• 제목/요약/키워드: Creative performance

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Analysis of Performance of Creative Education based on Twitter Big Data Analysis (트위터 빅데이터 분석을 통한 창의적 교육의 성과요인 분석)

  • Joo, Kilhong
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.215-223
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    • 2019
  • The wave of the information age gradually accelerates, and fusion analysis solutions that can utilize these knowledge data according to accumulation of various forms of big data such as large capacity texts, sounds, movies and the like are increasing, Reduction in the cost of storing data accordingly, development of social network service (SNS), etc. resulted in quantitative qualitative expansion of data. Such a situation makes possible utilization of data which was not trying to be existing, and the potential value and influence of the data are increasing. Research is being actively made to present future-oriented education systems by applying these fusion analysis systems to the improvement of the educational system. In this research, we conducted a big data analysis on Twitter, analyzed the natural language of the data and frequency analysis of the word, quantitative measure of how domestic windows education problems and outcomes were done in it as a solution.

The Static and Dynamic Growth Patterns of High-Tech Ventures in Korea

  • Park, Sangmoon;Bae, Zong-Tae
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2001.10a
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    • pp.233-236
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    • 2001
  • This study explores on the static and dynamic growth patterns of high-tech ventures in Korea. We developed an integrative framework with target market (local vs. global), product/market maturity (existing vs. emerging), and technological capability (follower vs. pioneer). We also identified seven new ventures strategies as follows: i) reactive imitation, ii) proactive localization, iii) import substitution, iv) creative imitation, v) early market-entry, vi) global niche, and vii) global innovation. With five successful Korean new ventures, we found different competitive behaviors and performance among new venture strategic types. This study also observed two different growth patterns: growth through strategic replication and growth through strategic change. It depends on whether they are pursuing similar strategy over time or different strategy within for growth. In addition, we found that creative imitation plays a stepping-stone role in two-step internationalization processes. Although this study is exploratory and needs more empirical studies, it can provide new ventures with meaningful guidelines for growth and internationalization with a dynamic perspective.

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Synthesis and Characterization of Tungsten Trioxide Films Prepared by a Sol-Gel Method for Electrochromic Applications

  • Kim, Tae-Ho;Nah, Yoon-Chae
    • Journal of Powder Materials
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    • v.22 no.5
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    • pp.309-314
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    • 2015
  • Tungsten trioxide thin films are successfully synthesized by a sol-gel method using tungsten hexachloride as precursors. The structural, chemical, and optical properties of the prepared films are characterized by scanning electron microscopy, X-ray diffraction, X-ray photoelectron spectroscopy, and UV-Vis spectrophotometry. The electrochemical and electrochromic properties of the films before and after heat treatment are also investigated by cyclic voltammetry, chronoamperometry, and in situ transmittance measurement system. Compared to as-prepared films, heat-treated tungsten trioxide thin films exhibit a higher electrochemical reversibility of 0.81 and superior coloration efficiency of $65.7cm^2/C$, which implies that heat treatment at an appropriate temperature is a crucial process in a sol-gel method for having a better electrochromic performance.

How Group Dynamics Affect Team Achievements in Virtual Environments

  • Lee, Ji-Eun;Shin, Minsoo
    • International Journal of Contents
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    • v.10 no.3
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    • pp.64-72
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    • 2014
  • This study explored the elements that affect team achievements in virtual environments. In this study, consideration was given to the role of group dynamics in facilitating productive interaction. We aspired to reveal the mechanisms of group dynamics and examined how group dynamics affected team achievements in virtual environments. The empirical study was performed with undergraduate students enrolled in an e-learning course. In collaboration with other majors, students executed team projects and managed project issues in forums or chat rooms. The results of the empirical study indicated that leadership, creative friction, and group cohesion (components of group dynamics) had positive relationships with team achievements. The findings confirmed that addressing creative conflict is a method to improve team performance and that leadership is a key factor in project teams.

Challenge to Future Displays: Transparent AM-OLED driven by PEALD grown ZnO TFT

  • Ko Park, Sang-Hee;Hwang, Chi-Sun;Byun, Chun-Won;Ryu, Min-Ki;Lee, Jeong-Ik;Chu, Hye-Yong;Cho, Kyoung-Ik;Chae, Jang-Youl;Han, Se-Jin
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08b
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    • pp.1249-1252
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    • 2007
  • We have fabricated 3.5” transparent AM-OLED panel driven by PEALD grown ZnO TFT. The performance of ZnO thin film transistor was improved by adapting top gate structure, protection layer for ZnO from photolithography process, optimizing temperature and plasma power of ZnO growth process. The ZnO-TFT has a mobility of $8.9cm^2/V.s$, a subthreshold swing of 0.95V, and an on/off ratio of $10^7$.

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Fast Random-Forest-Based Human Pose Estimation Using a Multi-scale and Cascade Approach

  • Chang, Ju Yong;Nam, Seung Woo
    • ETRI Journal
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    • v.35 no.6
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    • pp.949-959
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    • 2013
  • Since the recent launch of Microsoft Xbox Kinect, research on 3D human pose estimation has attracted a lot of attention in the computer vision community. Kinect shows impressive estimation accuracy and real-time performance on massive graphics processing unit hardware. In this paper, we focus on further reducing the computation complexity of the existing state-of-the-art method to make the real-time 3D human pose estimation functionality applicable to devices with lower computing power. As a result, we propose two simple approaches to speed up the random-forest-based human pose estimation method. In the original algorithm, the random forest classifier is applied to all pixels of the segmented human depth image. We first use a multi-scale approach to reduce the number of such calculations. Second, the complexity of the random forest classification itself is decreased by the proposed cascade approach. Experiment results for real data show that our method is effective and works in real time (30 fps) without any parallelization efforts.

Smart WLAN Discovery for Power Saving of Dual-Mode Terminals

  • Park, Hyunho;Lee, Hyeong Ho
    • ETRI Journal
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    • v.35 no.6
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    • pp.1144-1147
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    • 2013
  • Dual-mode terminals (DMTs) equipped with cellular and WLAN interfaces have become popular in recent years. Users of DMTs can enjoy high-speed WLAN Internet access and wide area Internet access to cellular networks. However, a DMT may consume power inefficiently when discovering a WLAN with inherently limited service coverage. In this letter, we propose to use smart WLAN discovery (SWD) to minimize the power consumption required for WLAN discovery. To minimize the power consumption of a DMT, an SWD DMT activates its WLAN interface only when the DMT transfers data within the WLAN coverage area. The simulation results of SWD show an improved power-saving performance compared to previous WLAN discovery schemes.

The effects of ICT infrastructure and investment environment on innovation : Focused on Global Innovation Index (ICT 인프라와 투자 환경이 혁신에 미치는 영향 : 세계혁신지수를 중심으로)

  • Choi, Jin-Yong;Kim, Sang-Yoo
    • The Journal of Information Systems
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    • v.29 no.3
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    • pp.159-178
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    • 2020
  • Purpose The purpose of this study is to demonstrate the relationship between ICT(Information & communication technology) infrastructure, investment environment, and innovation performance from a national perspective. Design/methodology/approach We derived 5 hypotheses based on the literature review. To measure each concept, We converted the scores of each country provided by the Global Innovation Index into a 7 Likert scale and performed a regression analysis. Findings According to the empirical analysis result, this study confirmed that knowledge and technology output mediated the relationship between ICT infrastructure and creative goods and services. In addition, this study confirmed that the investment environment has a moderating effect between ICT infrastructure and knowledge and technology output.

A Study on the Effectiveness of Smart Education Based on Learning Ability

  • Song, JeongBeom
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.9
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    • pp.165-176
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    • 2016
  • This study developed the learning ability-based smart education program. The effectiveness of the developed materials was investigated using the quantitative-qualitative mixed method, and the process and results of the investigation are as follows. The quantitative investigation was conducted using the non-equivalent pretest-posttest design, in which the smart education method was applied to the experimental group, while the conventional education method was applied to the control group to analyze students' creative problem-solving potential, task concentration, and the variables required for the learning activity. The results showed significantly higher performance in the experimental group over the control group. Regarding data collection in the qualitative investigation, an analysis of the class from the instructor and class consultation logs from the class analyst were collected; the comments on the experience of each class period were collected from students. The results of the analysis of the data suggest that the perception of smart education improved for the instructor, class analyst, and learners as the course progressed.

Study of Game Development scenario using Web Based Thinking System -Focused on applying The conceptual system and its effects during the first step of game development process- (웹 기반 컴퓨터 지원 발상시스템을 이용한 게임 시나리오 개발에 관한 연구 -게임 제작 프로세스 초기 시나리오 개발에 대한 발상 시스템 적용과 효과를 중심으로-)

  • Chung Seung-Ho;Hwang Young-Sup;Han Kyung-Don
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.65-73
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    • 2005
  • The success or failure of a game depends on its creativity. Especially during the first period of the process. For this reason, requesting CGTS(Creative Group Thinking System) -previously developed system based on web- in the scenario process of the game designing development. In accordance, this study is to program the thinking performance in result of increasing creativity obect to shortening working hours.

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