• Title/Summary/Keyword: Creative Usage

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A Study on Ambidextrous Innovation's Proceeding Elements (양면성 혁신의 선행요인에 대한 연구)

  • Seong, Gi-Uk;Kim, Bong-Seon
    • Proceedings of the Safety Management and Science Conference
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    • 2012.11a
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    • pp.253-268
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    • 2012
  • Recently, creative innovation has become a major topic in management innovation and due to this, various researches on its need and methodologies are being performed. According to previous studies on ambidexterity, explorative innovation is closer to divergent and right-sided brain, while exploitative innovation is closer to convergent and left-sided brain. Topic was to identify preceding element which affects Ambidextrous Innovation. For this topic, 129 Six Sigma projects from 19 different companies were collected. Ambidextrous index from preceding studies was used. This index represents the degree of ambidextrous activation and can be calculated by multiplying cumulative usage of exploitative tools with that of explorative tools. In the project characteristics, simple linear regression result showed leadership degree, team's vitalization degree and leader capability degree have effect in positive direction.

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Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.

A Study on Usage Patterns of Theses as Digital Resources (디지털 정보자원으로서 학위논문 이용 변화에 관한 연구)

  • Park, Yeon-Hee
    • Proceedings of the Korean Society for Information Management Conference
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    • 2011.08a
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    • pp.23-28
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    • 2011
  • 학술연구 저작물 중 연구 실적을 심층적으로 포함하는 학위자료를 저자 스스로가 개방 공유하는 움직임이 확대되고 있습니다. 국내 대학은 한국교육학술정보원(KERIS)에서 보급한 dCollection 시스템을 통해 전자학위논문(ETDs)의 유통과 보존 및 활용을 하고 있으며, 최근에는 온라인으로 저작권 동의, 이용범위를 설정하는 Creative Commons License(CCL) 적용이 확대되고 있습니다. 이처럼 저자가 공개한 학위논문은 각 대학도서관의 기관 레포지토리, 학술연구정보서비스(RISS) 및 민간포털 등을 통해 누구나 이용할 수 있습니다. CCL 적용에 따른 국내 학위논문의 유통과 이용 측면에서 변화를 살펴보고자 합니다.

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Development of a Portable Detection System for Simultaneous Measurements of Neutrons and Gamma Rays (중성자선과 감마선 동시측정이 가능한 휴대용 계측시스템 개발에 관한 연구)

  • Kim, Hui-Gyeong;Hong, Yong-Ho;Jung, Young-Seok;Kim, Jae-Hyun;Park, Sooyeun
    • Journal of radiological science and technology
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    • v.43 no.6
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    • pp.481-487
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    • 2020
  • Radiation measurement technology has steadily improved and its usage is expanding in various industries such as nuclear medicine, security search, satellite, nondestructive testing, environmental industries and the domain of nuclear power plants (NPPs). Especially, the simultaneous measurements of gamma rays and neutrons can be even more critical for nuclear safety management of spent nuclear fuel and monitoring of the nuclear material. A semiconductor detector comprising cadmium, zinc, and tellurium (CZT) enables to detect gamma-rays due to the significant atomic weight of the elements via immediate neutron and gamma-ray detection. Semiconductor sensors might be used for nuclear safety management by monitoring nuclear materials and spent nuclear fuel with high spatial resolution as well as providing real-time measurements. We aim to introduce a portable nuclide-analysis device that enables the simultaneous measurements of neutrons and gamma rays using a CZT sensor. The detector has a high density and wide energy band gap, and thus exhibits highly sensitive physical characteristics and characteristics are required for performing neutron and gamma-ray detection. Portable nuclide-analysis device is used on NPP-decommissioning sites or the purpose of nuclear nonproliferation, it will rapidly detect the nuclear material and provide radioactive-material information. Eventually, portable nuclide-analysis device can reduce measurement time and economic costs by providing a basis for rational decision making.

Analysis of Spectrum Sharing Policy and Spectrum Usage Rights (주파수 공동사용 정책 및 주파수 이용권 분석)

  • Kim, Chang-Joo;Kang, Young-Heung;Kye, Kyung-Moon;Kim, Young Soo;Park, Duk-Kyu;Park, Seokji;Bae, Jung-Kee;Yoon, Hyun-Bo
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.24 no.8
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    • pp.805-819
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    • 2013
  • In this paper, we analyze the paradigm shift of radio policy with the development of radio technology. In particular, we propose the definition of spectrum sharing, which is now omitted in the Korean radio law, and analyze the category of spectrum sharing depending on the licensing regime. Also we propose to extend the spectrum usage right, which defines only exclusive usage rights by spectrum auction in the Korean radio law, to all the stations which use radio spectrum and to restructure the Korean radio law.

A Study on the Influencing Factors of Continuous Usage Intention for a Scenario based FAQ Service regarding on Private Information Protection (개인정보보호에 관한 시나리오 기반 질의응답서비스 품질이 이용의도에 미치는 요인에 관한 연구)

  • Kang, Sang-Ug;Lee, Dae-Chul
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.223-236
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    • 2014
  • The paper studies the influencing factors of continuous usage intention for a scenario based cognitive FAQ service regrading on private information protection. The research result finds that three major factors are significantly positive to the continuous usage intention for the service. First, search easiness is an essential factor and it can be improved using sophisticate categorization. Second, Scenario based FAQ service is effective on understanding and solving questioner's situation. Related information is helpful for problem solving. The research shows that the new approach to private information protection area can lead to a more acceptable and reasonable problem solving tool.

The Longitudinal Mediation Effect of Adaptive Game Use on the Relationship of Adolescents' Game Usage and Self-control (청소년의 게임이용시간과 자기통제의 관계에서 적응적 게임활용의 종단적 매개효과)

  • Jin, Byung Jun;Lee, Ji Hae
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.331-352
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    • 2022
  • This study used a latent growth curve models(LGCM) to examine longitudinal changes in youth's game usage, self-control and the longitudinal mediation effect of adaptive game use in the relationship between game usage and self-control. A four-year longitudinal data of 863 adolescents from the Game User Panel Survey, provided through participation in the 2019 Game User Panel Research Conference hosted by the Korea Creative Contents Agency, was used to verify the longitudinal mediation effect of adaptive game use. SPSS 21 was used to verify the normality of variables from each wave, and to conduct correlation analysis. Mplus 6.12 was used to verify the longitudinal mediation effect. The results are as follows. First, game usage, self-control and adaptive game yielded linear temporal growth. Second, latent growth curve models showed that the direct effect of game usage on self-control was insignificant, but game usage had a significant indirect effect on self-control through adaptive game use. Continuous adaptive gaming increased self-control. Third, sobel test results showed that both the initial value and change rate of adaptive game use had a full-mediation effect, confirming the longitudinal mediation effect. This study verified the longitudinal change of self-control affected by change in game usage and adaptive game use.

Applying TTCT for Measuring the Creativity of College Students and its Relationship between the Elements of Academic Achievements (대학생들의 창의성 측정을 위한 TTCT의 적용과 학업성취 요소들 간의 관계)

  • Chung Ji-Bum;Park Chung-Seon;Baek Yoon-Su
    • Journal of Engineering Education Research
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    • v.8 no.4
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    • pp.40-51
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    • 2005
  • This study is a part of the research on measuring and developing the creativity of college students, especially of the engineering college students. For these purposes, this study verifies TTCT(Torrance Test for Creative Thinking) as a creativity measuring tool for the college students. Also, the characteristics of TTCT in relation to sex, the types of major, ages, academic achievements are discussed. Under the results of this study, the possibility of practical usage and its limitations of TTCT are provided.

A Study on Ambidextrous Attribute About Problem Solving Tools (문제해결 도구의 양면성 속성에 대한 연구)

  • Sung, Ki-Wook;Han, Hoon-Seok;Kim, Bong-Sun
    • Journal of the Korea Safety Management & Science
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    • v.14 no.4
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    • pp.281-289
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    • 2012
  • Recently, creative innovation has become a major topic in management innovation and due to this, various researches on its need and methodologies are being performed. According to previous studies on ambidexterity, explorative innovation is closer to divergent and right-sided brain, while exploitative innovation is closer to convergent and left-sided brain. Five attributes of the questionnaires were developed based on right-sided and left-sided brain theory. Also, 25 problem solving tools were selected according to previous studies. QC 7 Tools and new QC 7 Tools were frequently used in Six Sigma projects. Other 11 problem solving tools were selected with consideration on its usage frequency. Survey questionnaires were distributed to 25 Six Sigma consultants and 22 were retrieved for this study's use. As a result, 14 tools were identified to hold exploitative attribute while 11 tools were identified to hold explorative attributes.

Ethical Dilemma on Educational Usage of A.I. Speaker (인공지능 스피커의 교육적 활용에서의 윤리적 딜레마)

  • Han, Jeonghye;Kim, Jong-Wook
    • Journal of Creative Information Culture
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    • v.7 no.1
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    • pp.11-19
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    • 2021
  • With the announcement of the AI national strategy, various policies for AI education are being proposed, and AI convergence education for teachers is actively being promoted. In addition, AI speakers are being sold and distributed to each home, and field studies of educational use of AI speakers have just started. This study examines the controversial problems that AI speakers may cause in AI ethics, and attempts to derive an ethical dilemma that may arise when AI speakers are used at home or at school. This dilemma can be used in the moral competence test (MCT), which measures the level of moral judgment for each group of artificial intelligence speakers.