• Title/Summary/Keyword: Engineering and teamwork

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A Study on Educational Effectiveness of Convergence Education Between Design and Robotics - Focus on Mentee and Mentor of 2013 Future Environmental Design Competition for Children - (디자인과 로봇공학 융·복합 체험교육의 교육적 효용성에 관한 연구 - 제2회 어린이 미래환경 디자인대회에 참가한 멘티와 멘토를 대상으로 -)

  • Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Lee, Ju-Hyeong
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.62-70
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    • 2014
  • In the knowledge and information society of 21st century, 'Creativity' which is the core of national competitiveness and an important foundation for the development of the country has been emphasized on the importance of it. As a result, the convergence educational programs, as known as STEAM (science, technology, engineering, arts, mathematics) became more and more needed to children for cultivating creativity. As a follow-up study on STEAM program combining robotics and design for children developed by Design Promotion Committee of KIID, this study intends to modify and reanalyze the program and to seize the educational effectiveness of the groups of university students as mentors and children as mentees, The results are as follows; First, although the importance of STEAM education is highlighted, short-term educational programs tend to consist of only the contents of each field: design or science. Second, pre-training and mentoring were helpful to both mentors and children. Third, Children expanded the perception of STEAM concept and increased their interests in career. Mentors recognized the importance and the necessity of STEAM education, and were very satisfied with team activities which gave a new experience of working with other field of people. Therefore, this program provide to children an experience of logical thinking, having interests on uninterested field, and encouraging teamwork. Also, it provides to mentors a chance to develop their potential and experience, and set up a new vision for future.

Strategies and Experts in Other Countries for Patient Safety and Quality Improvement (환자안전과 질 향상을 위한 다른 나라의 개선 전략과 전담인력)

  • Kwak, Mi-Jeong;Park, Seong-Hi;Kim, Chul-Gyu;Park, TaeZoon;Lee, Sang-Il;Lee, Sun-Gyo;Choi, Yun-Kyoung;Hwang, Jeong-Hae
    • Quality Improvement in Health Care
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    • v.26 no.2
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    • pp.104-112
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    • 2020
  • This study was done to investigate the independent organizations established for patient safety, related policies, and the duties of experts in other countries. Australia established an organization called the Commission in 2006, the United Kingdom established the National Patients Safety Agency in 2001, and the United States assigned its work to the Agency for Healthcare Research and Quality in 2005. This was done by law in all three countries. The experts for patient safety were mainly called the "patent safety and quality coordinator", and although there was no qualification system for carrying out patient safety work, all three countries had licenses in the health care field or required more than 4-5 years of practical experience. The main duties were planning on patient safety and quality of healthcare service, data collection and analysis, and education, etc. and for this, competencies such as communication, leadership, and teamwork were required.

A Study on a Trend of Human Error Types Observed in a Simulated Computerized Nuclear Power Plant Control Room

  • Lee, Dhong Ha
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.1
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    • pp.9-16
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    • 2013
  • Objective: The aim of this study is to investigate a trend of human error types observed in a series of verification and validation experiments for an Advanced Control Room(ACR) equipped with Lager Display Panel(LDP), Work Station Flat Panel Display(WS FPD), list type Alarm System(AS), Soft Control(SC) and Computerized Procedure System(CPS). Background: Operator behaviors in a fully computerized control room are quite different from those in a traditional hard-wired control room. Operators in an ACR all together monitor plant status and variables through their own interface system such as LDP and WS FPD, are notified of abnormal plant status through their own list type AS, control the plant through their own SC, and follow the structured procedure through their own CPS whereas operators in a traditional control room only separately do their duty directed by their supervisor. Especially the secondary task such as manipulating the user interface of ACR can be an extra burden to all the operators including the supervisor. Method: The Reason's human error classification method was applied to operators' behavioral data collected from a series of verification and validation experiments where operators showed their plant operational behaviors under a couple of harsh scenarios using the ACR simulator. Results: As operators accustomed to the new ACR system, knowledge or rule based mistakes appearing frequently in the early series of experiments decreased drastically in the latest stage of the series. Slip and lapse types of errors were observed throughout the series of experiments. Conclusion: Education and training can be one of the most important factors for the operators accustomed to the traditional control room to be adapted to the new system and to run the ACR successfully. Application: The results of this study implied that knowledge or rule based mistakes can be reduced by training and education but that lapse type errors might be reduced only through innovative improvement in human-system interface design or teamwork culture design including a new leadership style suitable for ACR.

A Study on Virtual Training System for Army Thermal Equipment Maintenance Education (육군 화력장비 정비교육을 위한 가상훈련시스템 연구)

  • Song, Seong-Heon;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.205-207
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    • 2019
  • Special training soldier for thermal equipment during army heavy equipment maintenance education is small training equipment and many trainees have few opportunities for practical training, and there is a high risk of safety accidents during maintenance training. Because practical training is limited and repeated practice is difficult, a training system is needed. In this study, we propose a virtual training system that can reduce the training cost beyond the time and space, enable realistic experiential training, reflect the standard maintenance manual, and train teamwork. The virtual training system using the virtual augmented reality is a system that can reduce the cost beyond the space and time and can be practically practiced. The first-person virtual training system using HMD, which is the three-dimensional display system proposed in this study, is suitable for army thermal equipment maintenance education system. The proposed system is expected to be useful for maintenance training of other equipments and other groups because it has good scalability.

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A Case Study on Simulation as Problem-based Learning(S-PBL) (시뮬레이션 기반 문제중심학습 수업 사례 연구)

  • Lee, Hyo-Ju;Yun, Seong-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.384-387
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    • 2022
  • This study was conducted to design and apply simulation-based problem-based learning classes, and then analyze the effects of class management using focus group interviews. In paramedicine, practical learning that can respond to various emergency situations based on major knowledge is important. In the case of problem-based learning classes, it is suitable for operating various topics covered by the Department of Paramedicine as it can improve capabilities such as problem-solving strategies, skills, and teamwork by providing practicality related to field situations for learning. This study developed a PBL module focusing on patients with dyspnea and applied it to medical emergencies and practice courses taken by 16 third graders of S University's Paramedicine department. Overall class satisfaction was high from 4.76 to 4.92. In particular, by resetting the learning strategy through PBL classes and experiencing cooperative learning, positive learning outcomes could be obtained and self-efficacy was experienced.

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A study on the three-dimensional display of onboard training for Naval Combat System. (함정 전투체계 모의훈련 시나리오 3차원 전시방안 연구)

  • Lee, SuHoon;Ahn, JinSu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.62-65
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    • 2022
  • NCS(Naval Combat System) is a system that maximizes the combat effectiveness for the naval ships by providing track detection, tracking, thereat analysis, engagement, hit assessment and many other capabilities using ship integrated heterogeneous sensor and weapon systems. In order to achieve the purpose of the NCS, every crew is require to be proficient in the operation of NCS. In accordance with the goal, NCS provides a onboard training function, and the crew conducts system operation proficiency and teamwork training on the ship. Training instructors for control training should have a high standard of training environment control and monitoring capabilities, which need to be studied. This paper studies a 3D display method for visualizing the training situation of training instructors.

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An R&E Model between University and High School for Information & Communication Technology Major Introduction and its Case Study (정보통신 분야 전공탐색을 위한 고교-대학간 연계 R&E 모델 및 사례연구)

  • Yi, Kang;Kim, Kyung-Mi
    • Journal of KIISE
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    • v.43 no.3
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    • pp.336-345
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    • 2016
  • Since no course is offered in the area of professional ICT(Information & Communication Technology) in the high school curriculum, high school students do not have the opportunity to learn about the ICT engineering area and the possible career paths in the field. Due to this problem, high school students are not motivated to choose ICT majors at university level, and in turn, the ICT departments are struggling to recruit qualified students. In this paper, we present an R&E (research and education) model to mitigate this problem. We also present a case study on the program following the model offered by "H" university in collaboration with a local high school. Through the program we provided high school students with design and development experiences to solve engineering problems related to the ICT area and tried to attract their attention to ICT majors. The participants of the R&E program were able to experience the systematic engineering design process, ICT tools, teamwork, and communication skills through problem solving procedures. Based on three years of observation and the survey, it was found that more than 76% of students were motivated highly by ICT and engineering majors via the program. The main contribution of the paper is that we have proposed and proved the R&E program model and applied the ICT R&E model to a program to attract qualified students to ICT majors.

Development of a Crew Resource Management Training Program for Reduction of Human Errors in APR-1400 Nuclear Power Plant (국내 원자력발전소 인적오류 저감을 위한 Crew Resource Management 교육훈련체계 개발)

  • Kim, Sa-Kil;Byun, Seong-Nam;Lee, Dhong-Hoon;Jeong, Choong-Heui
    • Journal of the Ergonomics Society of Korea
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    • v.28 no.1
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    • pp.37-51
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    • 2009
  • The nuclear power industry in the world has recognized the importance of integrating non-technical and team skills training with the technical training given to its control room operators to reduce human errors since the Three Mile Island and Chernobyl accidents. The Nuclear power plant (NPP) industry in Korea has been also making efforts to reduce the human errors which largely have contributed to 120 nuclear reactor trips from the year 2001 to 2006. The Crew Resource Management (CRM) training was one of the efforts to reduce the human errors in the nuclear power industry. The CRM was developed as a response to new insights into the causes of aircraft accidents which followed from the introduction of flight recorders and cockpit voice recorders into modern jet aircraft. The CRM first became widely used in the commercial airline industry, but military aviation, shipboard crews, medical and surgical teams, offshore oil crews, and other high-consequence, high-risk, time-critical industry teams soon followed. This study aims to develop a CRM training program that helps to improve plant performance by reducing the number of reactor trips caused by the operators' errors in Korean NPP. The program is; firstly, based on the work we conducted to develop a human factors training from the applications to the Nuclear Power Plant; secondly, based on a number of guidelines from the current practicable literature; thirdly, focused on team skills, such as leadership, situational awareness, teamwork, and communication, which have been widely known to be critical for improving the operational performance and reducing human errors in Korean NPPs; lastly, similar to the event-based training approach that many researchers have applied in other domains: aircraft, medical operations, railroads, and offshore oilrigs. We conducted an experiment to test effectiveness of the CRM training program in a condition of simulated control room also. We found that the program made the operators' attitudes and behaviors be improved positively from the experimental results. The more implications of the finding were discussed further in detail.

A Case study for Multi-Perspective Relationship Experience(MPRE) to Improve Social Communication of Soldiers (군인들의 의사소통 향상을 위한 가상현실 활용 방안 -다시점 관계 경험 프로그램 사례 연구-)

  • Lee, Youn-Soo;Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.83-89
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    • 2022
  • Recentely, the military needs to apply various technologies for the improvement of teamwork. The government should take the non-face-to-face system due to the social interest of young military members. In this study we investigated collective cohesion by helping soldiers who have difficulty expressing their feelings and delivering messages while living in groups, or who are unable to adapt to group life due to psychological disorders such as relationship anxiety. We proposed the Multi-perspective Relationship Experience program as a new VR application. We showed feeling a sense of reality equivalent to the actual situation, interpersonal tension and social distance were significantly reduced, and communication, which was difficult to actually do, was naturally achieved. In addition, positive effects were confirmed on the sense of belonging and leadership among all participants. We will be effectively used in manpower management policies that improve the collective cohesion of soldiers and support the adaptability of the military environment in line with the rapidly changing social interaction method.

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.