• Title/Summary/Keyword: Principles of Computer

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Software - ergonomic solutions of information retrieval systems for texts and facts data (Facts 및 Text 정보검색시스템을 위한 소프트웨어 - 인간공학적 해법)

  • ;J. Krause;T. Mandl;A. Schaefer;M. Stempfhuber
    • Journal of the Institute of Convergence Signal Processing
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    • v.2 no.1
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    • pp.80-87
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    • 2001
  • This article shows how general software-ergonomic principles are successfully applied in the design of user friendly graphical interfaces. A theoretical model(WOB-Model) is derived from empirical studies and validated in the development of several systems. It provides basic principles within a well-balanced framework and leads to concrete design guidelines. The user tests with the software shows that many of the common usability problems can be eliminated.

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On the Inventive Thinking Principles in the Arts and Literature (문화예술 분야에 내재된 발명적 사고원리에 대한 소고)

  • Chung, Won-il;Park, Young-taek
    • Journal of Engineering Education Research
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    • v.21 no.5
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    • pp.10-19
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    • 2018
  • The need for integrating the arts and literature into the engineering education has been emphasized to cultivate the creative talent in recent years. However, there have been few studies to investigate how the arts and literature can be linked with nurturing creative talent in the engineering fields. In this paper, it is examined that inventive thinking principles for creative ideation in the engineering fields can be applied to the arts and literature. For the purpose, creative works in the arts and literature, which can be explained by the five thinking tools of SIT(Systematic Inventive Thinking), are collected. The result shows that engineering and the arts share common thinking patterns.

Principles of the Automatic Book-Classification (도서분류자동화 원리유도에 관한 연구)

  • 심의순;이경호
    • Journal of Korean Library and Information Science Society
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    • v.11
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    • pp.175-209
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    • 1984
  • The purpose of this study is to build a general principle for the automatic book-classification which can be put to use in library operation, and to present a methodology of the automatic classification for the library. Since the enumerative classification scheme which exist as manual systems cannot be a n.0, pplied to the automation of classification, the principles of Colon Classification by S.R. Ranganathan is brought in and studied. The result of the study can be summarized as follows: (1) Automatic book-classification can be performed by the principles of faceted classification. (2) This study presents a general and an a n.0, pplication principles for the automatic book-classification. (3) File design for the automatic book-classification of a general classification is different from that of special classification, (4) The methodology is to classify the literature by inputting the title into a terminal. In addition, the expected Value from the Automatic Book-classification is as follows: (1) The prompt and accurate process of classification is possible. (2) Though a book is classified in any library it can have the same classification number. (3) The user can retrieve the classification code of a book for which he or she wants to search through the dialogue with the computer. (4) Since the concept coordination method is employed, even the representing of a multi-subject concept is made simple. (5) By performing automatic book-classification, the automation of library operation can be completed.

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ARCHITECTURAL ANALYSIS OF CONTEXT-AWARE SYSTEMS IN PERVASIVE COMPUTING ENVIRONMENT

  • Udayan J., Divya;Kim, HyungSeok
    • Journal of the HCI Society of Korea
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    • v.8 no.1
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    • pp.11-17
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    • 2013
  • Context aware systems are those systems that are aware about the environment and perform productive functions automatically by reducing human computer interactions(HCI). In this paper, we present common architecture principles of context-aware systems to explain the important aspects of context aware systems. Our study focuses on identifying common concepts in pervasive computing approaches, which allows us to devise common architecture principles that may be shared by many systems. The principles consists of context sensing, context modeling, context reasoning, context processing, communication modelling and resource discovery. Such an architecture style can support high degree of reusability among systems and allows for design flexibility, extensibility and adaptability among components that are independent of each other. We also propose a new architecture based on broker-centric middleware and using ontology reasoning mechanism together with an effective behavior based context agent that would be suitable for the design of context-aware architectures in future systems. We have evaluated the proposed architecture based on the design principles and have done an analyses on the different elements in context aware computing based on the presented system.

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A Quest of Design Principles of Cognitive Artifacts through Case Analysis in e-Learning: A Learner-Centered Perspective

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.10 no.1
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    • pp.1-23
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    • 2009
  • Learners are often posited in a paradoxical situation where they are not fully involved in decision making processes on how to learn, in designing their tools. Cognitive artifacts in e-learning are supposed to effectively support learner-centered e-learning. The purpose of the study is to analyze cases of cognitive artifacts and to inquire those design principles for facilitating the learner-centered e-learning. Four research questions are suggested: First, it will be analyzed the characteristics of learners with respect to design of cognitive artifacts for supporting the learner-centered e-learning. Second, characteristics of four cases to design cognitive artifacts in learner-centered e-learning environment are analyzed. Third, it will be suggested the appropriate design principles of cognitive artifacts to facilitating learner-centered learning in e-learning environment. Four cases of cognitive artifacts design in learner-centered e-learning was identified as follows: Wiki software as cognitive artifacts in computer-supported collaborative learning; 'Play Around Network (PAN)' as cognitive artifact to monitor learning activities in knowledge community; Knowledge Forum System (KFS) as a cognitive artifact in knowledge building; cognitive artifacts in Courses-as-seeds applied meta-design. Five design principles are concluded as follows: Promoting externalization of cognitive artifacts to private media; Helping learners to initiate their learning processes; Encouraging learners to make connections with other learners' knowledge building and their cognitive artifacts; Promoting monitoring of participants' contributions in collaborative knowledge building; Supporting learners to design their cognitive artifacts.

Computer Science Education and Use of Learning Materials (비전공자 컴퓨터교육과 학습보조 자료의 활용)

  • Nah, Jeong Eun
    • Journal of Engineering Education Research
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    • v.22 no.6
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    • pp.21-27
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    • 2019
  • In the last few years, interest in computer science education has increased significantly. The curriculum is being revised to introduce computer science. Although interest has focused on coding as the main subject, in fact the computer science includes much more than coding. It engages people in being creative with technology as well as understanding the fundamental principles of computer science. Therefore, it is important to consider the curriculum to provide a foundation by teaching and learning computer science. The curriculum is required the development of courses to teach computer science for non-majors in general education. To think like a computer scientist on the knowledge of computer science is computational thinking. In order to maximize the effectiveness of teaching and learning for computational thinking, various teaching methods and supplementary learning materials, and activities should be developed and provided.

Evaluating the Effectiveness of Nielsen's Usability Heuristics for Computer Engineers and Designers without Human Computer Interaction Background (비 HCI 전공자들을 대상으로 한 Nielsen의 Usability Heuristics에 대한 이해 정도 평가)

  • Jeong, YoungJoo;Sim, InSook;Jeong, GooCheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.165-171
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    • 2010
  • Usability heuristics("heuristics") are general principles for usability evaluation during user interface design. Our ultimate goal is to extend the practice of usability evaluation methods to a wider audience(e.g. user interface designers and engineers) than Human Computer Interaction(HCI) professionals. To this end, we explored the degree to which Jakob Nielsen's ten usability heuristics are understood by professors and students in design and computer engineering. None of the subjects received formal training in HCI, though some may have had an awareness of some HCI principles. The study identified easy-to-understand heuristics, examined the reasons for the ambiguities in others, and discovered differences between the responses of professors and students to the heuristics. In the course of the study, the subjects showed an increased tendency to think in terms of user-centric design. Furthermore, the findings in this study offer suggestions for improving these heuristics to resolve ambiguities and to extend their practice for user interface designers and engineers.

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For the development Computer Game, using the Creative Group Thinking System (컴퓨터 게임 개발을 위한 아이디어 발상에 관한 연구)

  • Han Kyung-Don
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.175-180
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    • 2006
  • The primary concern here is to discover the what and how of the computer same development. In other words, the goal of this research is help the evaluation of Creative Croup Thinking System (CGTS), become aware of areas of need for the development computer game. For the development computer game, the creative thinking is one of the most important principles. The creative thinking is the first step of the development computer game of process. In order to save time, effective qualifies, and achieve the goals, the researcher has studied the web programing on the Creative Croup Thinking System (CGTS).

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Didactic Principles Of Education Students 3D-printing

  • Lukianchuk, Iurii;Tulashvili, Yurii;Podolyak, Volodymyr;Horbariuk, Roman;Kovalchuk, Vasyl;Bazyl, Serhii
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.443-450
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    • 2022
  • The method of studying 3D-technologies abroad and in Ukraine is considered. The analysis of educational resources and experience of use of the equipment in branch is carried out. The didactic principles of the educational process for 3D-printing specialists are determined. The use of FDM technology and the ability to minimize the occurrence of defects in the future have been studied. An analysis of the international experience of the educational process of relevant specialists in the field. The content of training for 3D printing specialists has been developed. The experience of using 3D-technologies is described and the list of recommendations for elimination of defects during production of products by means of additive technologies is made. The recommendations will be useful not only for beginners, but also for experienced professionals in additive technologies. The need to study such experience is the main condition for the development of enterprises in Ukraine that plan to automate their own production. A 3D printing engineer must know the basics of economics and marketing, because his responsibilities include optimizing workflows to reduce the cost and speed up printing. Therefore, the knowledge gained from practical experience presented and in building for learning 3D printing engineers by the authors will be important.

Expert System for Computer-aided Environmental Planning Tasks Methodology of Computer-aided Evaluation (독일의 환경영향평가를 위한 컴퓨터 전문가 시스템)

  • Weiland, U.;Pietsch, J.;Hubner, M.
    • Journal of Environmental Impact Assessment
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    • v.2 no.2
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    • pp.85-93
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    • 1993
  • Aims of the EXCEPT project and tasks and characteristics of the EXCEPT system are presented based on an analysis of urban planning EIAs. The methodology of evaluation in EIAs, which had to be developed in order to program the system, is based on a model of evaluation processes. Evaluation principles, evaluation rates, an environmental model and a model of the projects being planned are presented. The evaluation concern re-unifies the different components of evaluation again.

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