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      • KCI등재

        메이커 중심 교육 활성화를 위한 교원 연수 프로그램 효과 및 교사 요구사항 분석

        박태정,차현진,Park, Taejung,Cha, Hyunjin 한국정보교육학회 2019 정보교육학회논문지 Vol.23 No.2

        본 연구는 메이커 교육에 대한 교원 역량 강화 프로그램의 사례를 살펴봄으로써, 향후 메이커 중심 교육을 위한 교사 연수 프로그램 설계 및 실행에 대한 시사점을 도출하고 메이커 교육이 교육 현장에 정착하기 위한 방향을 탐색하는데 목적이 있다. 이를 위해 S구 교육지원청에서 제공한 메이커 교육 교원 연수 프로그램을 연구 문맥으로 설정하고, 5일간 구성된 교사 역량강화 연수 프로그램에서의 효과 분석과 연수 프로그램 후 교사들이 제안하는 메이커 중심 교육의 현장 정착 및 활성화를 요구사항을 도출하고자 양적 및 질적 연구를 수행하였다. 본 연구의 결과로부터 교육현장에서 혁신적인 교수 방법과 정책을 도입할 때 가장 중요한 역할을 담당하고 있는 교사들이 참여한 교원 연수 프로그램의 사례를 통해 교원 양성 프로그램 설계 방향과 메이커 중심 교육의 활성화를 위한 시사점을 도출하였다는 점에서 의의가 있다. This research aims to explore the direction to promote maker-centered education and draw implications on the design and practice of teacher's professional development program by studying a case. To achieve the research objective, the research context was set on a teacher's training program provided by the S district office of education in Seoul, and the quantitative and qualitative studies were conducted to deduce the teacher's requirements for establishing and promoting maker-centered education after participating in the program as well as analyzing the effectiveness of the 5-days training program. From the results, this study contributes to suggesting implications on activating maker-centered education and providing the curriculum and instructional designs of teacher's professional development through the case participated by teachers who play a crucial role in performing and practicing innovative teaching methods and educational policy in real educational contexts.

      • KCI등재

        VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용

        박태정,차현진,Park, Taejung,Cha, Hyunjin 한국IT서비스학회 2022 한국IT서비스학회지 Vol.21 No.2

        In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

      • KCI등재

        Primal Tree의 공간 분할 샘플링 분석 및 구현

        박태정(Taejung Park) 한국디지털콘텐츠학회 2014 한국디지털콘텐츠학회논문지 Vol.15 No.3

        The general octree structure is common for various applications including computer graphics, geometry information analysis and query. Unfortunately, the general octree approach causes duplicated sample data and discrepancy between sampling and representation positions when applied to sample continuous spatial information, for example, signed distance fields. To address these issues, some researchers introduced the dual octree. In this paper, the weakness of the dual octree approach will be illustrated by focusing on the fact that the dual octree cannot access some specific continuous zones asymptotically. This paper shows that the primal tree presented by Lefebvre and Hoppe can solve all the problems above. Also, this paper presents a three-dimensional primal tree traversal algorithm based the Morton codes which will help to parallelize the primal tree method.

      • KCI등재

        단일 명령 다중 스레드 병렬 플랫폼을 위한 무작위 부분적 Haar 웨이블릿 변환

        박태정(Taejung Park) 한국디지털콘텐츠학회 2015 한국디지털콘텐츠학회논문지 Vol.16 No.5

        Many researchers expect the compressive sensing and sparse recovery problem can overcome the limitation of conventional digital techniques. However, these new approaches require to solve the l1 norm optimization problems when it comes to signal reconstruction. In the signal reconstruction process, the transform computation by multiplication of a random matrix and a vector consumes considerable computing power. To address this issue, parallel processing is applied to the optimization problems. In particular, due to huge size of original signal, it is hard to store the random matrix directly in memory, which makes one need to design a procedural approach in handling the random matrix. This paper presents a new parallel algorithm to calculate random partial Haar wavelet transform based on Single Instruction Multiple Threads (SIMT) platform.

      • KCI등재

        3차원 콘텐츠의 효율적인 병렬 시각화를 위한 CUDA 환경 기반 객체 지향 프로그래밍 기법

        박태정(Taejung Park) 한국디지털콘텐츠학회 2012 한국디지털콘텐츠학회논문지 Vol.13 No.2

        This paper presents a parallel object-oriented programming (OOP) platform for efficient visualization of three-dimensional content in CUDA environments. For this purpose, this paper discusses the features and limitations in implementing C++ object-oriented codes using CUDA and proposes the solutions. Also, it presents how to implement a 3D parallel visualization platform based on the MVC (Model/View/Controller) design pattern. Also, it provides sample implementations for integral MLS (iMLS) and signed distance fields (SDFs) based on the Marching Cubes and Raytracing. The proposed approach enables GPU parallel processing only by implementing simple interfaces. Based on this, developers can expect general benefits that are common in general OOP techniques including abstractization and inheritance. Though I implemented only two specific samples in this paper, I expect my approach can be widely applied to general computer graphics problems.

      • KCI등재

        게임 엔진을 이용한 GPGPU 기하 정보 병렬 처리 시각화 및 디버깅 환경 개발

        박태정(Taejung Park) 한국컴퓨터게임학회 2017 한국컴퓨터게임학회논문지 Vol.30 No.3

        This paper suggests a visual debugging plaftorm based on the game engine, Unity3D for massive parallel processing routines implemented in CUDA. In general, it is tiresome to debug or check the accuracy of numerical geometry information results calculated in a parallel way by GPU; usually, developers would pick and check each numerical value by rummaging overwhelming lines of seemingly meaningless numbers. This manual process is less productive and time-consuming. Also, it is not easy to produce some continuous movements of geometry information to check the validity of implemented CUDA codes for realtime geometry processing applications. To solve those problems, this paper presents a way to use Unity3D game engine to visually and interactively debug CUDA implementations. Also, some practical test results are presented with discussions on limitations of Unity3D as a CUDA debugging platform.

      • KCI등재

        홀로그램의 교육적 효과에 대한 메타분석

        박태정 ( Taejung Park ),강지혜 ( Jihye Kang ) 한국교육정보미디어학회 2021 교육정보미디어연구 Vol.27 No.4

        본 연구는 교육 현장에서 홀로그램의 활용이 학생들의 학습성과에 미치는 영향에 대해 탐색하였다. 이를 위해 메타분석 방식을 적용하여 홀로그램의 교육적 효과의 전체 크기와 효과크기에 영향을 끼치는 중재변인을 살펴보았다. 2021년 5월부터 7월에 걸쳐 학술데이터베이스를 이용하여 국내·외 선행연구들을 광범위하게 수집하고 본 연구를 위해 마련된 문헌 선별기준에 부합하는 총 12편의 문헌을 선정하여 23개의 개별 연구 사례들의 효과크기를 토대로 메타분석을 진행한 연구 결과는 다음과 같다. 첫째, 홀로그램의 교육적 활용의 전체 평균 효과크기는 ES=1.09으로 큰 효과를 지니고 있음으로 나타났다. 둘째, 홀로그램의 교육적 활용 효과를 종속 변인별로 구분하여 살펴본 결과, 인지적 측면에서의 학습성과(ES=1.31)가 정서적 측면에서의 학습성과(ES=1.00) 보다 조금 더 컸다. 셋째, 홀로그램이 교육적으로 활용된 연구대상, 적용교과, 표본크기, 실험처치기간 등을 중재변인으로 분석한 결과, 적용교과와 표본크기 만이 통계적으로 유의하여 집단 간 효과가 이질한 것으로 나타났다. 즉, 홀로그램의 교육적 활용이 학습성과에 긍정적인 영향을 미치고 있는 것으로 해석할 수 있다. 본 연구는 홀로그램을 활용한 교육적 효과를 알아보고 학습자 연령, 인원, 교과, 기간, 인지적 영역, 정서적 영역 등의 변인별로 효과크기를 분석한 것으로 홀로그램을 적용한 교육 프로그램 또는 수업의 설계 및 실행을 위한 후속 연구의 기초 자료로서 활용될 수 있을 것이다. This study explored the effects on learning outcomes with the use of holographic technology. It was carried out through meta-analysis to investigate overall effect size of the hologram education program effect on students and the moderator variables that impact the effect size. From May to July 2021, a wide range of previous domestic and international research was collected and then 12 scholarly literature was selected by meeting the PRISMA guidelines. The results of meta-analysis based on the effect sizes of the 23 individual study cases were as follows. First, the overall average effect size of educational utilization of hologram was high (ES=1.09). Second, as a result of investigating the effects of educational use of holograms by the dependent factor, the effect size of cognitive learning outcomes (ES=1.31) was slightly higher than that of affective learning outcomes (ES=1.00). Lastly, as a result of analyzing the participants, the subjects, the sample sizes, and the periods of experimental treatment in which holograms were used educationally as mediators, only the subjects and the sample sizes are statistically significant, indicating that the effects between the groups were heterogeneous. It can be interpreted that the educational use of holograms has a positive effect on learning outcomes. This study investigated the educational effects of using holograms and analyzed the effect sizes by variables such as learner age, number of learners, subject, duration, cognitive domain, and affective domain. It can be used as a basic material for subsequent research of designing and implementing educational programs that apply hologram.

      • KCI등재

        적외선 방출 조명 조건 하에서 깊이 센서의 효율적인 필터링

        박태정(Taejung Park) 한국디지털콘텐츠학회 2012 한국디지털콘텐츠학회논문지 Vol.13 No.3

        Recently, infrared (IR)-based depth sensors have proliferated as consumer electronics thanks to decreased price, which led to various applications including gesture recognition in television virtual studios. However, the depth sensors fail to capture depth information correctly under strong light conditions emitting infrared light which are very common in television studios. This paper analyzes the mechanism of such interference between the depth sensors relying on certain IR frequencies and infrared light emitting sources, and provides methods to get correct depth information by applying filters. Also, it describes experiment methods and presents the results of applying multiple combinations of filters with different cut-off frequencies. Finally, it proves that the interference due to IR can be filtered out using proposed filtering method practically by experiment.

      • KCI등재

        병렬 Shifted Sort 알고리즘의 Warp 단위 CUDA 구현 최적화

        박태정(Taejung Park) 한국디지털콘텐츠학회 2017 한국디지털콘텐츠학회논문지 Vol.18 No.4

        This paper presents and discusses an implementation of the GPU shifted sorting method to find approximate k nearest neighbors which executes within “warp”, the minimum execution unit in GPU parallel architecture. Also, this paper presents the comparison results with other two common nearest neighbor searching methods, GPU-based kd-tree and ANN (Approximate Nearest Neighbor) library. The proposed implementation focuses on the cases when k is small, i.e. 2, 4, 8, and 16, which are handled efficiently within warp to consider it is very common for applications to handle small k’s. Also, this paper discusses optimization ways to implementation by improving memory management in a loop for the CUB open library and adopting CUDA commands which are supported by GPU hardware. The proposed implementation shows more than 16-fold speed-up against GPU-based other methods in the tests, implying that the improvement would become higher for more larger input data.

      • KCI등재

        GPU 하드웨어 아키텍처 기반 sub-warp 단위 병렬 프리픽스(prefix) 연산의 정확한 구현

        박태정(Taejung Park) 한국디지털콘텐츠학회 2017 한국디지털콘텐츠학회논문지 Vol.18 No.3

        This paper presents a CUDA (Compute Unified Device Architecture) code to achieve correct GPU parallel segmented prefix operation results with less than 32 segment length for large data arrays. Mark Harris and Michael Garland had published CUDA code to address the tasks. This paper shows that their code does not generate correct results when the local segment length is less than 32, discusses the cause of the problem, and presents a CUDA code that generates correct results. The segmented parallel prefix operation presented in this paper can be applied as a building block to various large parallel processing algorithms including the k-nearest neighbor search problems.

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