• Title/Summary/Keyword: Non-Majors

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CPU Technology and Future Semiconductor Industry (III) (CPU 기술과 미래 반도체 산업 (III))

  • Park, Sahnggi
    • Electronics and Telecommunications Trends
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    • v.35 no.2
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    • pp.120-136
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    • 2020
  • Knowledge of the technology, characteristics, and market trends of the latest CPUs used in smartphones, computers, and supercomputers and the research trends of leading US university experts gives an edge to policy-makers, business executives, large investors, etc. To this end, we describe three topics in detail at a level that can help educate the non-majors to the extent possible. Topic 1 comprises the design and manufacture of a CPU and the technology and trends of the smartphone SoC. Topic 2 comprises the technology and trends of the x86 CPU and supercomputer, and Topic 3 involves an optical network chip that has the potential to emerge as a major semiconductor chip. We also describe three techniques and experiments that can be used to implement the optical network chip.

CPU Technology and Future Semiconductor Industry (II) (CPU 기술과 미래 반도체 산업 (II))

  • Park, Sahnggi
    • Electronics and Telecommunications Trends
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    • v.35 no.2
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    • pp.104-119
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    • 2020
  • Knowledge of the technology, characteristics, and market trends of the latest CPUs used in smartphones, computers, and supercomputers and the research trends of leading US university experts gives an edge to policy-makers, business executives, large investors, etc. To this end, we describe three topics in detail at a level that can help educate the non-majors to the extent possible. Topic 1 comprises the design and manufacture of a CPU and the technology and trends of the smartphone SoC. Topic 2 comprises the technology and trends of the x86 CPU and supercomputer, and Topic 3 involves an optical network chip that has the potential to emerge as a major semiconductor chip. We also describe three techniques and experiments that can be used to implement the optical network chip.

Beliefs, Preferences, and Processes of College EFL Readers

  • Chin, Cheong-Sook
    • English Language & Literature Teaching
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    • v.15 no.2
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    • pp.27-49
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    • 2009
  • This study aimed to explore EFL learners' beliefs and preferences about reading tasks and to examine the reading processes that they use for making sense of text. The subjects were comprised of 107 college students who were non-English majors and aged 19-28 years. Based on scores achieved on a reading comprehension test, they were divided into two groups (more-skilled and less-skilled readers) and asked to respond to a survey in class. The results of the survey revealed that: (1) a majority rate themselves as fair readers, which might be indicative of the insecurity they feel toward L2 reading; (2) authentic texts (especially magazines) and popular media appear to be their favorite reading materials; (3) unknown vocabulary is a major impediment to their L2 reading comprehension; (4) the more-skilled readers manifest a meaning centered view of reading, whereas the less-skilled readers center on vocabulary; and (5) both groups employ a multistrategic approach to L2 reading; however, the less-skilled readers are less successful in determining the meaning of unknown vocabulary. Pedagogical implications for EFL classroom teachers are provided.

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A Study on Utilizing Tools for Improving Computing Thinking Ability of Non-SW Majors (비전공자의 컴퓨팅 사고력 향상을 위한 도구 활용에 대한 연구)

  • Choi, Kang-Im;Han, Jin Seop;Shin, Youngjoo;Choi, Young-Keun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.319-320
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    • 2018
  • 4차 산업혁명 시대에 걸맞은 미래 인재양성을 위해 Computational Thinking (CT) 향상을 위한 교육에 대한 관심이 높아지고 있다. 더불어 비전공자 학생들을 대상으로 하는 컴퓨팅 교육이 확산되어 진행되고 있다. 그러나 많은 비전공 학습자들이 CT 교육 학습 과정에 어려움을 느끼고 있다. 이에 본 논문에서는 CT 교육 학습 과정에 도구를 활용한 학습 방법으로 이를 해결하고자 하였다.

Design and Application of Learning Algorithms based on Computational Thinking for Changes in Prospective Elementary School Teachers' Perceptions about Computer Science (초등 예비교사의 컴퓨터과학에 대한 인식 변화를 위한 계산적 사고 기반 알고리즘 학습의 설계 및 적용)

  • Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.4
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    • pp.528-542
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    • 2012
  • In this study, we designed and applied the learning program of various algorithms about computer science, which were based on computational thinking, to prospective elementary school teachers who were non-majors of this field. While they were learning, they could understand two fundamental functions of computational thinking: abstraction and automation. This learning program made them change their perceptions about computer science positively. They had been interested in learning algorithms and computer science itself, and they felt confident about teaching it.

Procedural Geometry Calibration and Color Correction ToolKit for Multiple Cameras (절차적 멀티카메라 기하 및 색상 정보 보정 툴킷)

  • Kang, Hoonjong;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.4
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    • pp.615-618
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    • 2021
  • Recently, 3D reconstruction of real objects with multi-cameras has been widely used for many services such as VR/AR, motion capture, and plenoptic video generation. For accurate 3D reconstruction, geometry and color matching between multiple cameras will be needed. However, previous calibration and correction methods for geometry (internal and external parameters) and color (intensity) correction is difficult for non-majors to perform manually. In this paper, we propose a toolkit with procedural geometry calibration and color correction among cameras with different positions and types. Our toolkit consists of an easy user interface and turned out to be effective in setting up multi-cameras for reconstruction.

A Study on User Authentication Method for Foldable Screen-Based Devices (폴더블 스크린 기반 기기 사용자 인증기법 연구)

  • Choi, Dongmin
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.440-447
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    • 2021
  • Smartphones are currently being produced with similar functions, shapes, and software. The foldable smartphone is a product that dramatically changed the shape of the existing smartphone. Therefore, it affects the functions and software. In this paper, we analyze the potential security vulnerability of current mobile authentication methods by dividing them into two parts, security vulnerabilities of non-foldable smartphones, and security vulnerability that appears with the changed smartphone structure. According to the analysis result, the classic and current mobile user authentication methods appears to be easily affected by the smartphone display structure. Finally, we propose an appropriate authentication method as well as the concept of security measures for smartphones with foldable screen. Our method shows that it is more secure than the conventional authentication methods in foldable display smartphone.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Factors Affecting on Contraception Behavior in University Students of Health and Non-health Department (보건계열과 비보건계열 대학생의 피임실천행위에 영향을 미치는 요인)

  • Oh, Eun-Young
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.261-270
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    • 2019
  • The purpose of this study was to identify the factors affecting on contraception behavior among health and non-health university students. Data were collected from April to Jun 2017 from 138 of health and 128 of non-health. The results of multiple regression analysis showed that influencing factors were different by department major. The factors affecting on contraception behavior of health department were sexual experience(ß=0.33), and explanatory power was 23.7%, non-health department was pocket money of over 410,000 won, knowledge acquisition through internet or TV, contraceptive self-efficacy(ß=0.29, 0.24, 0.18), and explanatory power was 22.8%. This study suggests reflecting university students majors when developing educational programs of contraceptive behavior.

Revisiting to the necessity of programming Knowledge for Non-Computer Major Undergraduates (컴퓨터 비전공 대학생의 프로그래밍 지식에 대한 필요성 재조명)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.185-190
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    • 2020
  • The programming education of non-computer major undergraduates aims to increase the their problem-solving and coding skills so that the skills can be applied to various fields and motivate them to continuously study computer or programming. However, it difficult for them to recognize the necessity of programming knowledge and to find out how it can be used in their major. Therefore, the professor needs to give students a full explanation of their roles to play. In this paper, we revisit the necessity of programming knowledge for non-computer major undergraduates by looking at the convergence cases of ICT technology and the humanities and social arts fields. And we propose an instruction direction of programming learning for them.