• 제목/요약/키워드: Field experiences

검색결과 817건 처리시간 0.028초

e-Learning 환경에서의 몰입(Flow) 경험을 위한 교수 학습 전략 연구 (A Study on Teaching-Learning Strategies for Flow Experience in e-Learning Environment)

  • 이은경;한건우;김성식;이영준
    • 컴퓨터교육학회논문지
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    • 제10권1호
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    • pp.21-30
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    • 2007
  • e-Learning 시스템이 그 장점과 효과성을 충분히 발휘하기 위해서는 학습자의 동기 유발 및 학습 지속을 위한 세심한 교수 학습 설계가 필요하다. 본 연구에서는 동기 유발 및 학습 지속의 문제를 해결하기 위해 몰입(Flow) 이론과 그와 관련된 선행 연구 자료들을 분석하고 e-Learning의 기술적 환경적 특성을 분석하여 그에 적합한 몰입 경험 촉진을 위한 교수 학습 전략들을 개발하였다. 또한 이러한 전략들의 효과성을 검증하기 위해 해당 전략들을 적용한 시스템을 구현한 후 실제교수 학습 현장에 적용하였다. 그 결과 본 연구에서 개발한 몰입 경험을 위한 교수 학습 전략들은 실제 학습자의 몰입 수준 향상에 도움을 주었으며, 그에 따라 학업 성취도 향상에도 기여했음을 확인하였다.

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건설 리프트 가감속 능력을 고려한 양중시간 산정 알고리즘 개발 (An Algorithm for Hoisting Time Calculation in Super-tall Building Construction)

  • 조창연;신윤석;원서경;김정렬;조문영
    • 한국건설관리학회논문집
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    • 제12권6호
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    • pp.120-129
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    • 2011
  • 초고층 건축공사에 있어서의 건설리프트 설치는 여러 가지 제한조건들에 의해 한정적인 대수만이 설치될 수 있으며, 이러한 건설리프트의 특징에서 기인하는 설치의 제약은 수직동선 관리에 의해 변화하는 각 층별 노무 생산성에 밀접한 영향을 미치게 된다. 따라서 초고층 건축공사에 있어서의 리프트 운영관리는 현장의 작업생산성을 결정하는 중요한 관리요소이나, 현재 초고층 건축공사의 건설리프트 운영계획의 경우, 각 건설사별 다른 기준을 바탕으로 해당사의 숙련 기술자들의 경험에 의존하는 형태로 계획 및 관리가 이루어지고 있으며, 이러한 관리형태는 프로젝트가 초고층화 및 대형화됨에 따라 고려하지 못하거나 착오가 발생할 수 있는 부분이 생길 수 있는 리스크를 가지고 있다. 이에 본 연구에서는 초고층 건축공사의 중요한 관리요소인 건설리프트 양중관리 시뮬레이션 개발의 일환으로, 건설 리프트의 가감속 능력을 고려한 양중계획 시간산정 알고리즘을 개발하고, 개발된 알고리즘에 대해 시뮬레이션 및 현장측정을 통해 검증하였다.

Development of Usability Evaluation Criteria for Senior-Friendly Autonomous Transportation Robot

  • Kim, Seon Chil;Kim, Sun Jung;Choi, Kyongon
    • 대한인간공학회지
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    • 제33권5호
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    • pp.407-422
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    • 2014
  • Objective: The purpose of the study is to develop quantitative usability evaluation criteria for senior-friendly autonomous transportation robot. Background: The Republic of Korea has become the most rapidly aging society, and is anticipated to enter the post-aged society in 2026. To raise the quality of life of a senior with limited mobility and to reduce the burden of caregivers, many high-tech assistive products with information technologies are developed nowadays. The senior-friendly autonomous transportation robot is one person robot vehicle to move a senior to the destination for hospitals, nursing homes or silver town complex. With built-in navigation system and environmental monitoring censors, it automatically seeks the path to the destination and avoids collision to obstacles and pedestrians on the way. Due to the early stage of the product, few usability studies in this field have been done, mostly on general service robots to assist seniors, power wheelchairs and delivery robots. ISO and KS standards for the service robots are focused on safety. Method: Based on the reference usability index, the early draft of the usability evaluation questionnaires was developed. After small group tests and interviews, the experts modified the initial draft to the Usability Evaluation Criteria for Senior-Friendly Autonomous Transportation Robot (UEC-SFATR). Result: UEC-SFATR consisted of 4 subscales - Safety, Controllability, Efficiency and Satisfaction. All of the 4 subscales of UEC-SFATR were passed the reliability criteria by 4 groups of seniors, divided by gender and familiarity of smart-devices. Conclusion: UEC-SFATR covers wider area of user experiences of the SFATR and is a good measurement tool to help both the users and developers of the robot. Application: This study provides guide to the future product development and product competitiveness evaluation by quantifying user experiences for the SFATR.

카사 바트요의 조형적 특성과 가우디의 건축적 사고 연구 (A Study on Design Characteristics in Casa Battle and Gaudi′s Philosophy of Architecture)

  • 김대년
    • 한국주거학회논문집
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    • 제15권5호
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    • pp.21-32
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    • 2004
  • The purpose of this study is to interpret Gaudi's philosophy of architecture through an analysis of the design characteristics in his remodeling of Casa Battlo. A review of the literature related to Casa Battlo as well as a field study in Barcelona to see the building were made for this study. The conclusions were as follows; Casa Battle is one of the best examples of Gaudi's attempts at creating a surreal atmosphere and should be evaluated in light of the following considerations: 1) Casa Battle as a remodeled house presented its own restrictions to Gaudi that he overcame by introducing characteristic design elements into the remodeling process; 2) the achievement, a perfect sculpture expressing continuity through a gorgeous colour scheme using different materials and design motifs with a dynamic spiral shape, originated from Gaudi's observations of nature and his experiences working in modeling studios; 3) a visualized embodiment of Gaudi's naturalism and functionalism through the impression of perpetual movement and continuity as formative symbols of genesis, life, death, and transmigration of the soul, originated from Gaudi's personal experiences of the early deaths of several close family members; 4) the design is meant to show the same processes of creation used by nature rather than a mere imitation of nature. Gaudi was not only a person dedicated obsessively to his profession as an architect, but also a rationalist fundamentally in the way he operated. It was expected that this study could be employed as a small stimulus to challenge the paradigm of housing remodeling projects -a hot issue in today's Korea- especially in their philosophical aspect.

가상현실공간에서 아바타를 통한 원격학습이 아바타 사용자의 교수효능감에 미치는 영향 (The effects of distance learning experiences through an avatar in a virtual world on users' distance teaching efficacy beliefs)

  • 박정환;정동욱
    • 한국산학기술학회논문지
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    • 제14권4호
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    • pp.1644-1651
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    • 2013
  • 이 연구의 목적은 가상현실공간에서 아바타를 이용한 원격강의 경험이 사용자의 교수효능감에 미치는 영향을 알아보는 것이다. 이 연구를 위해 J대학교 교육학 전공 강좌의 수강생 9명이 연구에 참여하였다. 이들은 모두 교육학 전공의 박사과정 학생들이었다. 이 강좌의 첫 번째 강의에서 6시간 동안 세컨드라이프 사용법에 대해 면대면 강의가 이루어졌으며, 이후 3시간씩 14회의 강의는 모두 세컨드라이프 내 강의실에서 이루어졌다. 설문에 응한 5명의 참여자로부터의 성찰노트, 연구자 관찰 및 면담 내용을 분석한 결과, 세컨드라이프에서 아바타를 사용한 원격강의 수강과 발표 경험은 세컨드라이프에서 아바타를 사용한 원격 강의를 수행할 수 있는 자신감에 영향을 미친 것으로 나타났다. 이 연구는 세컨드라이프라는 가상현실공간에서 아바타를 사용한 원격교육의 가능성을 확인하였다는 것에 의의가 있으며, 향후 원격 교육에 대한 연구를 촉진할 것으로 기대된다.

빅데이터를 활용한 영상콘텐츠 스토리 리모델링 프로세스 개발 (The Development of Remodeling Process for Visual Content's Story by Big Data)

  • 이혜원;박성원;김이경
    • Journal of Information Technology Applications and Management
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    • 제26권3호
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    • pp.121-134
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    • 2019
  • The Fourth Industrial Revolution has differentiated technologies such as artificial intelligence, IoT(Internet of things), big data, and mobile. As the civilization develops more and more, humanity enjoy the cultural activities more than economic activity for the food and shelter. The platform structure based on the advanced information technology of the present will expand the cultural contents area in a variety of ways. Cultural contents respond sensitively to changes in consumer and will be useful experiences of human activities. Therefore, it should be noted again that the contents industry should not be limited to the discussion of the application of the fourth technology, but should be produced with emphasis on useful experiences of human being. In other words, the discussion of human activities around cultural contents should be focused on how to apply beyond the use of fourth industrial technology. Therefore, it is necessary to analyze the basis of the successful storytelling of the planning stage to connect the fourth industrial technology and human useful experience as a method for developing cultural contents, and to build and propose a model as a strategic method. This study analyzes domestic and foreign cases made by using big data among the visual contents which show continuous increase of consumption among culture industry field, and draws success factors and limit points. Next, we extract what is the successful matching factor that influenced consumer 's consciousness, and find out that the structure of culture prototype has been applied in the long history of mankind, and presents it as a storytelling model. Through the above research, this study aims to present a new interpretation and creative activity of cultural contents by presenting a storytelling model as a methodology for connecting creative knowledge, away from the general interpretation of social phenomenon applied with big data.

An Research Into The Reactive Safety Action Program for Promoting Aviation Safety Culture

  • Kim, Dae Ho
    • 대한인간공학회지
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    • 제35권3호
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    • pp.165-173
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    • 2016
  • Objective: The objective of this research is to inquire about safety information from the standpoint of its usefulness to suggest the significance of the Reactive Safety Action Program, which serves to promote aviation safety culture. Background: Safety information plays an important role in operating safety programs. Each organization learns lessons from safety information collected from aviation accidents and incidents. When an accident occurs, it is only through safety investigation and a close inquiry on the cause that we can come up with an appropriate countermeasure which would contribute to preventing the recurrence of the same or similar accident. However, the usefulness of safety information produced from unsatisfactory safety investigation is insufficient. Method: This research analyzed the characteristics of aviation accidents, the differences between safety investigations and legal accident investigations in systematic and operative perspectives, and safety culture as a measure to activate reporting systems (compulsory/voluntary). Results: This research defined the investigation scope and processes of safety investigations and legal accident investigations. It also suggested factors such as just culture based on trust, non-punitiveness, confidentiality, the participation of the entire staff through the use of inclusive reporting base, ensuring the independence of the operating organization as a way to promote safety through reporting systems. Conclusion: The organization's effort is the important aspect in obtaining exact and accurate safety information from accidents/incidents. The separate running of SIB (Safety Investigation Board) and AIB (Accident Investigation Board), the systematization of safety information reporting system, and prescribing (legislating) the composition of related organizations are some representative programs. Application: This research inquired experiences that contributed in promoting aviation safety culture in a reactive perspective, and will serve a role in spreading safety culture by enabling the use of application experiences of the aviation field in other domains.

현장연구를 실행해 본 유아교사의 경험과 그 의미에 관한 연구 (The Meaning of Experience of Teachers who Implemented Action Research)

  • 안지혜;서영숙
    • 한국보육지원학회지
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    • 제9권5호
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    • pp.5-35
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    • 2013
  • 본 연구는 유아교사로 살아가면서 교육대학원에 진학하여 현장연구를 실행해 본 유아교사 3인을 대상으로 심층 면담하여 그들의 경험을 드러내고 그 의미를 알아보고자 하였다. 현장연구의 실행과정은 그들의 현장에서 출발하였고, 연구주제, 자신의 관점과 맞는 적합한 연구방법을 고려하게 되며, 현장 속으로 다시 들어가게 된다. 익숙하게 느껴졌던 현장은 예상치 못한 반응에 낯설게 느껴지기도 하고 연구과정의 불확실성으로 불안하기도 했지만 점차 연구의 탄력을 더하여 드디어는 해냈다는 희열을 맛보게 되었다. 이러한 경험을 통해 자신을 돌아보고 집중과 열정을 통해 타성에서 벗어날 수 있는 기회를 갖게 되었다. 또한 일상을 의미있게 하는 기록의 중요성을 깨닫고, 실패가 아닌 새로운 출발로서의 과정의 소중함을 느꼈으며, 폭넓은 관점으로 스스로 의미를 부여하려 노력하였다. 그리고 실행연구자적 삶을 살아가고 있는 자신을 발견하였다. 본 연구를 통해 현장교사들이 충분히 연구자가 될 수 있음과 교사 자신이 이를 자각해나가는 것이 필요함도 확인할 수 있었다.

사용자 경험을 고려한 규칙기반 악성 URL 탐지 라이브러리 개발 (Development of Rule-Based Malicious URL Detection Library Considering User Experiences)

  • 김보민;한예원;김가영;김예분;김형종
    • 정보보호학회논문지
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    • 제30권3호
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    • pp.481-491
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    • 2020
  • 악성 URL의 전송을 통한 악성코드 전파 및 불법적 정보 수집은 정보보안 분야의 가장 큰 위협 중의 하나이다. 특히, 최근 스마트폰의 보급으로 인하여 사용자들이 악성 URL에 노출될 확률이 더욱 높아지고 있다. 또한, 악성 URL을 노출 시키는 방법 역시 다양해 지고 있어서 이를 탐지하는 것이 점점 어려워지고 있다. 본 논문은 악성 URL에 대한 사용자의 경험에 대한 설문을 진행한 후, 이를 고려하여 악성 URL을 규칙기반으로 탐지하기 위한 라이브러리 개발 연구를 다루고 있다. 특히, 본 연구에서는 독자적인 규칙을 기반으로 악성 URL을 탐지 하기 위해 Rule-set을 정의하고, Rule-chain을 생성하여 악성 URL 탐지의 확장성을 제시하고 있다. 또한 어떤 애플리케이션에서도 활용이 가능한 라이브러리 형태로의 개발을 통해 다양한 응용프로그램에서 활용할 수 있도록 하였다.

존 듀이 의식이론의 교육적 의미 탐구 (A Study on Educational Implications of the Consciousness Theory of John Dewey)

  • 이병승
    • 교육철학
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    • 제39호
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    • pp.191-221
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    • 2009
  • The aim of this study is to analyse of elements and structure of consciousness theory in the 1887 Psychology written by John Dewey, and to research its educational implications. Conclusions are as follows: Firstly, consciousness theory articulated in first edition of Dewey's Psychology was influenced by neo-Hegelian G. S. Hall, and then characteristics of its theory was metaphysical and idealistic. But after of researching the work of William James, his approach to consciousness changed surprisingly from idealistic to experimental. His experimental approach and scientific attitude to it influenced the formation and development of advanced theories in his epistemology, axiology and pedagogy. Secondly, the structure of consciousness expressed by Dewey has three forms such as knowledge, feeling and will(or volition). This forms are too dynamic and unitary. Dewey considered cognition, feeling, will to be integral functions of each self. The tripartite functions of self, moreover, are unified in will. In other word, will combines subjective feeling and objective knowledge as one self. Will regulates impulse because it powers some stimulus into activity of self. In this view point, his theory of consciousness differs from traditional theories about consciousness for emphasizing dynamic relations and functions. Thirdly, Dewey's theory of consciousness will give some important implications to educational field. It is necessary to fundamental arguments about conscious conditions of learners as a human. For it is impossible to establish some aim of learning, to organize meaningful contents of learning, and also to create some effective methods of learning without consideration of this conditions. And it is important to construct and organize the contents and methods of learning for widening and deepening of educational experiences. Then consciousness and experiences of learners interact each other, so then they will produce some meaningful results of learning in this process.