• Title/Summary/Keyword: Idea generation

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A Study on Perceptions of Scientifically Gifted Middle School Students about Engineering Design Process (중학교 과학 영재들의 공학 설계 과정에 대한 인식 조사 연구)

  • Song, Shin-Cheol;Han, Hwa-Jung;Shim, Kew-Cheol
    • Journal of The Korean Association For Science Education
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    • v.37 no.5
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    • pp.835-846
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    • 2017
  • The purpose of this study is to investigate the perceptions of scientifically gifted middle school students about their engineering design process according to gender and talent division. The instrument in surveying their perceptions about the engineering design process consists of 24 items (Likert 5 point type) five domains: problem definition, information collection and utilization, idea generation, inquiry performance, and teamwork (communication, cooperation, leadership). A total of 102 scientifically gifted students participated in the survey, according to gender (69 males and 33 females) and talent divisions (physics, biological sciences, software, mathematics, space-geological sciences, and chemistry). They had a high level of awareness of their engineering design ability. It is necessary to develop a customized gifted-education program so that their talent in their field of interest can be fully displayed according to the gender and talent division. In addition, the teaching and learning methods and strategies of the engineering design program for the scientifically gifted middle school students should be established to fully reflect the practical needs of the talented.

A study on the development of living products using heat and color conversion treated woods (디자인 스튜디오 교육을 위한 CALM 시스템 개발에 관한 연구 -가구디자인 교육을 위한 시청각 기자재 디자인을 중심으로-)

  • In, Chi-Ho
    • Journal of the Korea Furniture Society
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    • v.20 no.5
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    • pp.467-479
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    • 2009
  • The high-tech computer technology developments have greatly affected the area of design education. Starting from the mid 80s, innovations in visual presentation methods have heightened with 2D computer graphic programs, CAD & 3D modeling, and Rapid Prototype that allows dimensional generation. The specialty and quality in design studio education have advanced due to the development in presentation methods such as Power Point and Keynote. But there are many problems with the current method of presenting the visual outcome in a data format using beam projectors, which is a vertical presenting method compared to the old studio study method of conducting discussions and reviews based on the substantial outcome. The essence of studio study that allows for comparisons and analysis by horizontally opening up the various work outcomes is being offset. Also the requirement for manual idea sketching work that plays an important role in the initial design phase continuing to decrease due to the digital working process dependence and cumbersome procedures in the presentation. In order to resolve this problem, the CALM system (Class Applied LCD Modular System) has been developed that replaces the method of attaching the sketches or renderings on the wall with a digital multi-display system. In a nutshell, individuals will upload the outcomes online and display them on the CALM system studio that is composed of 32 LCD (Columns: 4 $\times$ Rows: 8) monitors that are 19 inches in size so that various personnel can openly study the design outcomes. Also the central 42 inch PDP monitor that offers touch pad capability allows each design outcome to be described and examined by expanding. The concept phase of this development process has elevated to the production of an operating prototype that is being reviewed of its practicality. It is considered that the development of this system will decrease the extreme tendency of depending on digital operation but achieve revitalization of a more realistic and opened studio study environment compared to the individual consulting method of the old study approach.

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Fuzzy Neural System Modeling using Fuzzy Entropy (퍼지 엔트로피를 이용한 퍼지 뉴럴 시스템 모델링)

  • 박인규
    • Journal of Korea Multimedia Society
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    • v.3 no.2
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    • pp.201-208
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    • 2000
  • In this paper We describe an algorithm which is devised for 4he partition o# the input space and the generation of fuzzy rules by the fuzzy entropy and tested with the time series prediction problem using Mackey-Glass chaotic time series. This method divides the input space into several fuzzy regions and assigns a degree of each of the generated rules for the partitioned subspaces from the given data using the Shannon function and fuzzy entropy function generating the optimal knowledge base without the irrelevant rules. In this scheme the basic idea of the fuzzy neural network is to realize the fuzzy rules base and the process of reasoning by neural network and to make the corresponding parameters of the fuzzy control rules be adapted by the steepest descent algorithm. The Proposed algorithm has been naturally derived by means of the synergistic combination of the approximative approach and the descriptive approach. Each output of the rule's consequences has expressed with its connection weights in order to minimize the system parameters and reduce its complexities.

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A study on a sequenced directed diffusion algorithm for sensor networks (센서네트워크용 Sequenced Directed Diffusion 기법 연구)

  • Jang, Jae-Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.5
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    • pp.889-896
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    • 2007
  • Advances in wireless networking, micro-fabrication and integration, and embedded microprocessors have enabled a new generation of massive-scale sensor networks. Because each sensor node is limited in size and capacity, it is very important to design a new simple and energy efficient protocol. Among conventional sensor networks' routing protocols, the directed diffusion scheme is widely blown because of its simplicity. This scheme, however, has a defect in that sending interest and exploratory data messages while setting connection paths consumes much energy because of its flooding scheme. Therefore, this paper proposes a new sensor network routing protocol, called sequenced directed diffusion with a threshold control, which compromises the conventional directed diffusion scheme's defect and offers an energy efficient routing idea. With a computer simulation, its performance is evaluated and compared to the conventional directed diffusion scheme. Numerical results show that the proposed scheme offers energy efficiency while routing packets, and resolves ill-balanced energy consumption among sensor nodes.

The Impact of Tie Strength on the Knowledge Acquisition, Knowledge Integration and Innovation Performance: Focusing on Small and Medium Sized Enterprises in the Industrial Clustering (기업 간 유대강도가 지식획득과 지식통합 및 혁신성과에 미치는 영향에 대한 연구: 산업단지 내 중소기업을 중심으로)

  • Shim, Seonyoung
    • The Journal of Information Systems
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    • v.28 no.2
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    • pp.53-72
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    • 2019
  • Purpose The purpose of this study is to examine the impact of tie strength in the network of industrial clustering on the knowledge acquisition, integration and innovation performance of small and medium sized enterprises. We test the positive relationship of weak tie and knowledge acquisition, strong tie and knowledge integration, and the interaction effect of two tie strengths on both processes of knowledge acquisition and integration. By identifying these relationships, we can better understand how to manage the attributes of social networks in terms of tie strength in order to improve the performance of innovation for the small and medium sized enterprises. Design/methodology/approach We collect 200 survey data from 2 industrial cluster respectively: Pankyo and Guroo. In Pankyo, the proportion of IT industry is the highest (35%) while the proportion of manufacturing is highest (35%) in Guroo. Pooling the data from two industrial cluster, we check the reliability and validity of our research model and test the hypotheses. Findings First, we find the positive relationship of weak tie and knowledge acquisition from both industrial clustering. Weak tie is composed of heterogeneous organizations with various background and expertise. The communication and information sharing of organizations in the weak tie network helps the idea generation for organization's innovation, which is the knowledge acquisition process. Second, the relationship of strong tie and knowledge integration is insignificant. Typically the strong tie from long-lasting partnership is expected to be beneficial in the action stage of innovation, which is the knowledge integration process. However it is not identified in our industry cluster. Finally, the interaction effect of weak and strong tie is identified to be effective on both knowledge acquisition and integration processes.

Establishing the Strategy of Effective Construction VE for Construction Firms (건설기업 관점의 효과적인 시공 VE 수행을 위한 전략 도출 연구)

  • Park, Chan Young;Yun, Sungmin;Lee, Dong-Eun
    • Korean Journal of Construction Engineering and Management
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    • v.22 no.2
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    • pp.80-87
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    • 2021
  • Shortage of SOC budget and inappropriate initial construction cost planning have worsened the economic sentiment of the construction firm. Construction VE can be one of the solutions for improving the profitability of construction projects. This study identifies the strong and weak points of construction firms for establishing the strategy of effective construction VE by using importance-performance analysis. As a result, construction firms have strong points on support, cooperation, and knowledge about construction VE, but have weak points on 'VE experience of VE leader', 'Detailed cost estimation', and 'Idea generation and evaluation'. This paper contributes to establishing the strategy of effective construction VE from the perspective of the construction firm, which is differentiated from previous studies that have focused on the institutional approach for construction VE.

A Qualitative Study on Experiences of Internet Use in Their Daily Lives and Its Meaning among Older Adults (노인의 일상생활에서의 인터넷 활용 경험과 그 의미에 관한 질적 연구)

  • Kwon, Jung-Don;Kim, Yujin;Um, Tae-Young
    • 한국노년학
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    • v.32 no.3
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    • pp.835-850
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    • 2012
  • The recent trend shows that the number of internet users among older adults and their level of the ability to use internet have been increased. The purpose of this study is to investigate the phenomenon of senior information technology. Using qualitative descriptive method, this study aims to explore how and in which context older adults use internet. It also aims to address the nature and the outcomes of elderly people's use of internet in their daily lives. In-depth interviews with 16 older participants were analyzed with qualitative content analysis and constant comparison method. The finding shows as follows: (1) agonies felt by the "ambiguous" age group in the modern society, (2) the analogue generation joining the digital, (3) daily changes according to the internet use, (4) senior information technology and its flip side of coin. Based on the research findings, implications for senior information policy are addressed in three ways: promoting productive use of internet among older adults, meeting their health-related concerns using internet, and finding ways to integrate the idea of humanities into senior information technology.

What's happening to theatricality after the rise of New Historicism?: A Study of Newsbooks and Playlets During the English Civil Wars and Their Significance as Textual and Theatrical Forms (신역사주의적 극장성의 재고(再考) -17세기 중반 뉴스북과 플레이릿 연구를 중심으로)

  • Choi, Jaemin
    • Journal of English Language & Literature
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    • v.58 no.2
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    • pp.279-304
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    • 2012
  • Since the publication of Foucault's Discipline and Punish, theatricality has become one of the key concepts in New Historicism. By defining theatricality as the most definitive feature of early modern society and culture, New Historicists have promoted the idea that theatrical practices in every day life were eventually replaced by textual practices as the western society started to undergo modernization with the advent of print culture and technologies. This paper questions this linear model of English literature, the shift of literary practices from theatricality to textuality in the event of modernization, by closely looking at the ways in which newsbooks and playlets during the English civil wars appealed to their target readers. The early print-based literary commodities during the English civil war (i.e. newsbooks and playlets) were able to win the attention of their audience not by breaking away from theatrical energy and creativity but instead by embracing and taking advantage of them through the use of dramatic conventions, dialogues, and many others. The newsbooks and the playlets during the time, however, did not simply replicate the dramatic forms and experiences of the previous generation. Instead, as the case study of Craftie Cromwell exemplifies, they went further to produce a different mode of theatricality by reshaping everyday lives into serialized drama, whose resolution is always already delayed and postponed into the ever-receding future. In conclusion, the study of the newsbook and playlets during the civil wars suggests that the textuality of modern times, materialized in print forms, have been co-evolved with the development of new theatricality, whose contents and forms are susceptible to the changes of everyday reality.

Analyses of the Application of the Knowledge Domain of Product Lifecycle Management: The Perspective of the 4th Industrial Revolution (4차 산업혁명의 관점에서 제품수명주기관리의 지식영역 적용도 분석)

  • Heo, Kwangho;Lee, Youmi;Yoo, Young-Jin;Kim, Jin-hoi;Oh, You-Sang;Kim, Injai
    • Knowledge Management Research
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    • v.22 no.2
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    • pp.209-225
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    • 2021
  • Product Lifecycle Management is a well-defined management method consisting of 8 knowledge areas. Since the 4th industrial revolution is closely related to smart factories, the importance of product lifecycle management, which effectively manages the entire process from product idea generation to disposal, is emerging. This study analyzed the current and future applications of the knowledge domain of product life cycle management from the perspective of the 4th industrial revolution for experts in the field of product life cycle management. The expert's perception was analyzed from the current point of view and the future point of view to see how the product life cycle management knowledge area is applied in the field. The current and future application degree of the knowledge domain of product life cycle management was analyzed, and whether there was a difference between the knowledge domains in terms of the level of application was analyzed. Based on the analyzed results, its meaning and future flow are presented.

Game Design Education using PIT(Product Innovation Test) Technique (PIT 기법을 활용한 게임 디자인 교육)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1531-1537
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    • 2021
  • The quality of the game can be evaluated by its fun and functional stability. Among them, the quality area for fun is the essence of the game, so it is a very important factor to be considered from the point of view of a game designer. Usually, fun games with high originality and immersion are designed in the early stages of development, such as idea generation and concept setting. At this time, making it possible to verify the fun factor of the game has an important influence on the success of the game. In this study, the case of using PIT technique when teaching fun element design to students who are starting to study game design was introduced and the effect was analyzed. It is expected that the PIT technique will be used more actively in the game design education field for high-quality and fun game design.