• 제목/요약/키워드: Practice platform

검색결과 192건 처리시간 0.022초

공개 소프트웨어 기반 IP 네트워크 시스템 실습 플랫폼 및 실습 시나리오 (A Study on Open Software based IP Network System Practice Platform and Practicing Scenario)

  • 김태준
    • 한국산학기술학회논문지
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    • 제21권10호
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    • pp.106-114
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    • 2020
  • 4차 산업혁명 시대의 핵심 인프라로 자리 매김하는 IP(Internet Protocol) 네트워크 시스템을 실제 구축, 시험 및 운영하면서 공부한 내용을 확인하고 이해하는 것은 네트워크 입문자들에게 매우 중요하다. IP 네트워크 시스템은 인터넷 계층 이하의 기능을 담당하는 IP 네트워크 자체와 DNS, DHCP, email 및 WWW로 기본적인 네트워크 서비스를 제공하는 기본 네트워크 시스템, 그리고 VoIP와 같은 응용 서비스 시스템으로 구성된다. 본 논문에서는 공개 소프트웨어 기반의 최소한의 네트워크 형상으로 IP 네트워크 시스템의 제반 기능을 실습해볼 수 있는 플랫폼을 제안하고, 실습 시나리오와 결과를 제시한다. 그리고 ns(network simulator)에 IP 주소 할당과 라우팅 테이블 관리 기능을 추가하여 테이블 기반 데이터그램 라우팅 기법을 사전 학습할 수 있도록 하였다. 본 연구에서 제안된 실습 플랫폼으로 별도의 장비와 비용 부담 없이 개인용 컴퓨터에서 간편하게 실습을 수행할 수 있어 네트워크 입문자에게 유용하리라 기대된다.

클라우드 기반 리눅스 SW 실습 플랫폼의 설계 및 구현 (Design and Implementation of a Cloud-based Linux Software Practice Platform)

  • 반효경;조경운
    • 한국인터넷방송통신학회논문지
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    • 제23권2호
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    • pp.67-71
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    • 2023
  • 최근 SW 실습 교육을 위해 수강생 별로 PC를 구비하는 대신 클라우드 상의 가상 PC를 할당해서 운영하는 사례가 늘고 있다. 본 논문에서는 클라우드를 이용해서 각 수강생의 SW 실습 환경을 효율적으로 구축할 수 있는 리눅스 기반 플랫폼을 설계하고 구현하였다. 본 논문의 플랫폼에서는 강사가 모든 수강생의 가상머신 템플릿을 일괄적으로 생성 및 통제할 수 있으며, 수강생들은 한 학기 동안 관리자 권한으로 본인의 머신을 관리하고 실습을 수행할 수 있다. 이때, 개별 머신에 발생하는 문제를 강사가 해결하거나 복원하는 효율적인 기능 또한 제공된다. 한편, 이러한 방식을 클라우드에서 실현하기 위한 가장 큰 어려움은 소요 비용을 미리 예측하기 어렵다는 데에 있다. 본 논문에서는 클라우드 이용 요금을 실시간으로 예측할 수 있는 모델을 설계하고, 사용자별 가상머신에 데몬을 두어 자원의 사용량 및 요금을 실시간으로 예측한다. 본 논문의 방식이 오버헤드가 거의 없음에도 실제 클라우드 사업자가 측정한 자원 사용량을 정확하게 예측하는 것을 확인할 수 있었다. 제안한 모델의 검증을 위해 리눅스 실습 강좌에서 한 학기 동안 클라우드를 활용한 결과 실제 청구 요금과 제안한 모델의 결과가 매우 유사한 것으로 확인되었다.

Platform Business and Network Strategy

  • Kim, Junic
    • STI Policy Review
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    • 제5권1호
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    • pp.57-74
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    • 2014
  • This review organises the fragmented management literature on platform business according to a conceptual map and a meta-theoretical scheme. Since the early 2000s, numerous researchers have examined platform business and two-sided networks with platform business and strategy being an important business innovation model for many industries, creating value primarily by enabling direct interactions. Platforms such as Google or Amazon contain a common set of rules and components in most user transactions. Thirty-two core papers and books on Strategic Management Journal, Industrial Economics and Operation Management-related disciplines are reviewed, with further observations on how cumulative research streams on the platform are carried out independently from each academic perspective. The first of the two arguments in this paper is that because interactive relationships bridge the platform and stakeholders such as end-users and developers, it is crucial for platform companies to be aware of their relationship with stakeholders in order to support and sustainably provide content to their platform. The second is that integrative perspectives are essential due to the low number of interdisciplinary investigations conducted thus far. The paper's final section deals with implications for theory and practice, concluding that integrative studies and interactive relationship studies should be the main research streams in future platform research.

디지털 간호실습교육 플랫폼 개발 (Development of Digital Integrated Nursing Practice Education Platform)

  • 김선경;황혜리;박수연;문수희
    • 실천공학교육논문지
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    • 제16권2호
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    • pp.167-177
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    • 2024
  • 최근 간호교육의 질적 향상을 위한 노력이 지속되고 있으며, 디지털 기술의 활용에 대한 관심이 높아지고 있다. 간호실습교육 분야에서도 디지털 기술의 활용이 강조되고 있는데, 이는 학습자들에게 보다 효과적이고 접근성이 용이한 교육 경험을 제공할 수 있을 뿐 아니라 개별학습자의 학습성과를 통합적으로 관리할 수 있다는 잠재력을 지니고 있다. 본 연구는 이러한 전망을 바탕으로 디지털 간호실습교육 플랫폼을 개발, 교수자와 학습자들이 실습교육에 필요한 교육 내용과 콘텐츠의 특성에 따라 기능을 선택할 수 있도록 하였다. 또한 UI는 학습자가 주어진 과업과 과제에 대한 정확한 이해와 수행을 돕도록 디자인되었다. 본 연구에서는 플랫폼의 설계 및 구현 과정을 상세히 기술하고, 10명의 각기 다른 실습 교과목을 담당하는 교수자의 피드백을 바탕으로 플랫폼의 유용성을 검증하였다. 디지털 간호실습교육 플랫폼의 높은 사용성이 확인되었고, 학습자들의 학습 효과 향상에 유의미한 영향에 대한 가능성을 확인할 수 있었다. 이러한 디지털 플랫폼은 향후 간호교육의 혁신적인 전환을 이끌어 낼 수 있을 것으로 기대된다.

Research on the Influence of Interaction Factors of mobile Phone Dance Live Broadcast on User's Intention of Use -Centered on Perceived Usefulness and Perceived Accessibility

  • Wu, Nuowa
    • 한국컴퓨터정보학회논문지
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    • 제24권8호
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    • pp.51-58
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    • 2019
  • In this paper, we propose to characteristics of mobile phone dance live broadcast platform and the second-generation technology acceptance model TAM2, this paper established the user acceptance model of mobile phone dance live broadcast platform, aiming to study the influencing factors of users' acceptance on mobile phone dance live broadcast platform. Based on the empirical analysis of user survey, the model is validated, and the relationship between variables in the model is clarified. It is also confirmed that human-computer interaction, scene interaction, relationship interaction and other factors will affect the user's acceptance on mobile phone dance live broadcast platform. At the same time, based on the relationship among variables obtained in the research, this paper tries to analyze how the variables affect each other based on the actual practice of mobile phone dance live broadcast platform. In addition, the video design strategy and marketing strategy for further development of mobile phone dance live broadcast platform are given to help the platform and dance creators to carry out better promotion on the mobile side. In the end, this paper summarizes the shortcomings of this study and points out further research directions in the future, providing a reference for researchers in the field of mobile phone dance live broadcast platform acceptance.

Development of Evaluation Perspective and Criteria for the DataON Platform

  • Kim, Suntae
    • Journal of Information Science Theory and Practice
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    • 제8권2호
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    • pp.68-78
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    • 2020
  • This study is a preliminary study to develop an evaluation framework necessary for evaluating the DataON platform. The first objective is to examine expert perceptions of the level of DataON platform construction. The second objective is to evaluate the importance, stability, and usability of DataON platform features over OpenAIRE features. The third objective is to derive weights from the evaluation perspective for future DataON platform evaluation. The fourth objective is to examine the preferences of experts in each evaluation perspective and to derive unbiased evaluation criteria. This study used a survey method for potential stakeholders of the DataON platform. The survey included 12 professionals with at least 10 years of experience in the field. The 57 overall functions and services were measured at 3.1 out of 5 for importance. Stability was -0.07 point and usability was measured as -0.05 point. The 42 features and services scored 3.04 points in importance. Stability was -0.58 points and usability was -0.51 points. In particular, the stability and usability scores of the 42 functions and services provided as of 2018 were higher than the total functions were, which is attributed to the stable and user-friendly improvement after development. In terms of the weight of the evaluation point, the collection quality has the highest weight of 27%. Interface usability is then weighted 22%. Subsequently, service quality is weighted 19%, and finally system performance efficiency and user feedback solicitation are equally weighted 16%.

Research on Gamification Incentive Mechanism of E-commerce Platform

  • Zhao, Qiu-Yue;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제25권7호
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    • pp.973-982
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    • 2022
  • As a new marketing tool, gamification design has been used in marketing practice by e-commerce platforms, aiming to motivate consumers to participate. Based on this, by sorting out relevant domestic and foreign literature, analysis of actual business cases, in-depth interviews with users, experiments and data analysis, this study extracts and describes in detail the elements of the e-commerce platform gamification incentive mechanism. Draw conclusions through research: (1) The incentive mechanism of gamification design of e-commerce platform contains four main dimensions : The richness of symbols, The fun of gamification, The contagiousness of Social and The seduction of achievement. (2) The four elements are closely related, and these can work on a system at the same time and have significant mutual effects. (3) Achievement and fun can bring intrinsic motivation to consumers, while sociability and symbols can bring external motivation to consumers and promote internal motivation through external motivation. (4) The seduction of achievement and the richness of symbol are most closely related.

Design Practice of a Vehicle Mounted Platform Servo Control System Slaved to the Independently Controlled Tracking System

  • 안태영;강태하;손승걸;조성훈;최영호
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1992년도 추계학술대회 논문집
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    • pp.209-214
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    • 1992
  • This paper presents a one cycle R&D project regarding the large inertia platform servo control system. The steps followed the rather orthodox procedure. A serial double rate-loop was closed with a position loop, and acceleration velocity anticipatory compensations were designed in the forward path. Some appropriate compensation devices were utilized for the signal processing as well as for the better control quality. Simulations and experimental tests were repeated, and satisfactory performances were observed. However, frequency domain uncertainties inherent to the large structures still remain as an expertise supported subject.

新时代大学生奋斗精神培育研究 : 以创新创业教育和思政教育融合研究为视角 (Research on the Cultivation of the Spirit of Struggle of College Students in the New Era : from the Perspective of the Integration of Innovation and Entrepreneurship Education and Ideological and Political Education)

  • 褚庆柱;陈刚;王帅;刘奕辰;尹文超;邹亚平
    • Journal of East Asia Management
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    • 제2권1호
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    • pp.93-103
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    • 2021
  • Struggle refers to the process of overcoming various difficulties for a goal. The spirit of struggle is a positive attitude and reaction reflected in the process of struggle. Cultivating the spirit of struggle of college students is the call of the new era. In essence, the cultivation of the spirit of struggle is a process of learning, which is in line with Bandura's Observation Learning Theory(Bandura, 1977):Attention, Maintenance, Reproduction and Motivation. The cultivation of College Students' spirit of struggle in the new era is also a learning process of enriched experience. It is necessary to cultivate the spirit of struggle into the soul of college students and make it become a habit of students. Moreover, it is crucial to carry out adaptive transformation of Bandura's observation learning theory. By studying the mechanism of the spirit of struggle of college students, taking innovation and entrepreneurship education as a means, and aiming at cultivating the connotation of President Xi's thought on socialism with Chinese characteristics for a new era, this paper constructs the AIST model for cultivating the spirit of struggle of college students in the new era. This model includes online learning acceptance platform(Acceptance), classroom experience stimulation platform(Inspiration), iterative training solidified platform (Solidification), and competition practice transfer platform(Transfer). The purpose of this model is to provide a practical way for universities to fulfill the fundamental task of moral education and cultivate qualified socialist builders and successors. The number of students using the online learning acceptance platform ranked the first among that of the similar courses in China; The classroom experience stimulation platform and the iterative training solidified platform support each other, with an effective rate of 97%; The competition practice transfer platform has realized the continuous growth of the number of awards won in competitions for three years. The direction of future efforts is to establish the external mechanism of the spirit of struggle, to ensure the effectiveness of classroom experience and iterative training, to cultivate teachers with coaching skills, and to accurately measure the transformation point of external and endogenous motivation.

『단경(壇經)』의 반약파라밀사상(般若波羅蜜思想)과 그 연원(淵源) (The thought of Prajnaparamita in Platform Sutra and Its Origin)

  • 이봉순
    • 한국철학논집
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    • 제29호
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    • pp.281-309
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    • 2010
  • 이 논문의 목적은 『단경』에 나타난 반야바라밀사상의 연원을 밝히는 데 있다. 남종선의 실천행인 ① 무념(無念)·무상(無相)·무주(無住) ② 일행삼매(一行三昧) ③ 좌선(坐禪) ④ 정혜일치(定慧一致)의 네 가지 모두 반야바라밀의 실천행으로 종합되기 때문이다. 무념(無念)·무상(無相)·무주(無住)의 행(行)은 말로 나타낼 수 없는 절대의 경지를 표현한 말로서, 이들이 바로 반야삼매이고 반야바라밀행이다. 일행삼매는 일상적인 모든 행위에서 항상 직심(直心)을 행하여 견성하는 것으로서, 견성의 내용을 반야바라밀의 실천으로 새롭게 전개한 것이다. 좌선(坐禪)은 반야바라밀의 실천에 의한 돈오견성을 주장한 것으로서, 불성사상과 반야사상을 새롭게 종합한 것이다. 정혜일체(定慧一體)는 자성의 본성 그 자체로서 체용(體用)의 이치를 두루 갖춘 견성(見性)의 뜻으로 통일되어 있다. 그런데 이러한 단경의 반야바라밀사상은 『반야경』·『유마경』·『열반경』 및 『대품반야경』에서 유래한 것이다. 그러므로 『단경』의 반야바라밀사상은 반야사상과 불성사상에 그 연원을 두고 있으며, 이들 사상은 『단경』에서 종합되어 선불교의 출발점이 되었고, 동시에 선불교의 사상으로 체계화되어 중국의 선종사상을 완성하게 되었다.