• Title/Summary/Keyword: Mind Map

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A Study on Imagination of Product Design Concept by Mind Map (마인드 맵을 이용한 제품디자인 컨셉의 이미지화에 관한 연구)

  • 이종석;신수길
    • Archives of design research
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    • v.13 no.4
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    • pp.137-144
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    • 2000
  • Recently, we meet with the various information by unordered or multi-dimensional in the information society. And we need to get ability of systematically arrange and use that. In general, human brain have the most effective result for the transmission of meaning when recognize the information by their own characteristic and imagination. It was decided by organize and easily express of get at the heart of the keyword and interrelation for take the information and represent own idea. It is the purpose of this paper to introduce the product designer for creativity get the radial thinking based on various information and can logically build the core keyword in the process of abstract the design concept by mind map and I increase understanding by a case study.

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A Study for Causes of the Korean IMF Stand-by arragement : System Thinking Approach Using Mind Mapping (우리나라 IMF원인에 관한 연구:Mind Mapping을 통한 시스템 사고)

  • 전기정;김준성;이상은
    • Korean System Dynamics Review
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    • v.1 no.1
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    • pp.81-102
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    • 2000
  • After the crisis of foreign troubles, various researchers are analyzing the causes of IMF stand-by arrangement in their own ways. But, most research have been lacking in covering the overall aspects of the causes which IMF stand-by arrangement results from. This paper extracts the reasons of IMF stand-by arrangement using Mind Mapping methods and intends to draw up cause & effect map.

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The Investigation about using Mind Mapping in the Elementary Science Education Lessons (초등과학수업에서 마인드 맵 활용에 대한 탐색)

  • Park, Ju-Hyun;Moon, Byoung-Chan;Song, Jin-Yeo
    • Journal of the Korean Society of Earth Science Education
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    • v.2 no.1
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    • pp.80-90
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    • 2009
  • The purpose of this study is to investigate the characteristics of the mind maps which were drawn with pencil or color pens by elementary students. For this study, 31 students of the 6th grade were selected and trained mind mapping. After training, the subjects had drawn mind maps with color pens about the ROCK for 15minutes and drew mind maps with pencil after 2days of mind mapping using color pens. In addition to activities of mind mapping, the students handed in their papers which were written one's impression of drawing two kinds of mind mapping. The results were follows: First, in central circle which was linked words connected firstly with ROCK as key word, the difference of 2kinds mind maps were little showed in the quantity and quality of the words, branches and their adequacy. Second, the mind maps using pencils had more words, branches and images than mind maps of using color pens in the whole assessment. Third, the most students suggested that the mind mapping using pencil were advantage to economy of time, retouching words and branches, also the mind mapping using pencil made the students relax the strain for drawing it because of retouching possibility. Consequently, the results of this study suggest the mind mapping using pencil has advantage effect on the purpose of gaining students' thinking abundantly and economy of time in elementary science classes.

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Developing a Scoring Rubric for Students' Mind Maps and Its Reliability (마인드 맵의 채점 기준 개발 및 신뢰도 검증)

  • Lee, Su-Jung;Su-Jung, Chan-Jong
    • Journal of the Korean earth science society
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    • v.23 no.8
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    • pp.632-639
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    • 2002
  • The purpose of the study is to develop a scoring rubric for students’ mind maps. The participants of this research were students in two fourth-grade classes selected from an elementary school in Pyungtaek-shi. After receiving basic training, students developed mind maps four times while teaming two science units. In order to score the mind maps, a scoring rubric was developed. To estimate the reliability of the rubric, selected mind maps were marked by three teachers and correlational coefficients were calculated with SPSS. As a result of the study, a scoring rubric consisted of three domains, central circle, branches, and expression were developed. The reliability of the rubric is proven to be high to very high.

Brainstorming using TextRank algorithms and Artificial Intelligence (TextRank 알고리즘 및 인공지능을 활용한 브레인스토밍)

  • Sang-Yeong Lee;Chang-Min Yoo;Gi-Beom Hong;Jun-Hyuk Oh;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.509-517
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    • 2023
  • The reactive web service provides a related word recommendation system using the TextRank algorithm and a word-based idea generation service selected by the user. In the related word recommendation system, the method of weighting each word using the TextRank algorithm and the probability output method using SoftMax are discussed. The idea generation service discusses the idea generation method and the artificial intelligence reinforce-learning method using mini-GPT. The reactive web discusses the linkage process between React, Spring Boot, and Flask, and describes the overall operation method. When the user enters the desired topic, it provides the associated word. The user constructs a mind map by selecting a related word or adding a desired word. When a user selects a word to combine from a constructed mind-map, it provides newly generated ideas and related patents. This web service can share generated ideas with other users, and improves artificial intelligence by receiving user feedback as a horoscope.

Isolated Word Recognition with the E-MIND II Neurocomputer (E-MIND II를 이용한 고립 단어 인식 시스템의 설계)

  • Kim, Joon-Woo;Jeong, Hong;Kim, Myeong-Won
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.11
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    • pp.1527-1535
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    • 1995
  • This paper introduces an isolated word recognition system realized on a neurocomputer called E-MIND II, which is a 2-D torus wavefront array processor consisting of 256 DNP IIs. The DNP II is an all digital VLSI unit processor for the EMIND II featuring the emulation capability of more than thousands of neurons, the 40 MHz clock speed, and the on-chip learning. Built by these PEs in 2-D toroidal mesh architecture, the E- MIND II can be accelerated over 2 Gcps computation speed. In this light, the advantages of the E-MIND II in its capability of computing speed, scalability, computer interface, and learning are especially suitable for real time application such as speech recognition. We show how to map a TDNN structure on this array and how to code the learning and recognition algorithms for a user independent isolated word recognition. Through hardware simulation, we show that recognition rate of this system is about 97% for 30 command words for a robot control.

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The Effect of Mind Mapping Applied in Science Classes on Middle School Students' Creativity (마인드 맵을 활용한 수업이 중학생들의 창의력에 미치는 영향)

  • Jung, Jin-Hee;Chung, Young-Lan
    • Journal of The Korean Association For Science Education
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    • v.29 no.4
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    • pp.388-399
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    • 2009
  • This study was designed to investigate whether applying mind mapping in a biology class had an effect on students' creativity. Participants of this study were 165 1st grade middle school students. The pretest-post test control group design was employed. A control group was instructed with a traditional method and an exerimental group was instructed using the mind-map applied method. The units "Digestion and Circulation" and "Respiration and Excretion" were selected for this study, and each group was treated for 24 class hours. To measure student creativity, the TTCT test was used. For assessing students' level of logical thinking, the compact version of GALT was used. Test results were analyzed by ANCOVA and correlation analysis by SPSS 12.0. The creativity of students in experimental group was significantly improved than the control group (p< .01). Fluency, flexibility, and originality of students in experimental group were improved (p< .01). Students did not show any differences on creativity according to their academic achievement level or gender (p> .05) in the experimental group. Students did not show any differences on creativity according to their logical thinking level (p> .05), either. However, the students of logical thinking level in the experimental group improved their flexibility (p< .05). There was no correlation between students' creativity and their achievement (p> .05), but the creativity shows a lower correlation to performance evaluation (p< .05).

Development of PBL-Based Computer Application Instruction Model (문제중심학습 기반 컴퓨터활용 수업 모형 개발)

  • Lee, Kyung Mi
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.29-37
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    • 2013
  • In the environment of emphasizing creativity, computer application instruction model is in demand which is developed for the group discussion, enlarging the range of thinking, and creativity. The purpose of this study is to develop a PBL-based computer application instruction model concerning creativity after researching problems during the use of computer education by group. The theoretical background of class model is PBL, and the efficiency and creativity of class is considered while using web-mind map as the tool for the discussion and data sharing. As a result of applying the suggested model to the students enrolled in the production of presentation instruction, it made probabilistic meaningful outcome where complaint with communication, data sharing, role sharing, difference of contribution, excessive run-time and etc. were reduced.

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A Study on the Creative Game Design Framework (창의적인 게임아이디어 발상에 관한 방법 연구)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.49-59
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    • 2011
  • The creativity is the important ability required to game designers. But there is few research for the definition of creativity and creative thinking method. This study suggests that what creativity is and how to use creative thinking methods in the game design. In the first, this study analyzes three types of creativity meaning: revolutionary creativity, evolutionary creativity and impromptu creativity. In the second, this study suggests that how to use thinking methods that are mind map, brainstorming, check list and etc. The game designer's creativity can be improved by the suggestion of this study.