• Title/Summary/Keyword: 디자인행동주의

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The Interaction Design of Teaching Assistant Robots based on Reinforcement Theory - With an Emphasis on the Measurement of the Subjects' Impressions and Preferences - (강화 이론에 근거한 교사 보조 로봇 인터랙션 디자인에 관한 연구 - 로봇에 대한 인상과 선호도 측정을 중심으로 -)

  • Kwak, So-Nya S.;Lee, Dong-Kyu;Lee, Min-Gu;Han, Jeong-Hye;Kim, Myung-Suk
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.97-106
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    • 2007
  • This study examines whether the reinforcement theory could be effectively applied to teaching assistant robots between a robot and a student in the same way as it is applied to teaching methods between a teacher and a student. Participants interacted with a teaching assistant robot in a 3 (types of robots: positive reinforcement vs. negative reinforcement vs. both reinforcements) by 2 (types of participants: honor students vs. backward students), within-subject experiment. Three different types of robots, such as 'Ching-chan-ee' which gives 'positive reinforcement', 'Um-bul-ee' which gives 'negative reinforcement', and 'Sang-bul-ee' which gives both 'positive and negative reinforcement' were designed based on the reinforcement theory and the token reinforcement system. Subjective impressions and preferences were measured according to the types of robots and the types of participants. Participants preferred the positive reinforcement robot most, and the negative reinforcement robot least. Regarding the number of stimulus, in case of the negative reinforcement robot for honor students, the less the stimulus is, the more positive the impressions toward the robot are. The findings demonstrate that the reinforcement interaction is important and effective factor which determines children's preferences and impressions for teaching assistant robots. The results of this study can be implicated as an effective guideline to interaction design of teaching assistant robots.

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A Distributed Scheduling Algorithm based on Deep Reinforcement Learning for Device-to-Device communication networks (단말간 직접 통신 네트워크를 위한 심층 강화학습 기반 분산적 스케쥴링 알고리즘)

  • Jeong, Moo-Woong;Kim, Lyun Woo;Ban, Tae-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1500-1506
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    • 2020
  • In this paper, we study a scheduling problem based on reinforcement learning for overlay device-to-device (D2D) communication networks. Even though various technologies for D2D communication networks using Q-learning, which is one of reinforcement learning models, have been studied, Q-learning causes a tremendous complexity as the number of states and actions increases. In order to solve this problem, D2D communication technologies based on Deep Q Network (DQN) have been studied. In this paper, we thus design a DQN model by considering the characteristics of wireless communication systems, and propose a distributed scheduling scheme based on the DQN model that can reduce feedback and signaling overhead. The proposed model trains all parameters in a centralized manner, and transfers the final trained parameters to all mobiles. All mobiles individually determine their actions by using the transferred parameters. We analyze the performance of the proposed scheme by computer simulation and compare it with optimal scheme, opportunistic selection scheme and full transmission scheme.

A Study on the Fashion Type of Design Activism for Social Roles (사회적 역할을 위한 디자인 액티비즘(Design Activism)의 패션유형연구)

  • Noh, Youn-a;Lee, Young-Jae
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.1-14
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    • 2017
  • As the design of the day focuses more on human-centered design, this shift creates value for society and also fulfills on a sense of social responsibility. In the area of fashion, the design activity is used as a type of fashion design to realize the social value of design in a changed society; this concept was defined as Fashion Design Activism. The objective of this study is to empirically research design activity as a practical value of the day when the social contributions of fashion design are rising in the overall society through the research on the practice of Fashion Design Activity which is adapting to changes in the fashion design paradigm. Regarding the study method, the literature research and case study were combined. We examined the meaning of social design by reviewing the literature related to this social paradigm, and we analyzed cases in which the effects of fashion design on society were realized through practical activities. Also, we defined the role of fashion design based on an analysis of design types based on previous research. This study divided the roles of fashion design in a pattern based on the social roles that design inhabited, in terms of how 'fashion design fulfilled on social responsibility', 'anthropocentric fashion design putting emphasis on users', and 'fashion design aiming for eco-efficient changes'. This study aimed to seek measures to develop fashion design that could promote changes focusing on society, humans, and the environment.

The Influence of Humor Effects for the Corporate Image (유머효과가 기업이미지에 미치는 영향에 관한 연구 - 광고에서의 유머효과를 중심으로 -)

  • 박영원
    • Archives of design research
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    • v.11 no.3
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    • pp.101-110
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    • 1998
  • It is impossible that the corporation can make up good corporate images with sales promoting and pursuing profits only. To form impressive oorporate images, the corporation should acquire efficient marketing images and social oonfidences with the investment for the culture, the art, the preservation of public health, educations and social welfare programs. The oorporate image is indined to be formed by audiences subjectively even though the corporation makes great efforts to have its unique images. The audience has a tendency to have their subjective opinions about the corporate image based on several informations communicated by the corporation and various sources. The sensitive approach and emotional persuation can be efficient for making good corporate images because corporate images of audiences arise from emotional and sensitive factors rather than rational ones. There are many previous studies verifying that the humor effect should be one of powerful means for inducing concentrations, memorizations and persuations. The majority of popular advertisings are humor touched one and the questionaire proves that almost all university students participating sample test, prefer humorous advertisings to serious advertisings. The questionaire verifies that it is a most efficient method is using humor effects at product advertising to improve the corporate image indirectly. And there are very possitive reactions about applying humor effects for the corporate image advertising and the other advertisement types such as pamphlets and catalogues. The humor effect motivates the persuation with spiritual pleasures and intimacy, and it minimize the negative aspects of advertising for the formation of the corporate image. The humor effect is valuable not only for the formation of the corporate image reflecting the entity of the oorporation itself but also for the ideation of advertising communications. The study on the humor effect related with the corporate image is significant because the humor is a different version of the humanism based on deep oontemplation and oomprehension of human life rather than simple means to motivate laughers.

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A Case Study of Environmental Design from a Viewpoint of Hybrid and Features of User Experience (하이브리드와 이용자체험 특성으로 본 환경설계의 사례연구)

  • Jang, Il-Young;Kim, Jin-Seon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.201-214
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    • 2006
  • Modern society is an age of vagueness and confusion. In addition, vagueness, complexity and variety are seen throughout art including modern philosophy, literature, and environmental design. A phenomenon like this shows that modern society has integrated different components as an organic relationship frequently crossing the boundary of fields. This feature can be regarded as hybrid related with accepting contradictory components and binding them into one under relationship between part and whole. As new design concept, presented are attitude to accept the two instead of attitude to select one of the alternatives, abundance instead of dearness, and ambiguity instead of simplicity. This principle has a crucial influence on creative design providing opposing contradiction and several alternative plans as non-deterministic form not completed one and, above all, useful information in mutual dependence and mutual relationship. When it comes to hybrid, therefore, a strategy is needed to consider layer of several fields getting out of standardizing space into a single space. As an event of this situation and concept, space experience means behaving freely based on experience of users' body. It can be known that this experience brings about users' more dynamic experience in comparison with the experience of seeing environmental design from a viewpoint of visual ism on the existing simplicity. Such a practical experience is subjective, synesthetic, and non-observational one. Therefore, hybrid has brought active users to the stage, which is distinguished from synesthesia felt through body's experience, not through observational attitude and visual space which achieve former balance and harmony with non-determination. That's because hybrid creatures are turning to a product resulted from creative imagination instead of from reappearance which makes text visualized. Such experience performed by user's active participation collapses the boundary between special elite-centered art and daily life and it is the present progressive form showing creation process of future events and new esthetic experience.

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Exploring the Ways to Use Maker Education in School (학교 교육 활용을 위한 메이커 교육 구성 요소 탐색)

  • Kwon, Yoojin;Lee, Youngtae;Lim, Yunjin;Park, Youngsu;Lee, Eunkyung;Park, Seongseog
    • Journal of Korean Home Economics Education Association
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    • v.32 no.4
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    • pp.19-30
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    • 2020
  • Maker education started on the basis of the maker movement in which makers gathered in makerspace share their activities and experiences, and the educational value pursued in maker education is based on the constructivist paradigm. The purpose of this study is to present maker education components to be used in school education, focus on the characteristics and educational values of maker education, and explore ways to use them. To this end, this study explored the theoretical grounds to re-conceptualize maker education, drew statements based on in-depth interview data of teachers conducting maker education classes, and reviewed its validity through experts. Based on these statements, by deriving the components for the use of maker education, the direction of maker education in school education was set, and an example framework that could be used in subject class and creative experiential learning was proposed. Research shows that in maker education, makers cooperate to carry out activities, share ideas with others and try to improve them, and include self-direction such as learning, tinkering, design thinking, sharing and reflection. can see. In addition, maker education emphasizes experiential learning that can solve real problems that students face, rather than confining specific activities to student choices as needed. It emphasizes the learner's course of action rather than the outcome of the activity, tolerates the learner's failure, and emphasizes the role of the teacher as a facilitator to promote re-challenge. In the future, it can be used in various ways in each subject (curriculum expert, teaching/learning expert, elementary and middle school teachers, parents, local educators, etc.) and school activities, and it will contribute to setting future research directions as a basic research for school maker education.