• Title/Summary/Keyword: language using skills

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Development and Implementation of Training Program for Information System Design Using Material Requirements Planning

  • Yamazaki, Tomoaki;Yin, Rui;Kawaguchi, Seisuke;Hayasaka, Hirotatsu;Matsumoto, Toshiyuki;Ichikizaki, Osamu;Kanazawa, Takashi
    • Industrial Engineering and Management Systems
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    • v.11 no.3
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    • pp.255-265
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    • 2012
  • Environments surrounding production sites have changed greatly in recent years. Accommodating environmental changes calls for the design and development of information systems that center on production lines. There is a need for a training program that teaches learners to understand the particulars of an operation and apply that knowledge to an information system. In this research, we used material requirements planning (MRP) as the subject for which basic skills are to be taught and developed an MRP exercise-based training program. The program is designed for 13 lectures of 90 minutes each, and it consists of MRP exercises, modeling methods to represent them, the use of a programming language for system development, and finally, evaluation of the exercises. Lecture materials are described in 505 lecture slides using Microsoft PowerPoint to allow visualization of topics through graphs and models. The developed training program was then delivered to 86 college students, and its results were measured through quizzes to verify educational effectiveness.

Research on R&D Planning Through NLP Analysis of Patent Information: Focusing on Display Technology (특허정보의 NLP 분석을 통한 R&D 계획수립 방안 연구: 디스플레이 기술 분석을 중심으로)

  • Kim, Jung-Heui;Kim, Young-Min
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.5
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    • pp.817-826
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    • 2022
  • Patent information describes the history of technological progress in the relevant field, so it can be usefully used to identify trends in technological development and change and to establish R&D development strategies. This study proposes a method to identify the needs and problems of technology development at the planning stage of the R&D process and to analyze core technologies through patent analysis using Natural Language Processing(NLP) technology. As a big data source, collected patent documents registered in Google Patents for foldable technology, the latest technology in the display industry, and then extracted keywords using NLP analyzer. By classifying the extracted keywords into needs and problems for technology development, developed technology and materials, identified the needs of the market and customers and analyzed the technologies being researched and developed. Unlike previous studies that performed patent analysis, this methodology is different in that it can quickly and conveniently analyze the latest technology trends from big data called patents even if you do not have specialized knowledge and skills in the text mining. This study contributes to the digitalization of the R&D process based on data analysis.

The role of nanotechnology in reducing the impact on the ball and increasing the speed of its movement

  • Yongyong Wang;Qixia Jia;Tingting Deng
    • Geomechanics and Engineering
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    • v.32 no.5
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    • pp.463-474
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    • 2023
  • Materials produced with the help of new technology are used in the design of materials used in all science and engineering departments today. A sports engineering and sports equipment department is one of these departments. The use of nanotechnology in sports equipment is one of the most popular uses of this technology today. Nanomaterials have been used in sports equipment for many years, and reputable companies have benefited. Athletes' equipment allows them to display their skills to the fullest extent. It has always been a dream of professional athletes and their coaches to have unique equipment. As a result, engineers have spent all their time and effort solving this problem. Science and engineering can do various things to meet the needs of all sports levels, including specific and detailed designs, the use of appropriate materials, and standardization tests on equipment. However, these aspects must remain aligned with the latest technologies as they develop, just as with other sciences. These technologies, especially nanotechnology, are essential to sports equipment and devices developed today by sports engineers. This article examines the balls that use nanotechnology and can also improve the athlete's performance by using this technology in a specific structure. Using nanotechnology to make nanocomposite poly-hope balls, which makes them lighter and more acceptable, reduces the impact on the ball and increases its movement speed.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

An Investigation into the Equivalence of Three Pictures for Creative Story Writing: 'Dog Owners', 'Lost Dog', and 'Overslept' (창의적 이야기 작문용 세 그림의 동형 조사: 'Dog Owners,' 'Lost Dog,' 'Overslept')

  • Suh, Heejung;Bae, Jungok
    • Journal of Gifted/Talented Education
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    • v.26 no.4
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    • pp.699-719
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    • 2016
  • Alternate pictures that are proven to be equivalent are in high demand to assess creative thinking and language skills. This study aimed to investigate the equivalence of three pictures ('Dog owners,' 'Lost Dog,' and 'Overslept') recently developed for use in a creative writing task. Middle school students (N=183) wrote a story in English based on one of the three prompts distributed randomly. Four writing features (fluency, syntactic complexity, lexical diversity, and temporality) were analyzed with Coh-Metrix and MANCOVA. The three prompts were largely equivalent in their capacity to detect differences among writers in all the features of writing. The difficulty levels of the three prompts, however, were not necessarily the same. Two prompts, Dog Owners and Lost Dog, were verified as equivalent prompts, and therefore, they are recommended as alternate forms to assess creative language skills in repeated measurements. The Overslept prompt had greater facility in eliciting diverse words and more temporal connectives in composing stories. The differential difficulty shown among the prompts suggests that the validity of using different picture versions in repeated assessment remains questionable unless those versions undergo equivalence verification.

SNS Utilization of Youth and Use as a Learning Tool (청소년의 SNS 이용실태 및 학습도구로써의 활용방안)

  • kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.93-101
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    • 2020
  • Korea, as a leader of Internet and game sector in IT industry, has been playing an important role in increasing its industrial development. This country has won the first place in wireless broadband usage and contributed to Internet game industry development. This means that Korean use smartphones most. It is juveniles that use Internet and smartphones most among Korean who use teenage., the number of the teenagers who overuse smartphones or Internet has surpassed 200,000. The number of the adolescents who spend more time using smartphone and Internet is about 180,000 and the number of the teens who are over-dependent to smartphone having trouble living their lives is over 22,000. The SNS usage rate of the contents that teens are most likely to use has accounted for over 80 percent. Among teens, SNS is being considered as a major means that builds relationship due to smartphone technology and the prevalence of smartphones. However, the use of SNS among youths has two sides; one is positive, the other negative. Not only does SNS have a positive function that it keeps relationship but it also has a negative function that it can lead to smartphone addiction.

Digital Content Design Making Children Like Reading Books (아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인)

  • Wang, Lin;Lee, Ha-Na
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.20-28
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    • 2016
  • Recently, with various smart devices being used, more attention is paid to digital content development for kids. Many parents and teachers are using digital contents both at home and the classroom. However, there are many concerns on the delayed language ability development and lack of social skills due to children's overuse of digital technology. This study reviewed related literature on digital content for kids including storytelling videos, flash, animation, multimedia fairy tales, and app-books. Based on that, digital contents design guidelines were proposed. It was expected that by appropriate digital content design, children would like reading books just as they like watching digital contents.

An Attempt of Reinterprtation on History of Nursing and Health Care Using Post-structural Method (포스트구조주의적 분석을 이용한 간호와 보건의료의 역사에 대한 재해석의 한 시도)

  • 김남선
    • Journal of Korean Academy of Nursing
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    • v.27 no.3
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    • pp.531-540
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    • 1997
  • The purpose of this study is to reinterpretate the history of nursing and health care from the view-point of post-structuralism. It has been emphasized that the development of modern health care has been due to the progressive efforts of medicine and to medical discoveries. Medicine has dominated the history of health care rather than nursing or other health professions. The present study adopts the post-structural method by Foucault, which tries to unite language and knowledge. Foucault examines "the institutionalization of knowledge and the power exerted thereby, with special reference to the devices of social regulation and their function over the madness, the disease, the crime, and the sexuality. " The concept of power in Foucault's writing is that it is exerted spontaneously in verbal behaviors of individuals through knowledge of everyday life such as definition of body or mind, sexuality and relationship of family. Therefore as to the problem of power, this study tries to understand the meaning of the health care history through an analysis of the formation of medical discourse. In order to have authority in a power relation, the medical professional asserts that medical discourse is the most scientific knowledge. The authority of medical professionals can be reinforced by the fact that male medical professionals outnumber female. Devaluation of nursing care is reinforced by the medicine which has the legitimate authority through use of the political skills.

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Korea-Japan English Camp: A Case Study of English Immersion Program in Korea

  • Park, Joo-Kyung
    • English Language & Literature Teaching
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    • v.12 no.4
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    • pp.91-115
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    • 2006
  • English immersion has emerged in Korea only recently as an innovative approach to learning and teaching English. Lack of real life experience of using English has been one of the biggest obstacles for Korean learners of English and has resulted in an increasing number of children being sent to English-speaking countries and a huge amount of dollar outflow. This recent innovation is expected to be the magic wand to resolve all these problems. However, setting up an immersion program in a typical EFL context like Korea has brought in another set of issues and challenges. The purpose of this paper is to examine the effects of a short-term immersion English program in Korea and provide some empirical data to develop programs that can better cater to the needs of EFL learners. A two-week English immersion program was developed and implemented with 57 Korean and Japanese students whose grade level ranged from 4 to 12. The study results show that the program was successful in terms of changing the participants' attitude toward learning English, improving their English skills, enhancing intercultural understanding and competence, and motivating them for further studies of English and other foreign languages and cultures.

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Development and Evaluation of an English Speaking Task Using Smartphone and Text-to-Speech (스마트폰과 음성합성을 활용한 영어 말하기 과제의 개발과 평가)

  • Moon, Dosik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.5
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    • pp.13-20
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    • 2016
  • This study explores the effects of an video-recording English speaking task model on learners. The learning model, a form of mobile learning, was developed to facilitate the learners' output practice applying advantages of a smartphone and Text-to Speech. The survey results shows the positive effects of the speaking task on the domain of pronunciation, speaking, listening, writing in terms of students' confidence, as well as general English ability. The study further examines the possibilities and limitations of the speaking task in assisting Korean learners improve their speaking ability, who do not have sufficient exposure to English input or output practice due to the situational limitations where English is learned as a foreign language.