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      • KCI등재

        A Study on Design Guidelines of Learning Analytics to Facilitate Self-Regulated Learning in MOOCs

        ( Taejung Park ),( Hyunjin Cha ),( Gayoung Lee ) 한국교육공학회 2016 Educational Technology International Vol.17 No.1

        The purpose of this study was to develop design guidelines on the learning analytics which can help to promote students’ self-regulated learning (SRL) strategies in MOOCs learning environments. First of all, to develop the first draft of design guidelines, relevant literature review and case analysis on current MOOCs platforms such as edX, K-MOOC, Coursera, Khan Academy and FutureLearn were conducted. Then, to validate the design guidelines, expert reviews (validation questionnaires and in-depth interviews) and learner evaluation (in-depth interviews) were conducted. Through the recursive validation, the design guidelines were finalized. Overall, the final version of design guidelines on learning analytics to facilitate SRL strategies was suggested. The final design guidelines consist of 15 items in 10 categories related to the information analyzed based on individual student’s learning behaviors and activities on MOOCs environments. Moreover, the results of interview also revealed that the social comparisons, learning progress reports, and personalization might contribute to the improvements of their SRL competences. This study has an implication that MOOCs could offer a higher success or completion rate to students with low SRL skills by taking advantage of the information on learning analytics

      • KCI등재
      • SCISCIESCOPUS

        Analytic Solutions of Integral Moving Least Squares for Polygon Soups

        Park, Taejung,Lee, Sung-Ho,Kim, Chang-Hun IEEE 2012 IEEE transactions on visualization and computer gr Vol.18 No.10

        <P>This paper presents analytic solutions to the integral moving least squares (MLS) equations originally proposed by Shen et al. by choosing another specific weighting function that renders the numerator in the MLS equation unitless. In addition, we analyze the original method to show that their approximation surfaces (i.e., enveloping surfaces with nonzero \epsilon values in the weighting function) often form zero isosurfaces near concavities behind the triangle-soup models. This paper also presents error terms for the integral MLS formulations against signed distance fields. Based on our analytic solutions, we show that our method provides both interpolation and approximation surfaces faster and more efficiently. Because our method computes solutions for integral MLS equations directly, it does not rely on numerical steps that might have numerical-accuracy issues. In particular, unlike the original method that deals with incorrect approximation surfaces by iteratively adjusting parameters, this paper proposes faster and more efficient approximations to surfaces without needing iterative routines. We also present computational efficiency comparisons, in which our method is 15-fold faster in computing integrations, even with conservative assumptions. Finally, we show that the surface normal vectors on the implicit surfaces formed by our analytic solutions are identical to the angle-weighted pseudonormal vectors.</P>

      • KCI등재

        BioFET 시뮬레이션을 위한 CUDA 기반 병렬 Bi-CG 행렬 해법

        박태정(Taejung Park),우준명(Jun-Myung Woo),김창헌(Chang-Hun Kim) 大韓電子工學會 2011 電子工學會論文誌-CI (Computer and Information) Vol.48 No.1

        본 연구에서는 연산 부하가 매우 큰 Bio-FET 시뮬레이션을 위해 낮은 비용으로 대규모 병렬처리 환경 구축이 가능한 최신그래픽 프로세서(GPU)를 이용해서 선형 방정식 해법을 수행하기 위한 병렬 Bi-CG(Bi-Conjugate Gradient) 방식을 제안한다. 제안하는 병렬 방식에서는 반도체 소자 시뮬레이션, 전산유체역학(CFD), 열전달 시뮬레이션 등을 포함한 다양한 분야에서 많은 연산량이 집중되어 전체 시뮬레이션에 필요한 시간을 증가시키는 포아송(Poisson) 방정식의 해를 병렬 방식으로 구한다. 그 결과, 이 논문의 테스트에서 사용된 FDM 3차원 문제 공간에서 단일 CPU 대비 연산 속도가 최대 30 배 이상 증가했다. 실제 구현은 NVIDIA의 테슬라 아키텍처(Tesla Architecture) 기반 GPU에서 범용 목적으로 병렬 프로그래밍이 가능한 NVIDIA사의 CUDA(Compute Unified Device Architecture) 환경에서 수행되었으며 기존 연구가 주로 32 비트 정밀도(single floating point) 실수 범위에서 수행된 것과는 달리 본 연구는 64 비트 정밀도(double floating point) 실수 범위로 수행되어 Bi-CG 해법의 수렴성을 개선했다. 특히, CUDA는 비교적 코딩이 쉬운 반면, 최적화가 어려운 특성이 있어 본 논문에서는 제안하는 Bi-CG 해법에서의 최적화 방향도 논의한다. We present a parallel bi-conjugate gradient (Bi-CG) matrix solver for large scale Bio-FET simulations based on recent graphics processing units (GPUs) which can realize a large-scale parallel processing with very low cost. The proposed method is focused on solving the Poisson equation in a parallel way, which requires massive computational resources in not only semiconductor simulation, but also other various fields including computational fluid dynamics and heat transfer simulations. As a result, our solver is around 30 times faster than those with traditional methods based on single core CPU systems in solving the Possion equation in a 3D FDM (Finite Difference Method) scheme. The proposed method is implemented and tested based on NVIDIA's CUDA (Compute Unified Device Architecture) environment which enables general purpose parallel processing in GPUs. Unlike other similar GPU-based approaches which apply usually 32-bit single-precision floating point arithmetics, we use 64-bit double-precision operations for better convergence. Applications on the CUDA platform are rather easy to implement but very hard to get optimized performances. In this regard, we also discuss the optimization strategy of the proposed method.

      • 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

        가상현실 기반 메이커 교육 프로그램 설계원리개발 및 적용 : 시뮬레이션 앱 구현을 중심으로

        박태정(Taejung Park) 한국IT서비스학회 2020 한국IT서비스학회지 Vol.19 No.6

        The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

      • 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

        게임 현지화 작업에서의 언어유희 표현 번역 사례

        박태정(Taejung Park) 한국콘텐츠학회 2013 한국콘텐츠학회논문지 Vol.13 No.11

        해외에서 개발된 게임을 국내에 도입할 경우 국내 상황에 맞게 여러 요소들을 변경하는 작업이 필수적이다. 이 과정에는 번역도 포함되며 전체적으로는 현지화(localization, l10n)이라고 한다. 이 현지화 작업은 게임이 제작된 언어 및 문화권의 독특한 요소들을 게임을 도입하려는 환경에 맞게 변환하는 작업이 필수적이다. 본 논문에서는 게임 현지화 작업에서 특히 어려운 언어유희 번역 문제를 실제 어드벤처 게임 현지화 사례를 통해 제시하고 현장의 전문 번역사들이 일반적으로 시도하는 몇 가지 번역 유형을 살펴본다. 이러한 논의를 통해서 다른 매체와는 다른 게임 환경에서 적합한 언어유희 현지화 방식을 고찰한다. It is a necessity to localize various elements when one tries to introduce any games developed from foreign cultures and languages. This whole process is called “localization (l10n)” which inevitably includes translation tasks. In this process, one should convert multiple unique elements into the required cultural and linguistic environments. This paper provides actual localization cases of “puns” appear in an adventure game, which is especially difficult; also it presents several typical types of translations for the puns that professional translators try. By this observation, this paper discusses some characteristics of game, as a medium, which are different from those of traditional media and proper approaches to translate “puns.”

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