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Conceptual Data Modeling and Information Retrieval System Design (개념적 데이터 모델링과 정보검색 시스템 디자인)

  • Oh Sam-Gyun
    • Journal of the Korean Society for Library and Information Science
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    • v.33 no.4
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    • pp.133-156
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    • 1999
  • The purpose of this paper is to show how conceptual data modeling can enhance current information retrieval (IR) systems. The conceptual database design provides for: 1) data mining capability to discover new knowledge based on the relationships between entities, and 2) integrating current separate databases into one IR system (e.g., integrating ISI Citation, a thesaurus, and bibliographic databases into one retrieval system) . Further, as new user requirements are unfolded, modifications of IR systems based on conceptual data modeling will be much easier to make than they were in the current IR systems because conceptual modeling facilitates flexible modifications. The enhanced Entity-Relationship (ER) model was employed in this study to develop conceptual schemas of IR data.

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Fluency in Technology for Mathematics Education (수학교육에서 컴퓨터 환경이 지니는 유창성의 의미)

  • Kim, Hwa-Kyung
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.229-248
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    • 2006
  • In creative society, fluency in technology means the ability to reformulate knowledge, to express oneself creatively and appropriately, to produce and generate information in computer environment. Fluency in technology is essential for mathematics education with a point of constructivist view. In this paper, we study the meaning of fluency in technology, related to mathematics education. For this purpose, we suggest Papert's constructionism as a theoretical background and consider the principle of 'Learning through design' for fluency in technology. And we consider some principles for designing a mathematical microworld and implement a mathematical microworld for fluency in technology. With this microworld, we consider the after-school-program where students have participated a design activity.

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Developing a Virtual Drone Flight Training Contents for Beginner (드론 기초 운항법 교육을 위한 가상드론 트레이닝 콘텐츠 제작)

  • Park, Min-Ah;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.53-62
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    • 2019
  • A drone market is growing fast. Nevertheless, basic drone flight training contents are not actively developing or studying. For solving this problem, first, the researcher has studied a method of training basic drone flight skills and analyzed various existing drone training contents. Then, the researcher designed a game via the researched method above that trains drone flight skills. The modern gamepad, like an Xbox controller, was key mapped to operate as a standard drone radio controller. Further research will develop drone training content for specialized purpose fields.

A case study of problem-based learning (PBL) in classes (PBL을 활용한 <드레이핑> 교과 수업사례 및 학습효과 연구)

  • Kang, Yeo Sun
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.346-360
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    • 2021
  • Universities have recently introduced problem-based learning (PBL) to various subjects to enhance problem-solving skills (including self-directed learning and small-group learning) required in industry. The PBL module was applied to the personal production process in a draping class. A study was based on a questionnaire after conducting two PBL modules with a group of students. Each PBL module included 'design analysis', 'presentation of flat sketch and draping plan', 'discussion of the plan', 'evaluation of the draping result and correcting the problem', and 'final evaluation of the completed project'. Results showed that satisfaction with the PBL method and its activities was higher than satisfaction with existing teaching methods. In particular, among the various components, the 'design analysis' and 'the presentation step of flat sketch and draping plan' stages were more helpful to students compared to small-group discussion. Moreover, the effects of PBL were observed through student reflection essays, in which students suggested that PBL was very effective in enhancing problem-solving through self-directed and small-group learning. Despite the overall satisfaction with PBL, students expressed some minor difficulties associated with awkwardness with a novel learning method, lack of diverse perspectives among each group, and poor communication skills. Therefore, the study shows that PBL is highly likely to be useful to students when they are solving pattern drafting problems and making samples through self-directed learning and small-group learning.

A Study on the Space Structure and Feature of Interior in the Passenger's Residential Place of a Cruise Ship in Chronological Order (시기별 크루즈 선박 승객거주구역의 공간구성 및 실내디자인 특성에 관한 연구)

  • 진달래;이규백
    • Archives of design research
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    • v.16 no.4
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    • pp.215-224
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    • 2003
  • The cruiser trip which can have various experiences in a short time is growing as the best tourism package because there is less leisure time in contrast of the increased income in 21C. in other words, as the demand of the tourist goes up, the number of ships built newly is increasing. The order of the ship keeping first and second rank in Korea has arranged a long-term strategy in order to get into the global market with the cruiser with the high value added. They also set the objective related to the cruiser design and skillful construction work. We need to observe the change and trend of the cruiser with a care at this time when the cruiser industry is launched out. In this study, the cruiser industry is divided by four periods: the spring time, the depressed time, the developing time and the peak time, on the basis of the trend of the development and the change of space structure. In addition, it was analyzed in this study that there were the various trends such as the ratio, the structure and the type of the space as well as the interior plan in the passenger's residential place The aim of this study is to present the fundamental material about the interior plan to prepare for building the domestic cruisers in a foreseeable future.

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Usability and Accessibility Evaluation of South Korean and American Health-Related Websites for the Elderly (노인들을 위한 건강관련 웹사이트의 사용성과 접근성 평가)

  • Park, Eun-Jun;Ko, Ji-Woon
    • Journal of Korean Academy of Nursing Administration
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    • v.16 no.4
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    • pp.475-487
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    • 2010
  • 연구목적: 노인을 위한 건강정보 웹사이트들이 사용성과 접근성을 높이기 위해 지켜야 할 디자인 요소를 어떻게 반영하고 있는지 평가·비교함으로써 개선 방향을 제언하고자 하였다. 연구방법: 국내 및 미국에서 개발된 노인 대상의 건강정보 웹사이트를 각각 9개씩 선정하였다. 근거 기반의 웹디자인 지침서인 Make Your Website Senior Friendly: Checklist와 Research-based Web Design & Usability Guideline을 통합 수정하여 얻은 4개 영역의 평가 항목 48개를 적용해 두 명의 평가자가 선정된 총 18개 웹사이트를 평가하였다. 연구결과: '가독성' 영역 중 서체 선택, 줄 간격, 배경색과 글자색 선택 등은 양호하였으나 국내 웹사이트들 중에는 글자 크기가 조절되지 않는 경우가 빈번하였다. '정보의 표현과 구성' 영역에서 다수의 웹사이트들은 정보 배치 등이 우수하고 소비자 용어를 사용하는 노력을 보였다. 그러나 일부 국내 웹사이트들은 프린트 기능을 제공하지 않거나, 노인들의 저하된 인지 능력을 배려하려는 노력이 부족하였다. '미디어 사용' 영역에서 국내 웹사이트들은 글자 외에 다른 매체를 사용하는 빈도가 미국 웹사이트들에 비해 낮았고, 시청각 매체를 사용할 때는 동일한 내용을 문자로도 볼 수 있도록 하라는 권고안을 준수하지 않았다. '내비게이션과 검색의 용이성'에서는 메뉴나 링크의 명칭이 명확하며, 이용 중에도 쉽게 홈페이지로 돌아갈 수 있도록 구성되었다. 그러나 다수의 국내 사이트들이 사이트맵을 제공하지 않거나, 검색어의 철자오류 등에 대한 배려가 부족하였다. 결론: 국내 웹사이트들은 미국 웹사이트들에 비해 노인들의 사용성과 접근성을 높이는 것으로 밝혀진 연구 근거들을 제대로 반영하지 못하고 있었다. 노인 대상의 인터넷과 웹을 활용한 교육이 지속적으로 증가할 것이므로, 그 효과성을 높이기 위해 간호사들은 정보의 질 뿐만 아니라 디자인 측면의 중요성을 인식하고 실천할 수 있어야겠다.

Player Adaptive GMM-based Dynamic Game Level Design (플레이어 적응형 GMM 기반 동적 게임 레벨 디자인)

  • Lee, Sang-Kyung;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.3-10
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    • 2006
  • In computer games, the level design and balance of characters are the key features for developing interesting games. Level designers make decision to change the parameters and opponent behaviors in order to avoid the player getting extremely frustrated with the improper level. Generally, opponent behavior is defined by static script, this causes the games to have static difficulty level and static environment. Therefore, it is difficult to keep track of the user playing interest, because a player can easily adapt to changeless repetition. In this paper, we propose a dynamic scripting method that able to maintain the level designers' intention where user enjoys the game by adjusting the opponent behavior while playing the game. The player's countermeasure pattern for dynamic level design is modeled using a Gaussian Mixture Model (GMM). The proposed method is applied to a shooting game, and the experimental results maintain the degree of interest intended by the level designer.

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Visual System in Typograph education (타이포그라피 교육을 위한 Visual System 연구)

  • 박효신
    • Archives of design research
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    • v.12 no.4
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    • pp.273-282
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    • 1999
  • Typography is a subject of fundamental principle and considerable importance to the practice of design and visual language. In Typography education, we need to teach student with systematic, logic and holistic view prior to intuitive way. It must be emphasized as a foundation to all graphic design students who are familiar with digital media. despite the fact that high technology has invaded th design profession and the importance of learning how to deal with these new possibilities has grown, technological processes are not substituted nor are they excuses for not learning basic principles of Typography. Technology is merely and extension of these skills. The logic is objective and the intuition is subjective. Visual system exercises the student's ability to work objectively in thought and in method. Visual system presents the idea that logic and intuition can work together to give stronger results in problem solving than either can alone. I critically analyzed that what is system and how can we develop visual system which can be adapted to Typography education. I also have investigated visual system to find the possibility and flexibility in Typography education.

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The Case study on Analysis of Capstone Design Education based on NCS(National Competencies Standard) Basic workplace skills (NCS직업기초능력에 기반한 종합설계교육 사례 분석에 관한 연구)

  • Jang, Woongeun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.483-496
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    • 2018
  • NCS (National Competency Standards) has emerged as an issue of great importance amongst Korean universities and corporations. Although previously used mostly for vocational education purposes at colleges, NCS is currently receiving an increasing amount of attention from 4-year universities as well. In the ever-evolving information economy, the basic workplace skills defined by NCS, which include soft skills such as communication skills, problem-solving skills, and interpersonal skills, have now become more important than specific technical skills. This study analyzes the correlation between the basic workplace skills of NCS with participation in Formula SAE activities, a common component of Capstone design courses across North America and Europe. Data are derived from site visits to Formula SAE competitions, competition-related documents drafted by student participants, and questionnaires administered to student participants at the Formula SAE Lincoln completion and at the Korea KSAE competition. From the study findings, we claim that the basic workplace skills of NCS are closely correlated to participation in Formula SAE activities. Through a survey designed to measure the degree to which Formula SAE activities can enhance an individual's NCS Basic Workplace Skills, we find that these activities overall improved NCS basic workplace skills averaging 4.0 points above in the Likert 5-point scale. For reference the mathematical skills, communication skills, and problem-solving skills displayed statistically significantly correlation with NCS but the remaining 7 skills did not show a statistically strong correlation with NCS comparatively.

Analysis and Proposal of the Textiles and Clothing Curriculum in Vocational High Schools (특성화 고등학교의 섬유·의류 전문 교과 교육과정 실태 분석 및 제안)

  • Lee, Ji-Soo
    • Journal of Korean Home Economics Education Association
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    • v.34 no.4
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    • pp.113-129
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    • 2022
  • The purpose of this study is to propose implications by analyzing the textiles and clothing curriculum of vocational high schools. Literature and data were analyzed, surveys and FGI were conducted, and the following research results were derived. First, many schools chose 'Basic dress design' or 'Basic dress composition' as basic subjects. Through this, it was confirmed that technical training for practice is a priority for vocational schools, and that more discussion is needed regarding the lack of theoretical subjects. Second, similarly to the basic subjects, practical subjects offered are concentrated on 2 to 3 subjects. The teachers asserted that some subjects such as 'Knit apparel production' and the 'Leather and fur design production', which require a lot of equipment and advanced technology, cannot be offered without support from the government. Third, the NCS competency unit of the practical subjects is easy to proceed with the class or is closely concentrated on the type of manpower training presented by each department. Fourth, this study proposes that for technical education to expand students' choice, it is necessary to cultivate teachers competencies linked to the industry. The results of this study are expected to provide basic data on the organization of the next textiles and clothing professional curriculum and help understand vocational education at vocational high schools. In addition, it is believed that this study will contribute to developing and settling various subjects when the high school credit system is implemented by expanding students' choice of major-related subjects.