• Title/Summary/Keyword: Industrial technology subject-matter

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An Comparative Analysis of High School Industrial Technology Subject-Matter Curriculum in the country and foreign country (국내외 고등학교 공업기술과 교육과정 비교 분석)

  • Lee, Hangyu;Jin, Euinam
    • 대한공업교육학회지
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    • v.31 no.2
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    • pp.233-256
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    • 2006
  • The purpose of this study was to analyse between foreign curriculum and our high school industrial technology subject-matter curriculum, to review trend and stream of curriculum revision, and purpose and content system of subject-matter. This study was conducted through reviewing literature; research reference, journal, book, and Web materials. in this study, comparative target country was restricted to Japan, U. S. A., U. K., and N. Z., Australia that administer to similar subject with our industrial technology subject-matter. The major finding of this study were as follows: 1. A similar subject-matter with our industrial technology subject0matter was Japan' 'foundation of industrial technology' and 'project research', U. S. A.' 'technology' and etc, U. K.' 'design and technology', and N. Z.' 'technology', 'New South Wales in Australia' design and technology'. 2. The result of analysis to purpose and strength of subject-matter, our' industrial technology subject-matter was oriented to knowledge, understanding and career search in industrial area. but, the other was emphasized technological problem solving by process-based method with thinking and action. 3. In the curriculum content, our country was treat to content area of a broad industrial world. on the other hand, Japan; relationship between human and technology, environment, process technology and product technology, project research. U. S. A.; technology content standards by knowledge, process and context, U. K., N. Z., and Australia were focused 'design process'. Based on above results, the recommendation can be established as follows: 1. A study on the implementation of industrial technology curriculum. 2. A study on the perception and need assessment of expert and stakeholder about purpose and content system. of industrial technology subject-matter.

College-bound Curriculum Developement for Training of Atomic Industry Technician (원자력산업 중견전문인력 양성을 위한 전문대학 교육과정 개발)

  • Lyu, Kwang-Yeul;Kim, Sung-Soo;Ahn, Sung-Min
    • Journal of radiological science and technology
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    • v.28 no.1
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    • pp.33-44
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    • 2005
  • The objective of this study is to supply the good quality of experts the radiation industries in Korea and develop the major subject matter needed in the radiation industries and the curriculum in order to execute it for the variation of fields of employment at the department of radiation in the junior college and the development of the percentage of employment. In addition, this study is to improve the level of radiation experts engaged in the industries in quality, and it is to improve the social recognition of radiation rather negative now because of the development of radiation industry. As for the core results of this research, it was to suggest the detailed choice method curriculum proper to the service fields of radiation industries, but it may be subject to change due to each college's property and the educational objectives. From the result of this research above, it may be summed up as follows. First, as for the detailed curriculum by the service field, this study was to organize two subject matters: 1. the subject matter proper to the field of using the radiation, and 2. the subject matters proper to the safety control field of radiation. Second, as for the detailed curriculum by the pattern of industries, this study was to organize the four subject matters: 1. the subject matter needed in the manufactures, 2. the subject matter needed in the nondestructive testing industries, 3. the subject matter needed in the sales agencies, and 4. the subject matter needed in the laboratories. This study was to suggest the operational model about the curriculum in order to execute these subject matters. It could be executed as two methods below. First, one method is to execute the major systems by the medical field and industrial field in the third course at the department of radiation in the junior college now. Second, the other method is to make them specialize the industrial radiation in the Advanced Course(one year course) after the graduation of junior college. To operate these curricula successively it needs to assume the deeper research and the development of materials about the subject matters related to the nuclear radiation industries hereafter. In addition, it needs to solve the security of finance like the manpower of professor, space for practice, and the educational appliances, etc. needed in the operation of subject matters. Finally, the effect and result from the development or revision of college curriculum did not come out in a short time. It will require considerable time until the undergraduates at the department in the junior college finish a set of curriculum newly developed, and graduate the university, and can get the results while they engage in their works in the industrial sites. Accordingly, all the interested parties have to anticipate the results of this research with the patience in long-standing point of view. Also, this researcher considers it as it is willing to give them the continuous interest and support.

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The New Definition of Creative Leadership in the Communication Design Industry - Focused on the 4th Industrial Revolution

  • Kim, Kyung-won
    • International Journal of Contents
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    • v.15 no.2
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    • pp.53-58
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    • 2019
  • The aim of this paper is to discuss how designers lead and direct 'technology-driven society' using their creative communication skill. To this end, it is required for communication designers to take conscious steps to recognize the future direction of their profession. Despite the advancement in technology, there is a human being at the center of all design activities. From a certain point of view, contemporary communication design takes an open-ended exploration of the subject matter, rather than a finished output. The notion of creative leadership may potentially expand more in terms of improving the methodology of today's visual culture. The paper will examine creative leadership that could be proposed by the challenge of discourse upon the upcoming industrial revolution. Today, communication designers are confronted by new leadership opportunities and challenges. Some leading designers seem to focus on brand new media technologies to prepare the 4th industrial revolutions. However, communication design cannot be discussed in the medium but can be understood as a process. Top-down and bottom-up process is always a concerned about the relationship since the focus of leadership has changed. In the top-down process, the leadership has existed between 'designer and client' because designers have played their role as a problem solver. On the other hand, there is a different model of leadership between 'design and technology' based on bottom-up process, which stem from the design authorship. In this regard, the new definition of creative leadership in the $4^{th}$ industrial revolution proposes a designer as a problem-finder based on the relationship between the 'designer and the public'.

Extracting the Skill Level for Human Resource in the Field of Science and Technology Using the Delphi Technique (델파이법을 이용한 과학기술분야 인재의 직능 수준 도출)

  • Lee, Chang-hoon;Seo, Won-seok
    • Journal of Engineering Education Research
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    • v.19 no.6
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    • pp.32-37
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    • 2016
  • The purpose of this study is to extract a skill level of human resource in the field of science and technology. To accomplish the goal of this study, precedent research was conducted and then, the draft of skill level for Human Resource in the field of Science and Technology (HRST) was created by wrap-up meeting. The skill level of the HRST was finalized after confirming verification of 20 SMEs (Subject Matter Experts) from January to February 2016 by two times. The conclusions are as follows; First, the skill level of the HRST consists five categories. Each of the level has educational background, work experience, certification, duty, major and so on. Second, the contents of the skill level were found to be mostly valid.

Effects of User Expectation on Independent Visual Background Efficacy

  • Kim, Do-Hoe
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.24 no.68
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    • pp.31-36
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    • 2001
  • Prior to the Independent Visual Background(IVB) luminance control experiment, we studied that IVB could reduce the simulator sickness depending on subject's knowledge about the IVB (expectation group) or non-IVB (no expectation group). As results of experiments from 12 subjects, expectation group's RSSQ scores were similar, no matter IVB was present or not. However, non-expectation group's RSSQ scores were lower when the IVB were present. The result from this experiment confirms the findings of Duh (2001), that an IVB may alleviate SS. However this effect was found only at the expectation group. Failure to replicate Duh's results could be due to several factors, such as individual differences in response to the IVB and the low number of subjects (n=6) in the no expectation group.

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Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

A Study on Curriculum Revision for Fisheries High Schools and Merchant Marine High Schools (II) -Curricular Constitution of Courses of Fishing Technology and of Navigation- (제육차(第六次) 수산(水産)·해운계(海運系) 고등학교(高等學校) 교육과정(敎育課程) 각론개발연구(各論開發硏究)(II) -어업과(漁業科) 및 항해과(航海科)의 교육과정(敎育課程)-)

  • Kim, Jin-Kun;Choe, Jong-Hwa;Choi, Soon-Mo;Cho, Eul-Je;Kim, Seong-Jae
    • Journal of Fisheries and Marine Sciences Education
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    • v.4 no.2
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    • pp.91-100
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    • 1992
  • The name of the Courses of Fishing Technology and of Navigation, as the basic courses in the fisheries high schools and the merchant marine high schools, are unchanged from a viewpoint of keeping a time- honored tradition. According to transition of the industrial structure, the authors tried to examine closely the character, to realize the goal of education, to rationalize the substantial system of the major subjects of each course, and made some concrete proposals of teaching guidance for each subject. The existing 5 compulsory major subjects are reduced to 2, and the subjects of "Sea Training" and of "Fisheries Law" an, disused, and the subject of "Introduction to Ship" and "Introduction to Marine Engine" and "Introduction to Marine Communication" are merged into the "Introduction to Ship". As mentioned above, the level of subject matter become more simplified as well as the students' learning burden is lightened by reduction of the number of major subjects. In conclusion, guiding teachers of major subjects must previously establish the substantial teaching method and carry out the teaching activities taking into consideration of the students' intellectual level and the local requirement on the ground of thorough understanding the character. the goal and the substantial system of each revised subject.

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A Case Study of the STEAM Educational Outreach Program Development and their Application (융합인재교육(STEAM)의 아웃리치 프로그램 개발 및 운영 사례)

  • Seo, Won-seok;Lee, Chang-hoon
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.38-45
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    • 2015
  • This study aims to conduct a case study of the Science, Technology, Engineering, Arts, and Mathematics (STEAM) outreach program development and their application. This program was operated by 184 middle and high school students at C University on October 2014. The major results of these studies were as follows: First, The theme of the outreach program consisted of four engineering areas, aerospace engineering, chemical engineering, architectural engineering, and mechatronics (robot) engineering; moreover, the materials for the students' workbook, the guidebook for teachers, and the program operation manual for staffs in a university were developed by working with four authors and ten subject matter experts. Second, the satisfaction level with the contents and activities was ranged from 4.24-4.31 out of 5 points. Third, the vitalizing activation plan was discussed for the sustainable development and operation of the STEAM outreach program.

Learning from Successes and Failures of Registration of Patent Applications Based on Physical Ergonomics Research

  • Kim, Sungho;Lee, Wonsup;Lee, Baekhee;Choi, Younggeun;Lee, Jihyung;Jung, Kihyo;You, Heecheon
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.455-467
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    • 2015
  • Objective: The present study suggested practical measures for successful patent registration based on a review of success and failure cases of patent application filed based on inventions obtained from physical ergonomics research. Background: The protection of intellectual property (IP) contributes to economic growth and competitiveness and facilitates innovation and creativity. IP rights are pursued on research findings for effective technology transfer and commercialization; however, a patent application can be rejected if patentability requirements such as patent eligible subject matter, utility for industrial application, novelty, or non-obviousness are not satisfied. Method: Three successful and three failed cases of patent applications based on physical ergonomics research were reviewed, critical reasons for their successes and failures were examined, and measures were proposed to avoid failures in patent registration. Results: The following measures were identified based on the patent application case review. First, abstract ideas including logical procedures and/or mathematical formulas need to include use of tangible apparatus and methods in idea realization. Second, the provision of grace period inventor disclosure exception needs to be properly followed in case an invention is disclosed before filing of patent application. Lastly, a comprehensive analysis of prior art published or publicly known anywhere in the world and a claim preparation of distinguished, non-trivial features compared to prior art solutions are needed to avoid possible violation of novelty and non-obviousness. Application: The proposed measures can help to prepare a patent application with patent eligibility.

A Survey on Present Level and Expectation Level of IT Literacy in Korean School Teachers (${\cdot}$중등교원 정보기술소양의 현수준과 기대수준에 관한 연구)

  • Shin Hoe-kyun;Han Ill-Jo
    • The Journal of Information Systems
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    • v.12 no.2
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    • pp.189-208
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    • 2003
  • The purpose of this study was to survey current status of information technology literacy in Korean teachers and to give some suggestions for the preparation of prospective teachers in Korea. To achieve the purpose, data were collected using on- and off-line surveys containing questionnaires developed by the researchers. The survey items were categorized into 11 groups such as operation capability, computer use and communication, word processing, ethics, computer fundamentals, understanding of educational IT, information instruments use, application s/w use, work processing with computer, and internet use capability. Major findings were as follows: (1) Female teachers rated their IT literacy level higher than male teachers. (2) Teachers with longer teaching experience rated their IT literacy level lower than those of shorter experience. (3) There were no signigicant differences among sex, school, job grade of teachers at the present level of literacy, but there were significant differences among sex, age, carreer, job grade, and subject matter at the expectation level except for school grade.

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