• 제목/요약/키워드: creative engineering design

검색결과 369건 처리시간 0.026초

해상풍력발전 캡스톤 디자인 사례 연구 (A Capstone Design Case Study for Offshore Wind Power)

  • 우진호;나원배
    • 수산해양교육연구
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    • 제25권1호
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    • pp.167-180
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    • 2013
  • A capstone design is regarded as one of cap courses in undergraduate engineering education because it requires most prerequisites and makes students experience real engineering design processes. There have been case studies to show how this subject should be organized, practiced, and optimized. This study shows one of the case studies by focusing offshore wind power, one of newly recognized renewable energy resources, especially targeting for the design of wind turbine foundation and submarine power cable protectors mainly because of current energy and global warming crisis. To pinpoint engineering design, the students'activities during the project and design procedures are monitored, evaluated, and recommended; hence, core factors are addressed to develop successful aim, theory, practice, and other necessities. These factors include creative problem solving abilities; recognition of engineering curriculum; selection of project theme based on significance, ripple effect, and education purpose; team organization by the full brain model; systematization of project process; realization of engineering design; and synthesis of evaluation. In the end, the aftermath and future works are discussed.

게임캐릭터의 패션스타일 유형 및 특성 (Fashion Styles and Characteristics of Game Characters)

  • 서미라;김애경
    • 디지털융복합연구
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    • 제13권2호
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    • pp.343-349
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    • 2015
  • 이 연구는 게임 캐릭터의 패션스타일을 분석하여 게임에 적합한 유형화를 제안하고, 유형별 특성을 정의하고자 한다. 수집된 자료를 유사한 스타일로 그룹핑하여 대표성을 띤 용어로 게임 캐릭터스타일을 새롭게 명명하였으며, 명명된 스타일은 캐릭터의 의상, 헤어스타일, 액세서리를 중심으로 Creative Style, Attractive Style, Grotesque Style, Usual Style, Suit Style 등 5가지로 분류하여 분석하였다. Creative Style은 창의적인 디자인으로 일부를 제거 및 첨가한 독창적인 스타일, Attractive Style은 노출이 많은 디자인, 신체에 피트한 디자인으로 성적인 매력을 표현하는 스타일, Grotesque Style은 엽기적이고 괴기스러우며, 음침한 분위기를 나타내는 스타일, Usual Style은 평범하고 현실적인 스타일, 마지막으로 Suit Style은 전신을 둘러싼 갑옷 스타일이다. 이 연구를 통해 캐릭터 패션스타일에 대해 게이머와 개발자간의 견해 차이를 좁혀 게임디자인의 경쟁력을 높일 수 있다.

Implementation Strategy for the Numerical Efficiency Improvement of the Multiscale Interpolation Wavelet-Galerkin Method

  • Seo Jeong Hun;Earmme Taemin;Jang Gang-Won;Kim Yoon Young
    • Journal of Mechanical Science and Technology
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    • 제20권1호
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    • pp.110-124
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    • 2006
  • The multi scale wavelet-Galerkin method implemented in an adaptive manner has an advantage of obtaining accurate solutions with a substantially reduced number of interpolation points. The method is becoming popular, but its numerical efficiency still needs improvement. The objectives of this investigation are to present a new numerical scheme to improve the performance of the multi scale adaptive wavelet-Galerkin method and to give detailed implementation procedure. Specifically, the subdomain technique suitable for multiscale methods is developed and implemented. When the standard wavelet-Galerkin method is implemented without domain subdivision, the interaction between very long scale wavelets and very short scale wavelets leads to a poorly-sparse system matrix, which considerably worsens numerical efficiency for large-sized problems. The performance of the developed strategy is checked in terms of numerical costs such as the CPU time and memory size. Since the detailed implementation procedure including preprocessing and stiffness matrix construction is given, researchers having experiences in standard finite element implementation may be able to extend the multi scale method further or utilize some features of the multiscale method in their own applications.

'창의적문제해결방법론' 교과목의 플립러닝 수업 설계에 관한 연구 (A Study on the Instructional Design of Flipped Learning for 'Creative Problem Solving Methodology' Course)

  • 한지영
    • 공학교육연구
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    • 제22권1호
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    • pp.22-28
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    • 2019
  • The purpose of this study is to develop instructional design model of flipped learning suitable for engineering education field and to draw out effects and improvements by applying it to actual lessons for engineering college students. Literature review and case studies were conducted to achieve the purpose of the study. For a case study, flipped learning was applied to 'creative problem solving methodology' which is a liberal arts course of engineering college at D university in Gyeonggi-do. As a result of the literature review, the PARTNER model was applied and weekly instructional guide was presented by each stage. In addition, the results of analysis on the reflection journal showed that the students were more able to achieve the deepening learning stage through active participation in class than the existing class, and found that they had a more challenging plan after the class.

Empirical Study on Perception of Musically Inspired Architectural Façades - Music and Architecture

  • Yoo, Saewon;Choi, Jaepil
    • Architectural research
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    • 제23권3호
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    • pp.39-48
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    • 2021
  • Inspiration plays an essential role in architectural design process that compels architects to bring their ideas into final product by engaging in creative thinking. The relation in between architecture and music has been one of combination throughout architectural history used as inspirations for façade's forms and shapes, space configurations and arrangements, and etc. Applying music in architecture produces creative and scientific design methods, provides attractions for visitors, and reflects the social and cultural identities and changes of the particular period. This research aims to analyze the correlations between architecture and music in depth, and examine the perception of musically inspired architecture by empirical study. Five buildings that applied musical rhythms were chosen for survey questionnaires in order to observe how people majoring in architecture, music, and other fields perceive musically inspired architecture differently by matching the music with the building that correlate to each other. By examining the reasons that the respondents have selected such music with a building from the questionnaires, the keywords are extracted and interpreted. The results showed that it is possible for people to perceive music from architecture, and that it is suitable to use music as a source of inspiration in architectural designs.

CPS(Creative Problem Solving)를 활용한 창의적 설계 및 실습에 관한 연구 (A Study on Creative Design and Practice using CPS(Creative Problem Solving))

  • 홍성도;허용정
    • 한국실천공학교육학회논문지
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    • 제4권2호
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    • pp.1-6
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    • 2012
  • 전공과목과 더불어 학습자들에게 창의적인 문제 해결 능력을 교육하기 위한 창의적 사고 기법의 중요성이 대두되고 있다. 실무 현장에서도 전공 능력과 창의력의 동시 함양을 강조하고 있다. 창의적 문제 해결 능력이 중요시되고 있는 상황에서 창의적 문제 해결 기법인 CPS는 빠르고 명확한 문제 해결의 가능성이 높은 기법이라고 할 수 있다. 본 연구에서 활용한 CPS는 문제의 원인을 체계적으로 정의하고 단계별 분석을 통해 명확한 아이디어를 도출할 수 있도록 하는 5단계 가이드를 제시한다. 또한, 적용범위가 넓어 실무 현장의 다양한 문제를 분석하고 명확히 평가할 수 있다. 본 연구에서는 CPS 5단계를 활용하여 창의적 문제 해결 능력 배양을 위한 실습교육을 학습자들에게 제공한 결과를 바탕으로 창의적 문제 해결 능력 실습에 필요한 과정을 제안하였다.

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비전공자를 위한 알고리즘씽킹 기반 소프트웨어 기초교육 설계 (Design of Algorithm Thinking-Based Software Basic Education for Nonmajors)

  • 박소현
    • 산경연구논집
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    • 제10권11호
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    • pp.71-80
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    • 2019
  • Purpose: The purpose of this study is to design the curriculum of Basic College Software Programming to develop creative and logical-thinking. This course is guided by algorithmic thinking and logical thinking that can be solved by computing for problem-solving, and it helps to develop by software through basic programming education. Through the stage of problem analysis, abstraction, algorithm, data structure, and algorithm implementation, the curriculum is designed to help learners experience algorithm problem-solving in various areas to develop diffusion thinking. For Learners aim to achieve the balanced development of divergent and convergent-thinking needed in their creative problem-solving skills. Research design, data and methodology: This study is to design a basic software education for improving algorithm-thinking for non-major. The curriculum designed in this paper is necessary to non-majors students who have completed the 'Creative Thinking and Coding Course' Design Thinking based are targeted. For this, contents were extracted through advanced research analysis at home and abroad, and experts in computer education, computer engineering, SW education, and education were surveyed in the form of quasi-openness. Results: In this study, based on ADD Thinking's algorithm thinking, we divided the unit college majors into five groups so that students of each major could accomplish the goal of "the ability to internalize their own ideas into computing," and extracted and designed different content areas, content elements and sub-components from each group. Through three expert surveys, we established a strategy for characterization by demand analysis and major/textbook category and verified the appropriateness of the design direction to ensure that the subjects and contents of the curriculum are appropriate for each family in order to improve algorithm-thinking. Conclusions: This study helps develop software by enhancing the ability of students who practice various subjects and exercises to explore creative expressions in various areas, such as 'how to think like a computer' that can implement and execute their ideas in computing. And it helps increase the ability to think logical and algorithmic computing based on creative solutions, improving problem-solving ability based on computing thinking and fundamental understanding of computer coding and development of logical thinking ability through programming.

산업기술계열 융합형 학과 운영 체제의 구축에 대한 연구 (Study on Courses Integration of Industrial Technology Departments)

  • 나승훈;서지한;박병태;이명우
    • 대한안전경영과학회지
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    • 제13권4호
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    • pp.253-261
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    • 2011
  • The purpose of this paper is to construct the interfaced and interdisciplinary curriculum among departments of the industrial technology for enhancing an engineer's creative problem-solving ability and reflecting the industrial demands. This ability is one of the important objectives in modern engineering education. To achieve this purpose the research is performed as followings : (1) the curriculums of the departments of the industrial technology are surveyed and reviewed, and then (2) the relationship with the curriculums of the three departments of the industrial technology are analysed. (3) With this results the interfaced and interdisciplinary curriculums are constructed. (4) The integrated engineering education curriculum to enhance effectively the engineer's creative problem-solving ability and reflect the industrial demands is suggested.

소셜 로봇의 표정 커스터마이징 구현 및 분석 (The Implementation and Analysis of Facial Expression Customization for a Social Robot)

  • 이지연;박하은;;김병헌;이희승
    • 로봇학회논문지
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    • 제18권2호
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    • pp.203-215
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    • 2023
  • Social robots, which are mainly used by individuals, emphasize the importance of human-robot relationships (HRR) more compared to other types of robots. Emotional expression in robots is one of the key factors that imbue HRR with value; emotions are mainly expressed through the face. However, because of cultural and preference differences, the desired robot facial expressions differ subtly depending on the user. It was expected that a robot facial expression customization tool may mitigate such difficulties and consequently improve HRR. To prove this, we created a robot facial expression customization tool and a prototype robot. We implemented a suitable emotion engine for generating robot facial expressions in a dynamic human-robot interaction setting. We conducted experiments and the users agreed that the availability of a customized version of the robot has a more positive effect on HRR than a predefined version of the robot. Moreover, we suggest recommendations for future improvements of the customization process of robot facial expression.