• Title/Summary/Keyword: 디자인지식

Search Result 480, Processing Time 0.027 seconds

The Effect of Knowledge Sharing Activity on Computational Thinking through Design Thinking Project and Team Activity Satisfaction (디자인씽킹 프로젝트와 팀활동만족도를 매개로 한 지식공유활동이 컴퓨팅사고력에 미치는 영향)

  • Park, Jeongseon;Park, Sanghyeok
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.13 no.4
    • /
    • pp.1-11
    • /
    • 2017
  • Our society has changed from an industrial society to a knowledge - based society, and the need for new knowledge creation activities through the convergence of various knowledge is emphasized. In accordance with these changes, universities aiming at nurturing human resources for society have sought new approaches and changes. The discussion of various curriculum for the future talent training in the university is aimed at the goal of developing problem solving ability irrespective of the subject of education or major. In this study, we tried to show that computational thinking ability can be improved by strengthening creative team activities by combining design thinking method in computer curriculum of general education course of university. To do this, we conducted a design thinking team project for students of computer general education course at G university in Gyeongnam province and conducted a survey. The results of the questionnaire were verified by statistical methods. The variables of this study satisfied both the validity and the reliability. Multiple regression analysis showed that knowledge sharing, team activity satisfaction, and design thinking project satisfaction factors all affect computing thinking ability.

발명하는 사람들-제44호

  • Han, Mi-Yeong
    • The Inventors News
    • /
    • no.44
    • /
    • pp.1-16
    • /
    • 2006
  • 한국여성발명협회,제7회 정기총회 개최/2006 대한민국 여성발명품 박람회/제12회 여성발명 우수사례 발표회/새롭게 바뀐 특허분류, 무엇이 달라졌나/해외 특허, 3월부터 무료로 검색 서비스/'디자인 등록증' 취업에 필수 요소 되다/전상우 특허청장 취임식 갖다/인라인 스케이트에도 특허 열풍/김종갑 전 특허청장, 산자부 제 1차관에 임명/공익변리사에게 무료 특허상담 받으세요/전상우 특허청장, 2006년 업무계획 발표/'제41회 발명의 날' 포상계획 공고/특허기술동향조사 확대/상표 불사용 취소심판 제도 개선/한국특허정보원, 한양대학교와 업무협약 체결/담배 상표, 다등록업체 1위KT&G/계절 관련 상표 출원, '봄'을 가장 선호/사회적 취약 계층, 심판.소송 비용 지원/국제문화대학원대학교,'국제 특허.경영학, 통해 전문가 과정 양성/'2006 대한민국 특허기술 이전박람회' 신청 접수/산업재산권분쟁조정 효력, '재판상 화해'로 강화/점차 늘고 있는 '유방암' 자가 진단법/'태국 발명가의 날 전시회' 한국발명진흥회 참가/'상표 판결문 요지집' 발간/역사 속의 발명품/하루 10분 발명교실/특허Q&A/'신뢰와 성실로 지식재산의 권리화를 돕겠습니다'/설봉초등학교 발명교실/아이디어 착상 및 발명 기법/사업화 지원 제도를 제대로 활용하려면/손님의 주문으로 만든 다니의 단팥죽/일본과 유럽, 브라질 디지털 방송 쟁탈전/미국, 도요타 흔들기 나섰다/새집증후군, 시스템 환기로 줄인다/공무원이 대나무로 분뇨 구린내 잡았다/획기적인 '기능성 목발' 탄생/발광 현수막, 눈에 띄네/리빙 아이디어/특허기술평가수수료 지원/한국여성발명협회 회원사 발명품 가이드

  • PDF

발명하는 사람들-제52호

  • Han, Mi-Yeong
    • The Inventors News
    • /
    • no.52
    • /
    • pp.1-16
    • /
    • 2006
  • '2006 여성발명인걷기대회' 성황리에 마쳐/여성의 힘을 발명으로 승화하자/건강관리휴대폰 기술, 특허출원 급증/세계적 귄위 인명사전 '마르퀴즈 후즈후' 등재/고객 감동 주는 독특한 기능성 명함 등장/각 국의 상표 디자인 동향/현장 스케치/6백만불의 사나이 현실화 되다/핸드라이팅 전자펜 국내 최초 개발/특허법원이 지금 어떤 일이/중기청, 가짜 여성기업 골라 낸다/'여성 취업.창업정보 여기에 다 있어요'/중기청 여성기업.혁신형중기.재래시장 집중지원/'코리아나화장품 식물원' 개원/국민은행 '명품 여성통장' 대박/난방비 획기적 절감, '전기온풍기' 나와/3백50년 묵은 덧간장, $1\ell$ 5백만원에 팔려/한국기술거래소, 중소기업 기술 장터로 각광/순대, 기능성 음식으로 진화/해외 화제/역사 속의 발명품/하루 10분 발명교실/특허Q&A/함씨네토종콩식품 함정희 대표/중기청연구장비공동이용알선.중개계획/가짜 '메이드 인 코리아'중동지역서 판친다/아이디어 착상 및 발명 기법/여성의 사회참여 확대와 여성발명 확산/인공감미료를 만들어 낸 사람들/'중소기업청장 조찬간담회' 열려/휴면 특허율 66.8% 지식 경쟁력 걸림돌/발명가.의사 등 '이그노벨상' 수상/한국여성발명협회 '자문위원 위촉식' 갖다/한미영 회장, 간호용품아이디어대회 특강/발명인의 전당.특허고객서비스센터 오픈/여성발명인, 산재권 교육 참가 열의 높아져/생활 아이디어/11월 '지재권 및 여성발명 창의교실' 개최 안내/한국여성발명협회 회원사 발명품 가이드

  • PDF

A Research on the Uses of Storytelling Approach for Architecture (건축분야에서의 스토리텔링 기법 활용방안 연구)

  • Yoon, Ki-Byung
    • Journal of the Korean housing association
    • /
    • v.18 no.1
    • /
    • pp.53-60
    • /
    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

Benchmarking analysis of product design and development programs of domestic and foreign universities (국내외 대학의 제품 설계 및 개발 교육과정 과정 벤치마킹)

  • Mun Jeong-Tae;Jeong Gi-Hyo;Han Yun-Taek;Yu Hui-Cheon;Jang Su-Yeong;Jeon Chi-Hyeok;Jeong Mu-Yeong
    • Proceedings of the Korean Operations and Management Science Society Conference
    • /
    • 2006.05a
    • /
    • pp.203-207
    • /
    • 2006
  • 기업의 시장개척과 경쟁 우위 확보에 있어 인간친화형 혁신 제품의 개발이 중요해지고 있다. 인간친화형 혁신 제품의 개발은 기술, 인간, 미학, 비즈니스와 경영, 윤리와 법에 대한 전공 지식 및 제품 개발 전 과정에 대한 통합적인 시각과 경험을 필요로 한다. 이를 위한 교육과정은 학제간 및 산학간 연계를 통해, 교과과정을 이수한 인력이 별도의 교육 없이 제품 개발 업무를 수행할 수 있도록 개발되어야 한다. 본 연구는 국내 대학의 산업공학, 기계공학, 산업디자인학과와 국외 MIT, Stanford, Carnegie Melon 대학의 제품 설계 및 개발 교육 프로그램을 대상으로 (1) 목표 및 대상 파악, (2) 교과과정 특성분석, (3) 운영 모델을 파악한다. 이를 바탕으로 국내외 현황에 대한 비교 분석 결과를 제시하고 대상과 목표, 이수방식 등에 따른 다양한 학제간/산학간/프로그램 운용 등에 필요한 모델을 정리하고 그 활용방안을 제안한다.

  • PDF

The New Directions of Secondary Geometry Curriculum on Historical Perspectives (기하와 기하교육과정 변천과 21세기 기하교육의 방향)

  • Chang, Kyung-Yoon
    • Journal for History of Mathematics
    • /
    • v.21 no.4
    • /
    • pp.105-126
    • /
    • 2008
  • This article summarizes the historical changes of the secondary school geometry to give insights into the new direction of geometry education for the 21th century. Geometry has been considered as an essential subject in high school since mid-nineteen century in accordance with the social changes. Since the development of computer softwares such as CAD effects on the role of geometry in work and professional societies, the knowledge and skills the contemporary world require to school geometry have being changed. More focus on applications and modeling aspects, expansion of reasoning and problem solving, emphasis on design-related elements are features of the school geometry for the new century.

  • PDF

A Study on the Design Review and New Products Development (디자인 리뷰와 신제품개발에 관한 연구)

  • 노형진
    • Journal of the Korea Society of Computer and Information
    • /
    • v.5 no.4
    • /
    • pp.131-139
    • /
    • 2000
  • The Purpose of this study is to suggest usefulness of design review for new products development in business administration and quality control. DR(Design Review) is systematic activities for good design quality. It is application to whole product life cycle. Some examples of their applied are presented.

  • PDF

A Study on the Gamification Technology Valuation Framework (게이미피케이션 기술 가치 평가 프레임워크 연구)

  • Baek, Junho;Jang, Jintae;Jeong, Jiyong;Kim, Sangkyun
    • Journal of Korea Game Society
    • /
    • v.18 no.3
    • /
    • pp.17-26
    • /
    • 2018
  • As the concept of experience economy has been accelerated recently, user experience is more emphasized today, most of all. And related representative keywords are gamification. Gamification characterized by that intangible elements are produced and consumed through various interactions between providers and users and by having a structure that is difficult to generalize and objectify to economic value. Therefore, the purpose of the present study is to develop a quantitative valuation indicator of concept and standardize the valuation formula covering economic value for gamification technology and overall framework from the perspective of evaluating economic values of intangible technologies such as of knowledge, design, contents, and service of a company.

A study on the Monitoring System for Apartment Power Apparatus (공동주택에서 전력설비 감시에 관한 연구)

  • 김정태;이기홍;홍규장;유건수
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.9 no.2
    • /
    • pp.68-78
    • /
    • 1995
  • Until now, the electrical monitoring system had been used of the Graphic-Mosaic panel, which is located to the cellar at the apartment complex. it was inappropriated to man-power and system-organization at apartment complex. for that reason, in this paper IMS is presented. An Intelligent Monitoring System can provide and explanation of real-time opera- state of an electric power apparatus to its operators in apartment complex. IMS is proposed as a model for integration supervisory system whose primary tasks are to communicate line data with host-computer and slave-controller it is based on a generalized version of use-career and a trouble shoot knowledge base for diagnostic problem solving. to operate it, both of controller and its operator-view is deigned by the real-tune O.S TREND 940.

  • PDF

Development of a Computer Graphics-Based Prototype CAD Tool for Planning Tendon Paths in Hand Rehabilitative Surgery (손 재활수술을 위한 힘줄경로 설계용 컴퓨터그래픽스 기반의 프로토타입 CAD 툴 개발)

  • Yoon, In-Mo
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.12
    • /
    • pp.3435-3446
    • /
    • 1999
  • The application of Computer Aided Design (CAD) tool to rehabilitative surgery of the hand is a new field of endeavor. It is considered that there are currently no existing systems designed to assist the orthopedic surgeon in planning complex procedures such as tendon transfer operations. Most tendon transfer operations are performed by surgeons on the basis of knowledge and experience gained through years of practice. However, with the help of this computer graphics-based CAD tool for planning tendon paths, the planning and the evaluation for the best operation on patients' hands also may be possible. The purpose of this study was to model kinematically the structure of the hand and design a prototype tendon path planning tool with a standard computer graphics library, in order for surgeons to perform tendon transfer surgery more objectively and quantitatively.

  • PDF