• Title/Summary/Keyword: Creative Engineering design

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A Capstone Design Case Study for Offshore Wind Power (해상풍력발전 캡스톤 디자인 사례 연구)

  • Woo, Jinho;Na, Won-Bae
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.1
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    • pp.167-180
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    • 2013
  • A capstone design is regarded as one of cap courses in undergraduate engineering education because it requires most prerequisites and makes students experience real engineering design processes. There have been case studies to show how this subject should be organized, practiced, and optimized. This study shows one of the case studies by focusing offshore wind power, one of newly recognized renewable energy resources, especially targeting for the design of wind turbine foundation and submarine power cable protectors mainly because of current energy and global warming crisis. To pinpoint engineering design, the students'activities during the project and design procedures are monitored, evaluated, and recommended; hence, core factors are addressed to develop successful aim, theory, practice, and other necessities. These factors include creative problem solving abilities; recognition of engineering curriculum; selection of project theme based on significance, ripple effect, and education purpose; team organization by the full brain model; systematization of project process; realization of engineering design; and synthesis of evaluation. In the end, the aftermath and future works are discussed.

Fashion Styles and Characteristics of Game Characters (게임캐릭터의 패션스타일 유형 및 특성)

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.343-349
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    • 2015
  • This paper aims to propose the typology suitable for games by analyzing the fashion styles of game characters and define the characteristics by type. The data collected was classified into the style groups with similarities, and the game character styles were named using representative terms. Then, five styles were identified and analyzed with the focus on clothing, hairstyle, and accessories: Creative Style, Attractive Style, Grotesque Style, Usual Style, and Suit Style. Creative Style was the unique style with partial addition or removal as the creative design. Attractive Style expressed the sexual attraction by design with significant exposure of body parts and skintight design. Grotesque Style showed grotesque, eerie, and dreary design. Usual Style was a plain and practical style. Finally, Suit Style was a kind of armor covering the whole body. The analysis results in this paper will bridge the difference of opinions between gamers and developers related to fashion style and, finally, help to enhance the competitiveness of game design.

Implementation Strategy for the Numerical Efficiency Improvement of the Multiscale Interpolation Wavelet-Galerkin Method

  • Seo Jeong Hun;Earmme Taemin;Jang Gang-Won;Kim Yoon Young
    • Journal of Mechanical Science and Technology
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    • v.20 no.1
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    • pp.110-124
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    • 2006
  • The multi scale wavelet-Galerkin method implemented in an adaptive manner has an advantage of obtaining accurate solutions with a substantially reduced number of interpolation points. The method is becoming popular, but its numerical efficiency still needs improvement. The objectives of this investigation are to present a new numerical scheme to improve the performance of the multi scale adaptive wavelet-Galerkin method and to give detailed implementation procedure. Specifically, the subdomain technique suitable for multiscale methods is developed and implemented. When the standard wavelet-Galerkin method is implemented without domain subdivision, the interaction between very long scale wavelets and very short scale wavelets leads to a poorly-sparse system matrix, which considerably worsens numerical efficiency for large-sized problems. The performance of the developed strategy is checked in terms of numerical costs such as the CPU time and memory size. Since the detailed implementation procedure including preprocessing and stiffness matrix construction is given, researchers having experiences in standard finite element implementation may be able to extend the multi scale method further or utilize some features of the multiscale method in their own applications.

A Study on the Instructional Design of Flipped Learning for 'Creative Problem Solving Methodology' Course ('창의적문제해결방법론' 교과목의 플립러닝 수업 설계에 관한 연구)

  • Han, Jiyoung
    • Journal of Engineering Education Research
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    • v.22 no.1
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    • pp.22-28
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    • 2019
  • The purpose of this study is to develop instructional design model of flipped learning suitable for engineering education field and to draw out effects and improvements by applying it to actual lessons for engineering college students. Literature review and case studies were conducted to achieve the purpose of the study. For a case study, flipped learning was applied to 'creative problem solving methodology' which is a liberal arts course of engineering college at D university in Gyeonggi-do. As a result of the literature review, the PARTNER model was applied and weekly instructional guide was presented by each stage. In addition, the results of analysis on the reflection journal showed that the students were more able to achieve the deepening learning stage through active participation in class than the existing class, and found that they had a more challenging plan after the class.

Empirical Study on Perception of Musically Inspired Architectural Façades - Music and Architecture

  • Yoo, Saewon;Choi, Jaepil
    • Architectural research
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    • v.23 no.3
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    • pp.39-48
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    • 2021
  • Inspiration plays an essential role in architectural design process that compels architects to bring their ideas into final product by engaging in creative thinking. The relation in between architecture and music has been one of combination throughout architectural history used as inspirations for façade's forms and shapes, space configurations and arrangements, and etc. Applying music in architecture produces creative and scientific design methods, provides attractions for visitors, and reflects the social and cultural identities and changes of the particular period. This research aims to analyze the correlations between architecture and music in depth, and examine the perception of musically inspired architecture by empirical study. Five buildings that applied musical rhythms were chosen for survey questionnaires in order to observe how people majoring in architecture, music, and other fields perceive musically inspired architecture differently by matching the music with the building that correlate to each other. By examining the reasons that the respondents have selected such music with a building from the questionnaires, the keywords are extracted and interpreted. The results showed that it is possible for people to perceive music from architecture, and that it is suitable to use music as a source of inspiration in architectural designs.

A Study on Creative Design and Practice using CPS(Creative Problem Solving) (CPS(Creative Problem Solving)를 활용한 창의적 설계 및 실습에 관한 연구)

  • Hong, Sung-Do;Huh, Yong-Jeong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.1-6
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    • 2012
  • This paper introduces a model of practice education for creative problem solving, using five steps on CPS. Learners can get the motivation about development of creative thinking and problem solving skill through the theory of CPS. Furthermore, they can apply problem solving skill to various problem. As a result of the study, the learners could realize the importance of the problem definition and the creative problem solving method. We proposed a guideline about five steps of CPS method and a method about idea evaluation. So, we established the education model about leaners can get the creative problem-solving skill more efficiently.

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Design of Algorithm Thinking-Based Software Basic Education for Nonmajors (비전공자를 위한 알고리즘씽킹 기반 소프트웨어 기초교육 설계)

  • PARK, So-Hyun
    • The Journal of Industrial Distribution & Business
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    • v.10 no.11
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    • pp.71-80
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    • 2019
  • Purpose: The purpose of this study is to design the curriculum of Basic College Software Programming to develop creative and logical-thinking. This course is guided by algorithmic thinking and logical thinking that can be solved by computing for problem-solving, and it helps to develop by software through basic programming education. Through the stage of problem analysis, abstraction, algorithm, data structure, and algorithm implementation, the curriculum is designed to help learners experience algorithm problem-solving in various areas to develop diffusion thinking. For Learners aim to achieve the balanced development of divergent and convergent-thinking needed in their creative problem-solving skills. Research design, data and methodology: This study is to design a basic software education for improving algorithm-thinking for non-major. The curriculum designed in this paper is necessary to non-majors students who have completed the 'Creative Thinking and Coding Course' Design Thinking based are targeted. For this, contents were extracted through advanced research analysis at home and abroad, and experts in computer education, computer engineering, SW education, and education were surveyed in the form of quasi-openness. Results: In this study, based on ADD Thinking's algorithm thinking, we divided the unit college majors into five groups so that students of each major could accomplish the goal of "the ability to internalize their own ideas into computing," and extracted and designed different content areas, content elements and sub-components from each group. Through three expert surveys, we established a strategy for characterization by demand analysis and major/textbook category and verified the appropriateness of the design direction to ensure that the subjects and contents of the curriculum are appropriate for each family in order to improve algorithm-thinking. Conclusions: This study helps develop software by enhancing the ability of students who practice various subjects and exercises to explore creative expressions in various areas, such as 'how to think like a computer' that can implement and execute their ideas in computing. And it helps increase the ability to think logical and algorithmic computing based on creative solutions, improving problem-solving ability based on computing thinking and fundamental understanding of computer coding and development of logical thinking ability through programming.

Study on Courses Integration of Industrial Technology Departments (산업기술계열 융합형 학과 운영 체제의 구축에 대한 연구)

  • La, Seung-Houn;Seo, Ji-Han;Park, Byoung-Tae;Lee, Myong-Woo
    • Journal of the Korea Safety Management & Science
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    • v.13 no.4
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    • pp.253-261
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    • 2011
  • The purpose of this paper is to construct the interfaced and interdisciplinary curriculum among departments of the industrial technology for enhancing an engineer's creative problem-solving ability and reflecting the industrial demands. This ability is one of the important objectives in modern engineering education. To achieve this purpose the research is performed as followings : (1) the curriculums of the departments of the industrial technology are surveyed and reviewed, and then (2) the relationship with the curriculums of the three departments of the industrial technology are analysed. (3) With this results the interfaced and interdisciplinary curriculums are constructed. (4) The integrated engineering education curriculum to enhance effectively the engineer's creative problem-solving ability and reflect the industrial demands is suggested.

The Implementation and Analysis of Facial Expression Customization for a Social Robot (소셜 로봇의 표정 커스터마이징 구현 및 분석)

  • Jiyeon Lee;Haeun Park;Temirlan Dzhoroev;Byounghern Kim;Hui Sung Lee
    • The Journal of Korea Robotics Society
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    • v.18 no.2
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    • pp.203-215
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    • 2023
  • Social robots, which are mainly used by individuals, emphasize the importance of human-robot relationships (HRR) more compared to other types of robots. Emotional expression in robots is one of the key factors that imbue HRR with value; emotions are mainly expressed through the face. However, because of cultural and preference differences, the desired robot facial expressions differ subtly depending on the user. It was expected that a robot facial expression customization tool may mitigate such difficulties and consequently improve HRR. To prove this, we created a robot facial expression customization tool and a prototype robot. We implemented a suitable emotion engine for generating robot facial expressions in a dynamic human-robot interaction setting. We conducted experiments and the users agreed that the availability of a customized version of the robot has a more positive effect on HRR than a predefined version of the robot. Moreover, we suggest recommendations for future improvements of the customization process of robot facial expression.