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      • 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
      • 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

        Laboratory Safety Management System of Korean Universities

        박태정(Park, Taejung),강승희(Kang, SeungHee),주동범(Ju, Dong-Beom),이의주(Lee, Eui Ju) 한국비교교육학회 2021 比較敎育硏究 Vol.31 No.5

        〔연구목적〕본 연구에서는 한국 대학들의 연구실 안전관리 시스템을 비교·분석하고 향후 연구실 안전환경 구축을 위한 효과적인 방안에 대해 탐색하고자 하였다. 〔연구방법〕본 연구에서는 한국 대학들의 연구실 안전관리의 구조와 역할을 알아보기 위해 2021 타임스 고등교육(Times Higher Education, THE)이 평가하는 THE 아시아 대학 평가 결과 국내 상위 20개 대학으로 선정된 대학을 분석하였다. 분석 대상은 해당 대학 연구실 안전관리를 담당하는 부서, 이러한 부서에서 운영하는 안전관리 활동 주요 내용, 대학들이 운영하는 안전교육 프로그램 형태 및 내용 등이다. 〔연구결과〕20개 대학 모두 연구실 안전관리를 전담하는 부서가 존재하고 9개 대학에서 안전관리를 독립부서로 관리하는 것으로 나타났다. 거의 대부분 연구실 안전법에서 제시하는 안전, 환경교육, 연구실 안전관리, 화학물질안전, 안전점검, 소방안전 관리, 생물안전 등의 안전관리 활동을 운영하고 있었고, 연구실 안전법을 토대로 연구실 안전교육이 이루어지고 있다. 대부분의 대학에서는 안전교육을 비교과 교육과정의 형태로 운영하고 있었는데 학수번호를 부여하여 안전교육이라는 과목을 정규 교육과정으로 운영하고 있는 학교도 있다. 〔결론〕전공불문하고 모든 대학생들을 대상으로 안전의식, 안전습관, 안전행동을 제대로 형성시켜 줄 수 있는 실제적인 대학 안전환경 교육을 체계적이고 지속적으로 실시할 필요가 있다. 지금의 일방향 강의식 수업의 단점을 극복하기 위해 메타버스 시뮬레이션이나 가상 게임 등의 체험형 콘텐츠를 활용한다면, 각종 장비를 직접 사용해보며 안전조치 행동을 숙지하는데 효과적이며 안전 불감증을 해소하고 교육 참여 동기를 높일 수 있을 것으로 기대된다. Purpose: This study aims to compare and analyze the laboratory safety management systems of Korean universities and explore effective ways to secure laboratory s safe environment in the future. Methods: To investigate the structure and roles of the laboratory safety management of Korean universities, the universities selected as the top 20 universities in Korea were analyzed as a result of 2021 THE Asian University evaluation. The targets of analysis are the departments in charge of the laboratory safety management, the main contents of the safety management activities operated by these departments, and the form and contents of the safety education program. Results: All 20 universities had a department dedicated to laboratory safety management, and 9 universities managed safety management as an independent department. Almost all of them were operating safety management activities such as safety, environmental education, laboratory safety management, chemical safety, safety inspection, fire safety management, and biosafety specified by the Laboratory Safety Act. Also, safety education is provided in accordance with its provisions. Most of them implemented safety education in the form of extra-curricular programs, but there was only one university that operated the safety education subject as a regular curriculum by assigning a course identification number. Conclusion: It is necessary to systematically and continuously conduct practical university safety environment education that can properly form safety awareness, safety habits, and safety behaviors for all college students, regardless of major. In order to overcome the shortcomings of the current one-way lecture class, if metaverse simulations or virtual games gives students hands-on experience in using dangerous equipment and objects, more effective safety education can be conducted to help them understand the behavior-based safety action by resolving the insensitivity to safety and increase their motivation to participate in training programs.

      • 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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