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융합인재교육(STEAM) 평가항목별 지표구성과 가중치의 객관화
김이연 ( Yi Yeon Kim ),박주용 ( Joo Yong Park ),김경훈 ( Kyung Hoon Kim ) 서울과학기술대학교 과학문화전시디자인연구소 2014 한국과학예술융합학회 Vol.17 No.-
To deal with the future complex and diversified society, nurturing convergence-focused talents should be implemented based on accurate understanding on STEAM. We have to analyze and review relevant educational activities in a systematic way for more effective utilization.1) This study, based on the previous study in vol.16, aims at establishing evaluation items configuration for ``DOT LAB Program`` and objectified weighted value about its extracted standard index. To do so, this study uses collected evaluation data about importance and priority order with questionnaire, resulting in drawing output of weighted value configuration. As the result of the analysis, importance and priority order is placed in the order of ‘concept recognition’>‘contents composition’=‘convergence application’>‘creativity’. Specifically, 30 points for ‘concept recognition’, 25 points for ‘convergence application’ and ‘contents composition’ respectively, 20 points for ‘creativity’, marking total 100 points. In this study, when evaluating ‘DOT LAB Program``, it is significant to put more points to aimportant item rather than putting same points to all items, for specific differentiated evaluation.
오픈소스를 활용한 프로토타입 제작 중심의 공학,디자인 기반 DOT-LAB 융합교육모델
김이연 ( Yi Yeon Kim ),박주용 ( Joo Yong Park ),김경훈 ( Kyung Hoon Kim ) 서울과학기술대학교 과학문화전시디자인연구소 2014 한국과학예술융합학회 Vol.15 No.-
At present, the trend in the direction of the world economy and industrial development is going with focus on creative industry. The British economist John Howkins, in his book ‘The Creative Economy’ published in 2001, said that the future industry would be dominated mainly by creative economy. In this light, we can easily figure out that creative economy and creative industry will play a greatly vital part in Korea`s entrance into the line of developed countries. Such a creative industry might be feasible on the basis of ingenuity; here, ‘Ingenious’ is closer to ‘Applicative’ rather than ‘Creative’. All the countries of the world are making much effort to improve creativity of students predicting that creativity can be improved through education. Hereupon, people often express an ingenious person as a convergence person in Korea. When it comes to mentioning a creative person in modern times, the founder of Apple, Steve Jobs is pointed out as the most representative figure, and Steve Jobs once said in his address in 1995 that ‘Creativity’ is not a task of making something out of nothing but a task of ‘bringing various experiences together.’ Thinking of this comment as a clue, it might be safe to say that creativity is premised on diverse experiences and knowledges. With the perception of its importance, the USA is implementing the STEM education platform, the convergence education constructed in 2007, and in Korea, keeping pace with this trend, STEAM education program (Science, Technology, Engineering, Art, Mathematics) which is established by adding humanistic part to STEM is being carried out. At present, the areas including Technology, Engineering and Arts are very insufficient qualitatively and quantitatively in STEAM platform which is being performed in Korea. Hereupon, this study intends to present an “Engineering Design -based Convergence Education Model for High School Students” with focus on these 3 areas and to present its difference with diverse examples investigated as well as its advancement direction. This study hopes this research work will contribute to engineering design-based high school student`s convergence education, secondary convergence education, and adult convergence education which are to be implemented later.
症例(증례) : 원발병소가 없느 폐암의 흉막전이를 PET-CT로 확인한 1예
김이식 ( Yi Shik Kim ),고강석 ( Kang Suk Ko ),조양동 ( Yang Tong Cho ),김웅지 ( Woong Ji Kim ),이가영 ( Ka Young Lee ),이흥범 ( Heung Bum Lee ),이용철 ( Yong Chul Lee ),이양근 ( Yang Keum Rhee ),박성주 ( Seoung Ju Park ) 전북대학교 의과학연구소 2008 全北醫大論文集 Vol.32 No.1
The discovery of malignant cells in pleural fluid and/or parietal pleura indicates a disseminated or advanced disease in the patients with various malignancies. For 5-10% of patients with these malignant pleural effusions, the site of origin cannot be identified even though extensive work-up. Recently, 18F fluorodeoxyglucose positron emission tomography (FDG PET) has been shown to be a highly reliable and accurate test for detection and staging of lung cancer. We report here a case of histopathologically diagnosed metastatic bronchogenic adenocarcinoma of pleura without detection of primary lung cancer which was evaluated by PET, and review the diagnostic work-up and the role of PET in the malignant pleural effusion.
김효용 ( Hyo Yong Kim ),채정이 ( Jung Yi Chae ),김시은 ( See Eun Kim ) 한국기초조형학회 2011 기초조형학연구 Vol.12 No.5
스마트 미디어 시대가 도래 하면서 아이폰과 타블렛 PC와 같은 스마트기기가 대중화 되었다. 이와 같은 흐름과 함께 앱게임은 눈부신 성장을 거두면서 유희적 앱의 대표적인 장르로 대두되고 있다. 앱게임의 특징은 스마트 기기의 디바이스적인 기능을 최대로 살려 사용자로 하여금 몰입과 재미를 지속 시킬 수 있도록 유도하고 있으며, 이를 위해 앱게임은 UX는 기존의 PC 게임의 UX와 달리 독자적인 UX를 구축하여 행동유인력을 제공하고 있다. 행동유인력(어포던스)의 개념은 어떤 물체를 처음 보았을 때, 그 물체가 어떤 기능을 수행 할 수 있고 그 기능에 대해 어떠한 행위와 조작이 가능한 지를 파악 하는 지각을 말하는데, 어포던스는 J.J 깁슨(James J. Gison)에 의해 세상에 알려졌다. 그 이후 노먼(Donald Norman)이 디자인에 접목 시켜 연구 분야를 개척하게 되었다. 또한 게임에서는 어포던스의 종류에서 살펴본 특성을 이용해 사용자가 게임 플레이 방법을 쉽게 인지하도록 유도하고 있으며 이는 게임 플레이를 지속시키는 중요한 요소로 간주되고 있다. 본 연구에서는 앱게임의 UX와 어포던스의 따라서 본 연구에서는 어포던스를 기반으로 하는 UX연구의 첫 단계로서 앱게임의 UX와 어포던스를 크게 3종류로 분류, 각각의 게임 UX와 어포던스이 역할에 대해 분석, 장르적 특징과 콘셉트를 고려하여 그 차이점을 논하고, 결론에서는 한계점과 가능성을 제시하였다. In this days, Smart devices are very popular entertainment tool such as IPhone and Tablet PC. Since the advent of Smart devices, App Games has grown rapidly. Thus App Games could be major issues in entertainment applications. Affordance is a quality of an object, or an environment, that allows an individual to perform an action. The original definition described all action possibilities that are physically possible. This was then refined to describe action possibilities of which an actor is aware. Also it could be quite important factor to arise user`s action in games. This is because Affordance is concern with user`s interest and immerse and App Games provides optimized user experience(UX) with Affordance on touch pad devices. In this study, we categorized 3 kinds of UX with the Affordance as a first step, and analyzed characteristics and concepts of each App games. Last, we propose to limitation and possibility in the part of conclusion.
융합인재(STEAM)교육 평가체계의 신뢰성 검증과 상관관계 분석에 의한 타당성 확보
김이연 ( Yi Yeon Kim ),박주용 ( Joo Yong Park ),김경훈 ( Kyung Hoon Kim ) 서울과학기술대학교 과학문화전시디자인연구소 2014 한국과학예술융합학회 Vol.18 No.-
The cultivation of convergence human resources for the complicated and diversified future society shall be conducted based on the intrinsic understanding and recognition of STEAM program by evaluating and applying the education activity systematically and seeking the direction of new education. This study intended to draw the importance and priority of evaluation contents through questionnaire for the weighted value objectified based on composition of evaluation items and standard indication necessary for ``DOT LAB program`` as a part of securing the rationality of education evaluation for STEAM program. Based on the analysis result of this questionnaire, this study aims to analyze and diagnose the correlation with quantitative approach for identification and verification of reliability and correlation for the weighted value and realize the objective rationality.In the previous study, among 4 kinds of evaluation areas, the importance and priority was distributed in the order of ‘concept recognition’>‘content composition’=‘convergence application’>‘creativity’. In concrete, it is composed of total 100 points including 30 points for ‘concept recognition’, 25 points for ‘convergence application’ and ‘contents composition’, respectively and finally 20 points for ‘creativity’. Thus, the evaluation of ‘DOT LAB program’ was carried out by allocating the rating in factors that the index of each item has which is evaluated more importantly instead of allocating the same score to all items as we judged the necessity of segmented and differential evaluation, and the correlation between factors was identified to realize the reliability.