program designed in this study has the educational advantage of a learner-centered education program configured to meet the needs and goals of career women. In addition, based on the ESD model, the sub-factors necessary for impression management were identified, and the curriculum was configured to reflect them through mutual communication between the instructor and learners. Therefore, this education program meets the basic requirements of impression management education necessary for career women and is expected to contribute to enhancing the social attractiveness of working women.

A Study on Non-Fungible Token Platform for Usability and Privacy Improvement (사용성 및 프라이버시 개선을 위한 NFT 플랫폼 연구)

  • Kang, Myung Joe;Kim, Mi Hui
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.11
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    • pp.403-410
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    • 2022
  • Non-Fungible Tokens (NFTs) created on the basis of blockchain have their own unique value, so they cannot be forged or exchanged with other tokens or coins. Using these characteristics, NFTs can be issued to digital assets such as images, videos, artworks, game characters, and items to claim ownership of digital assets among many users and objects in cyberspace, as well as proving the original. However, interest in NFTs exploded from the beginning of 2020, causing a lot of load on the blockchain network, and as a result, users are experiencing problems such as delays in computational processing or very large fees in the mining process. Additionally, all actions of users are stored in the blockchain, and digital assets are stored in a blockchain-based distributed file storage system, which may unnecessarily expose the personal information of users who do not want to identify themselves on the Internet. In this paper, we propose an NFT platform using cloud computing, access gate, conversion table, and cloud ID to improve usability and privacy problems that occur in existing system. For performance comparison between local and cloud systems, we measured the gas used for smart contract deployment and NFT-issued transaction. As a result, even though the cloud system used the same experimental environment and parameters, it saved about 3.75% of gas for smart contract deployment and about 4.6% for NFT-generated transaction, confirming that the cloud system can handle computations more efficiently than the local system.

The Development of Education Method and Model for Convergence Reading Education in School Library (학교도서관 융합독서교육을 위한 교육방법 및 모형개발)

  • Cho, Soo-Youn;Cho, Miah
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.2
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    • pp.5-33
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    • 2022
  • In this study, the direction and contents of public education to develop competencies that are in line with the 2022 revised curriculum and the paradigm of future education were sought, and a plan for reading education was prepared. A creative and cooperative problem-solving method and process as not only information literacy ability to read, select, and reconstruct information but also transformative competency to respond to uncertain future and diversified situations are important amid the complex, pluralistic and rapid development of information and communication technology It was intended to give an experience of exploring and communicating through reading in order to explore and derive it. Analyze the general outline and syllabus of the curriculum, international education project definitions and indicators, and organize academic theories and research to set the direction and goal of high school reading education, and organize creative and convergence class strategies and reading activities A library reading class model was developed. Accordingly, the class model was revised by applying the development research method, and the final model was developed by supplementing it through field application evaluation. In order to achieve the research purpose end, a two-round Delphi survey was conducted on 10 reading education and curriculum experts. The model modified through the Delphi survey was developed in the final school library convergence reading class model by demonstrating the class in the educational field and supplementing it through application evaluation.

A study on 3D design and SNS developmenst using teddy bear character (테디베어 캐릭터를 응용한 3D 디자인 및 SNS 개발에 관한 연구)

  • Jeong, Yooseob
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.123-136
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    • 2021
  • Teddy bear is a typical rag doll which has been loved by people all over the world for more than 100 years based on its cute and friendly image. In addition, as it has been together for a long time with us, it is considered as a friend of people with memories of all ages and sexes, not just animal doll. Teddy bear has been developing its appearance and character continually playing a role as the symbol of society and issues of an era beyond toys, however it still remains in the image of stuffed toys. Therefore, more advanced teddy bear characters should be created in line with the current environment and market conditions that are undergoing major changes based on the Internet and smart phones. Thus, the concept of the character and the recent development of the market were reflected and the meaning and current image of teddy bears were analyzed to develop new teddy bear stories, worldviews, and characters through design process. And it was created 3D characters, videos, and SNS channels through the developed 3D character design and motion design. Furthermore, we want to take a look at the direction in which Korea's character business can develop in accordance with global changes and suggest the possibility of entering as a character powerhouse.

Design and Implementation of Virtual Reality Prototype Crane Training System using Unity 3D (Unity 3D를 이용한 가상현실 프로토타입 크레인 훈련 시스템 설계 및 구현)

  • Heo, Seok-Yeol;Kim, Geon-Young;Choi, Jung-Bin;Park, Ji-Woo;Jeon, Min-Ji;Lee, Wan-Jik
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.569-575
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    • 2022
  • It is most desirable to build a crane training program in the same evvironment as the actual port, but it has problem such as time constraint and cost. To overcome these limitations, next-generation training programs based on AR/VR are receiving a lot of attention. In this paper, a prototype of a harbor crane training system based on virtual reality was designed and implemented. The system implemented in this paper consists of two elements: an Arduino-based IoT terminal and an HMD equipped with a Unity application program. The IoT terminal consists of 2 controllers, 2 toggle switches, and 8 button switches to process data generated according to the user's operation. The HMD uses Oculus Quest2 and is connected to the IoT terminal through wireless communication to provide user convenience. The training system implemented in this paper is expected to provide trainees with a training environment independent of time and place through virtual reality and to save time and money.

The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.