• Title/Summary/Keyword: Quest Design

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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.

Psychoanalytic approach and unconscious human desires in art and design - A focus on its application to contemporary space design - (정신분석학과 조형에서의 무의식 욕구 분석 - 현대 공간디자인에의 적용을 중심으로 -)

  • Lee Jeongmin;Hong Euitaek
    • Korean Institute of Interior Design Journal
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    • v.14 no.2 s.49
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    • pp.83-94
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    • 2005
  • 20th century was the age of Modernism which was based on rational side of human mind. However, with the fall of Modernism, also came the fall of rationalism's dictatorship. Now, we see the pursuit and quest of irrational thinking as a new possibility of human expression which actually was already begun by Dada and Surrealism in early 20th century. It was facilitated by re-evaluation of Freud's psychoanalytic theory at the end of 20th century. This paper researches psychoanalytic approach applied to the analyses of unconscious human desires in art and design, especially its application to contemporary space design. These designs represent, without making any ethical evaluation, the fact that those unconscious desires are part of inborn human nature and the fact that 21st century is heading toward open society which embraces diverse values and possibilities. By analyzing irrational tendencies in contemporary space designs, this paper aims at proving the meaning and value for one of new directions in 21st century space design. First chapter is an introduction. Second chapter studies Freud's psychoanalytic theory. Third chapter examines the psychoanalytic methodologies with which unconscious desires are expressed in art and design. Fourth chapter classifies the types of subconscious desires expressed in contemporary space designs and analyzes their case studies. Fifth chapter is the conclusion.

A Study on Using Realities for Hotel Lobby -Focused on Resort Hotel in Cheju (호텔로비의 이용실태에 관한 조사연구-제주지역 관광호텔을 중심으로)

  • 최재권
    • Korean Institute of Interior Design Journal
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    • no.3
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    • pp.71-77
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    • 1994
  • The purpose of this study is to investigate the utilization of the interior environment in hotel lobby and to grasp the requests of visitors. The significance of the study is to illustrate the present characters of hotel lobby and to offer the basic data for future hotel projects. The materials for this study has been collected through questionnaires garnered from six deluxe hotels in Cheju, and statistically analyzed by the semantic differential scale of L. E. Osgood. The conclusion of this study as follows . 1) Hotel lobby is used as waiting space for a short time and frequent use is four times a day. The lobby is used by the quest for meeting , waiting as a resting place while it serves as the visitor's meeting and resting place. 2) The user prefers the lobby's open space. It is desirable for the area of activity of a quests and visitors to have separate entrances. The space composition of the lobby is centrally located between the room and subsidiary equipment. The hotel lobby has needed of a method which promotes lobby image through a magnificent view of the outside.

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A Study on the Smart Jacket Design Based on the Concept of Wearable Technology (웨어러블 테크놀로지를 기반으로 한 스마트 재킷디자인 연구)

  • Kim, Yu-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.1
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    • pp.149-159
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    • 2007
  • With the help of the cooperative efforts made in the interdisciplinary studies among the different fields of computers, textiles and computer in the modem society based on knowledge-information, Smart Clothing, which is the combination of wearable Technology and clothing has been drawn. This study is to inspect the design of Smart school uniform, which if based on Wearable Technology, to meet the need for the PDG(Post Digital Generation) who want to require rapid and the convenient information. This study is aimed to quest for the direction of study in Wearable Technology through theoretical studies made in the field the Computer information communications Engineering, seminars in the field of Smart Textile and documentary study. In addition to them, this study is to search for the value for the school uniform in the PDG who are a group of potential consumers for the Smart Clothing, the environment in digitalized life and the need for the Wearable Technology. Based on this research, the concept of design reflecting the need for the characteristic and functions in the PDG was drawn and Design Prototype of Smart Jacket on the base of Wearable Technology was presented.

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Attitude Determination Algorithm Design and Performance Analysis for CNUSAIL-1 Cube Satellite (CNUSAIL-1 큐브위성의 자세결정 알고리듬 설계 및 성능분석)

  • Kim, Gyeonghun;Kim, Seungkeun;Suk, Jinyong;Kim, Jong-Rae
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.7
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    • pp.609-618
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    • 2015
  • This paper discusses the attitude determination of the CNUSAIL-1 cube-satellite. The primary mission of the CNUSAIL-1 is sail deployment and operation in low Earth orbit, and the secondary mission is to look into influence of the sail deployment on satellite attitude and orbit. The attitude determination strategy is proposed depending on three mission phases, and its performance and applicability are verified through numerical simulations. This study considers the following sensors: Sun sensors and a three-axis magnetometer as attitude reference sensors, and a three-axis MEMS gyroscope as an inertial attitude sensor. Because sensors used for cube satellites have relatively low performances and worse noise characteristics, an Extended Kalman filter (EKF) is applied to attitude determination. Additionally, it has the merits to deal with the Gaussian noises and to predict the attitude even with no measurements from reference attitude sensors, especially in the eclipse of the cube satellite. The performance of the EKF is compared to a deterministic attitude determination technique, QUEST(QUaternion ESTimation).

Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.188-196
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    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.

Design of Transmission Gear Machining Line for Developing Countries Based on Thinking Process and Simulation Method (사고 프로세스와 시뮬레이션 기법 기반의 저임금국가에 적합한 변속기 기어가공라인의 설계)

  • Park, Hong-Seok;Park, Jin-Woo;Choi, Hung-Won
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.260-267
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    • 2011
  • Nowadays, automobile manufacturers are faced with increasing global competition which is required low cost as well as high quality. To reduce shipping and handling cost and delivery time, lots of automobile manufactures tried to build their new factory in the neighborhood of market. Simultaneously, many factories are under construction in developing countries to make efficient use of low-wage workers. However, because systems are installed in developing countries as the same type of domestic facilities, systems have lots of problems such as high installation cost and inefficient use of manpower. To find core problems and generate optimal solution of these problems, thinking process of TOC(Theory Of Constrains) is used. In case of transmission gear machining system, semi-auto system is proposed as the best solution to increase manpower efficiency and system utilization. Semi-auto system consists of automatic machining process and manual transporting process. The system layout is generated based on semi-auto process concept. And, 3D simulation method using QUEST is used to verify production volume of generated system.

A Case Study on the Verification of the Initial Layout of Engine Block Machining Line Using Simulation (엔진블럭 가공라인 초기설계안 검증을 위한 시뮬레이션 사례연구)

  • 문덕희;성재헌;조현일
    • Journal of the Korea Society for Simulation
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    • v.12 no.3
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    • pp.41-53
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    • 2003
  • The major components of an engine are engine block (or cylinder block), cylinder head, crank shaft, connecting rod and cam shaft. Thus the engine shop usually consists of six sub-lines, five machining lines and one assembly line. Flow line is the typical concept of layout for machining these parts, especially for engine block. In order to design an engine block machining line, several factors should be considered such as yearly production target, working hours, machines, tools, material handling equipments and so on. If the designers of manufacturing line were unaware of some factors those would be influenced on the system performance, it would make greater problems in the phase of mass production. Therefore the initial design of engine block machining line should be verified carefully. Simulation is the most powerful tool for analyzing the initial layout. This paper introduces the major factors those should be considered for designing the machining line and their effects on the system performance. 3D simulation models are developed with QUEST. Using the simulation model developed the initial layout is analyzed, and we suggest some ideas for improvement.

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A Study on Architectural Design Factors for Tall Office Buildings with Regional Climates based on Sustainability

  • Cho, Jong Soo
    • Architectural research
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    • v.7 no.2
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    • pp.13-21
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    • 2005
  • Throughout history, buildings have been interrelated with certain indigenous characteristics such as regional climate, culture and religions. In particular, the control of regional climate has been primarily a concern for compatibility with nature. In our modern age, technologies to control climate have been successfully developed in architecture but the consumption of large quantities of natural resources can also produce environmental problems. This study is based on the proposition that this negative trend can be minimized with architectural design that is motivated to coexist with a regional climate. This study develops these design strategies for tall office buildings by analyzing various combinations of building design configurations based on regional climates. The objective is to determine the optimum architecture of tall office buildings during the initial design process that will reduce energy consumption for regional climatic conditions. The eQUEST energy simulating program based on DOE-2.2 was used for this comparative analysis study of the energy use in tall office buildings based on architectural design variables and different regional climates. The results are statistically analyzed and presented in functional architectural design decision-making tables and charts. As a result of the comparison of architectural design consideration for tall office buildings in relation to regional climates, buildings physically need less energy consumption when the architecture is concerned with the regional climate and it produces a more reasonable design methodology. In reality, imbalanced planning which is architectural design's lack of regional characteristics requires additional natural resources to maintain desired comfortable indoor conditions. Therefore, the application of integrated architectural design with regional nature should be the first architectural design stage and this research produces the rational. This architectural design language approach must be a starting point to sustaining long-term planning.

Selection of Cross-layered Retransmission Schemes based on Service Characteristics (서비스 특성을 고려한 다 계층 재전송 방식 선택)

  • Go, Kwang-Chun;Kim, Jae-Hyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.5
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    • pp.3-9
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    • 2015
  • The wireless communication system adopts an appropriate retransmission scheme on each system protocol layer to improve reliability of data transmission. In each system protocol layer, the retransmission scheme operates in independently other layers and operates based on the parameters without reference to end-to-end performance of wireless communication system. For this reason, it is difficult to design the optimal system parameters that satisfy the QoS requirements for each service class. Thus, the performance analysis of wireless communication system is needed to design the optimal system parameters according to the end-to-end QoS requirements for each service class. In this paper, we derive the mathematical model to formulate the end-to-end performance of wireless communication system. We also evaluate the performance at the MAC and transport layers in terms of average spectral efficiency and average transmission delay. Based on the results of performance evaluations, we design the optimal system parameters according to the QoS requirements of service classes. From the results, the HARQ combined with AMC is appropriate for the delay-sensitive service and the ARQ combined with AMC is appropriate for a service that is insensitive to transmission delay. Also, the TCP can be applied for the delay-insensitive service only.