• Title/Summary/Keyword: Systems Thinking Approach

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Development and Validation of a Learning Progression for Astronomical Systems Using Ordered Multiple-Choice Items (순위 선다형 문항을 이용한 천문 시스템 학습 발달과정 개발 및 타당화 연구)

  • Maeng, Seungho;Lee, Kiyoung;Park, Young-Shin;Lee, Jeong-A;Oh, Hyunseok
    • Journal of The Korean Association For Science Education
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    • v.34 no.8
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    • pp.703-718
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    • 2014
  • This study sought to investigate learning progressions for astronomical systems which synthesized the motion and structure of Earth, Earth-Moon system, solar system, and the universe. For this purpose we developed ordered multiple-choice items, applied them to elementary and middle school students, and provided validity evidence based on the consequence of assessment for interpretation of learning progressions. The study was conducted according to construct modeling approach. The results showed that the OMCs were appropriate for investigating learning progressions on astronomical systems, i.e., based on item fit analysis, students' responses to items were consistent with the measurement of Rasch model. Wright map analysis also represented that the assessment items were very effective in examining students' hypothetical pathways of development of understanding astronomical systems. At the lower anchor of the learning progression, while students perceived the change of location and direction of celestial bodies with only two-dimensional earth-based view, they failed to connect the locations of celestial bodies with Earth-Moon system model, and they could recognized simple patterns of planets in the solar system and milky way. At the intermediate levels, students interpreted celestial motion using the model of Earth rotation and revolution, Earth-Moon system, and solar system with space-based view, and they could also relate the elements of astronomical structures with the models. At the upper anchor, students showed the perspective change between space-based view and earth-based view, and applied it to celestial motion of astronomical systems, and they understood the correlation among sub-elements of astronomical systems and applied it to the system model.

Development Process for User Needs-based Chatbot: Focusing on Design Thinking Methodology (사용자 니즈 기반의 챗봇 개발 프로세스: 디자인 사고방법론을 중심으로)

  • Kim, Museong;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.221-238
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    • 2019
  • Recently, companies and public institutions have been actively introducing chatbot services in the field of customer counseling and response. The introduction of the chatbot service not only brings labor cost savings to companies and organizations, but also enables rapid communication with customers. Advances in data analytics and artificial intelligence are driving the growth of these chatbot services. The current chatbot can understand users' questions and offer the most appropriate answers to questions through machine learning and deep learning. The advancement of chatbot core technologies such as NLP, NLU, and NLG has made it possible to understand words, understand paragraphs, understand meanings, and understand emotions. For this reason, the value of chatbots continues to rise. However, technology-oriented chatbots can be inconsistent with what users want inherently, so chatbots need to be addressed in the area of the user experience, not just in the area of technology. The Fourth Industrial Revolution represents the importance of the User Experience as well as the advancement of artificial intelligence, big data, cloud, and IoT technologies. The development of IT technology and the importance of user experience have provided people with a variety of environments and changed lifestyles. This means that experiences in interactions with people, services(products) and the environment become very important. Therefore, it is time to develop a user needs-based services(products) that can provide new experiences and values to people. This study proposes a chatbot development process based on user needs by applying the design thinking approach, a representative methodology in the field of user experience, to chatbot development. The process proposed in this study consists of four steps. The first step is 'setting up knowledge domain' to set up the chatbot's expertise. Accumulating the information corresponding to the configured domain and deriving the insight is the second step, 'Knowledge accumulation and Insight identification'. The third step is 'Opportunity Development and Prototyping'. It is going to start full-scale development at this stage. Finally, the 'User Feedback' step is to receive feedback from users on the developed prototype. This creates a "user needs-based service (product)" that meets the process's objectives. Beginning with the fact gathering through user observation, Perform the process of abstraction to derive insights and explore opportunities. Next, it is expected to develop a chatbot that meets the user's needs through the process of materializing to structure the desired information and providing the function that fits the user's mental model. In this study, we present the actual construction examples for the domestic cosmetics market to confirm the effectiveness of the proposed process. The reason why it chose the domestic cosmetics market as its case is because it shows strong characteristics of users' experiences, so it can quickly understand responses from users. This study has a theoretical implication in that it proposed a new chatbot development process by incorporating the design thinking methodology into the chatbot development process. This research is different from the existing chatbot development research in that it focuses on user experience, not technology. It also has practical implications in that companies or institutions propose realistic methods that can be applied immediately. In particular, the process proposed in this study can be accessed and utilized by anyone, since 'user needs-based chatbots' can be developed even if they are not experts. This study suggests that further studies are needed because only one field of study was conducted. In addition to the cosmetics market, additional research should be conducted in various fields in which the user experience appears, such as the smart phone and the automotive market. Through this, it will be able to be reborn as a general process necessary for 'development of chatbots centered on user experience, not technology centered'.

PRESENT DAY EOPS AND SAMG - WHERE DO WE GO FROM HERE?

  • Vayssier, George
    • Nuclear Engineering and Technology
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    • v.44 no.3
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    • pp.225-236
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    • 2012
  • The Fukushima-Daiichi accident shook the world, as a well-known plant design, the General Electric BWR Mark I, was heavily damaged in the tsunami, which followed the Great Japanese Earthquake of 11 March 2011. Plant safety functions were lost and, as both AC and DC failed, manoeuvrability of the plants at the site virtually came to a full stop. The traditional system of Emergency Operating Procedures (EOPs) and Severe Accident Management Guidelines (SAMG) failed to protect core and containment, and severe core damage resulted, followed by devastating hydrogen explosions and, finally, considerable radioactive releases. The root cause may not only have been that the design against tsunamis was incorrect, but that the defence against accidents in most power plants is based on traditional assumptions, such as Large Break LOCA as the limiting event, whereas there is no engineered design against severe accidents in most plants. Accidents beyond the licensed design basis have hardly been considered in the various designs, and if they were included, they often were not classified for their safety role, as most system safety classifications considered only design basis accidents. It is, hence, time to again consider the Design Basis Accident, and ask ourselves whether the time has not come to consider engineered safety functions to mitigate core damage accidents. Associated is a proper classification of those systems that do the job. Also associated are safety criteria, which so far are only related to 'public health and safety'; in reality, nuclear accidents cause few casualties, but create immense economical and societal effects-for which there are no criteria to be met. Severe accidents create an environment far surpassing the imagination of those who developed EOPs and SAMG, most of which was developed after Three Mile Island - an accident where all was still in place, except the insight in the event was lost. It requires fundamental changes in our present safety approach and safety thinking and, hence, also in our EOPs and SAMG, in order to prevent future 'Fukushimas'.

Software Climate Change and its Disruptive Weather: A Potential Shift from "Software Engineering" to Vibrant/Dynamic Softology

  • Ghani, Imran;Jeong, Seung Ryul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3925-3942
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    • 2016
  • Like natural climate change on the planet earth, the climate in software development environments is also changing (fast). Like the natural weather, the software environment is also disruptive. As the climate experts alert and suggest taking necessary measures to overcome certain challenges to make this earth a safer and comfortable living place, likewise this article also alerts the relevant stakeholders of software craftsmanship about the dynamic challenges that traditional Software Engineering (SE) with purely "Engineering mind-set" is not capable to respond. Hence, some new thoughts to overcome such challenges are shared. Fundamentally, based on the historical evidences, this article presents the authors' observation about continuous shift from traditional "Engineering-based" software development approaches to disruptive approaches - "Vibrant Softology". The authors see the cause of this shift as disruptive transformational force, which is so powerful that it is uncontrollably diminishing the "Engineering-based" approach from software development environments. The authors align it with climate change analogy. Based on this analogy, the authors feel the need to theoretically re-coin the notion of SE to some new term; perhaps Vibrant/Dynamic Softology (VS or DS). Hence, the authors suggest "a new (disruptive and dynamic) way of thinking is required to develop software". It is worth mentioning that the purpose of article and this new theory is not to disparage the notion of software engineering altogether, rather the aim is to highlight the importance of transformation from SE to its next level (perhaps VS/DS) due to the emerging needs in the software craftsmanship environment.

A Study on the Innovation of Course Contents and Instruction of Advanced Design in Interior Design Education (전공실내디자인의 교육내용 및 교육방법 개선에 관한 연구)

  • 한영호
    • Korean Institute of Interior Design Journal
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    • no.11
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    • pp.11-19
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    • 1997
  • This stduy aimed to suggest a possible way for a new setting of interior design education through analyzing educational situations of domestic interior design societies. The study showed that interior design education should not follow expressive methods made from practical work which had been popular in the past and it should establish fundamental formation to make interior design education useful in industrial fields through active educationalindustrial complex. Interior design education is not possible without interrelationship with other professional fields and cooperative attitudes among them. The rapid development in the modern industrial world and the ever-growing information processing world regardless of ideology and regiional boundaries indicate that the future of interior design education will be no longer effective with traditional education systems. The idea suggested in this study may be understood as a bridge between the educational reality and its ideal in interior design teaching. The main points of the study are follows. First, the projects of advanced interior design should be focused on increasing the ability for problem solving rather than accumulating basic knowledge. Second, motivation is important for the maximization of the efficiency of educatiov. Therefore a few suggestions in establishing design conditions, as strategies of inducing 'attention', 'self-confidence', 'satisfaction', and 'relevance' are closely examined to propose practical application methods. Third, educational methods should be developed towards creativity in order to increase abilities of thinking and expressiov. Finally, it is necessary to explore various device which help internship participants to get experiences with a sense of practical situations in industrial fields. This could be possibly done by enforcing academic grades for the work done as an internship participation; by employing workmen in industrial fields as faculty members; and by bringing faculty members into actual industrial situations and providing workmen with lectures. A new approach for a better design education seems to be desirable for the future.

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A Study on the Improvement of Plastic Boat Manufacturing Process Using TOC & Statistical Analysis (TOC와 통계적 분석에 의한 플라스틱보트 제조공정 개선에 관한 연구)

  • Yoon, Gun-Gu;Kim, Tae-Gu;Lee, Dong-Hyung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.1
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    • pp.130-139
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    • 2016
  • The purpose of this paper is to analyze the problems and the sources of defective products and draw improvement plans in a small plastic boat manufacturing process using TOC (Theory Of Constraints) and statistical analysis. TOC is a methodology to present a scheme for optimization of production process by finding the CCR (Capacity Constraints Resource) in the organization or the all production process through the concentration improvement activity. In this paper, we found and reformed constraints and bottlenecks in plastic boat manufacturing process in the target company for less defect ratio and production cost by applying DBR (Drum, Buffer, Rope) scheduling. And we set the threshold values for the critical process variables using statistical analysis. The result can be summarized as follows. First, CCRs in inventory control, material mix, and oven setting were found and solutions were suggested by applying DBR method. Second, the logical thinking process was utilized to find core conflict factors and draw solutions. Third, to specify the solution plan, experiment data were statistically analyzed. Data were collected from the daily journal addressing the details of 96 products such as temperature, humidity, duration and temperature of heating process, rotation speed, duration time of cooling, and the temperature of removal process. Basic statistics and logistic regression analysis were conducted with the defection as the dependent variable. Finally, critical values for major processes were proposed based on the analysis. This paper has a practical importance in contribution to the quality level of the target company through theoretical approach, TOC, and statistical analysis. However, limited number of data might depreciate the significance of the analysis and therefore it will be interesting further research direction to specify the significant manufacturing conditions across different products and processes.

A Dynamic Investigation of iBeacon Adoption at Tourism Destination (관광지에서의 iBeacon 도입에 대한 동태적 분석)

  • Choedon, Tenzin;Lee, Young-Chan
    • Journal of Industrial Convergence
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    • v.16 no.2
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    • pp.1-14
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    • 2018
  • The interconnectedness of all things is continuously expanding. For example, bluetooth low energy (BLE) beacons are wireless radio transmitters that can send an identifier to nearby receivers and trigger a number of applications, from proximity marketing to indoor location-based service. iBeacon technology which is one of the newest technologies in the smart tourism field, is reckoned as being very useful for travelers in enhancing the experience with visiting places. However, there is consequently not much existing research yet about the connection between iBeacon technology and tourism destination. Considering that, this study analyzes the adoption of iBeacon in tourism destination, this study examine the interrelationships and feedback structures of key factors in iBeacon adoption. To serve the purpose, this study used system dynamics approach to develop a model of iBeacon adoption in tourism destination. The analysis results showed that the concept of 'Social Influences' is one of the significant predictors for individual's intention behavior to accept iBeacon, and word of mouth (WOM), subjective norm, privacy concern, and perceived usefulness are key factors influencing the iBeacon adoption.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

A service design approach to sustainable service innovation in prison contexts - Taking the Service Design of "Yu Fu Bao" as an Example (교도소 컨텍스트속에서 서비스 디자인 방법을 통한 지속가능 서비스 혁신에 관한 연구 - "Yu Fu Bao" 금융 서비스를 중심으로)

  • Xie, Chen;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.131-144
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    • 2021
  • In recent years, China has gradually made clear its decision to modernize the governance system and governance capacity of the government by the virtue of digital transformation. As for the smart prison, as a penal institution of the state, technological reform is a key element in the sustainable development of smart prisons; however, relying on technology does not necessarily lead to a better service experience. Service design concept, as a coordinator of technology and social sustainability, needs to be adapted to the technological integration of smart prisons and to the needs for service design in the prison context in a new mode of thinking about services. This paper takes the development of the Jail Pay financial services system, one of the twelve sub-systems of the Smart Prison, as an entry point to explore the characteristics and shortcomings of the service design approach in achieving sustainable service innovation in the Smart Prison, it proposes an experience-based lead collaborative design (EBLCD) that is suitable for the specific needs in the prison context. The EBLCD is a theoretical framework and practical experience for sustainable service innovation in the construction of smart prisons.

Collaborative Learning System based on Augmented Reality for Enhancing Collaboration (협업성 강화를 위한 증강현실 기반의 협업적 교육 시스템)

  • Park, Byung-June;Baek, Yeong-Tae;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.101-109
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    • 2014
  • This paper aims to design and implement a collaborative learning system based on the augmented reality. The existing augment reality-based learning systems have just focused on interactivity between a system and learners without consideration of cooperability, thereby leading to an ineffective approach to encouraging an learning system to be more supportive and conducive of and to cooperation among learners. The collaborative learning system is a learning method, with which learners achieve a common objective through critical thinking and cooperative teamwork so as to seek solutions to such fulfillment. This requires positive interdependence, proactive interactions, a sense of responsibility shared by individuals as well as the group, and development of teamwork among learners. Educators and systems assume a critical role in helping the collaborative education be effective. An educator is responsible for defining a project at the outset of learning activities, organizing groups for learners, and providing evaluation criteria applied to a group's project activities. Meanwhile, a system shall support interactions to take place while facilitating learning activities. Furthermore, an educator shall provide a system for managing and evaluating activities involving interactions among learners. This paper suggests and embodies a collaborative learning system based on the augmented reality with consideration of the aforementioned collaborative education.