• Title/Summary/Keyword: generalization-process

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Study of the information processing model in a way of product design method (제품디자인 방법에서의 정보 처리 모델 연구)

  • 조성근
    • Archives of design research
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    • v.16 no.1
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    • pp.289-296
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    • 2003
  • The thesis is a study of the information model for the information collection and systematization in the way of product design. In the past, the design was made by the designers hands, worked with the material directly, but today's product design, the material diverted to information, can be considered as it is made essentially through information collection and systematization processing. If the product design is considered the information processing, usually it means a qualitative change of the product design information, not a quantitative change of the information theory. A focus of the study is to grope for a way of changing the subject to information, dealing with when the product design intends to purposes, not the material, When a way of the product design was discussed to solve the problems rationally, in the past, if it is considered as quantitative, qualitative and organic methods and modeling as their means based on the process model, [analysis-generalization-estimation], are formal ism, the way of product design as information is that the product direction as a substance should go through the design information processing, making an alternative plan with the information model cycling to natural order. Because success or failure of the product design in the future depends on information as material.

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A Study on the Structural Causal Relationship between Job Characteristics, Job Commitment, and Job Satisfaction of Industrial Organization Food Service Workers (산업체 단체급식 종사자의 직무특성과 직업몰입, 직무만족 간의 구조적인 인과관계에 관한 연구)

  • Son, Eun-Su;Lee, Jong-Ho
    • Culinary science and hospitality research
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    • v.23 no.4
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    • pp.193-202
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    • 2017
  • This study conducted a survey on 414 industrial organization food service workers in the Kyungnam area to find out the effect relationship of the job characteristics of organization food service workers and its effects on job commitment and job satisfaction by recognizing the need for job application through the job characteristic model, which was the beginning of the intrinsic motivation theory for the job of organization food service workers. To accomplish the purpose of this study, the method to analyze the survey was undertaken by using the SPSS 23.0 and Amos 21.0 statistic package program via a data coding process for collected data processing. We can confirm from the analysis results that there is a statistically significant causal relationship in all factors, except task identity, which is a sub factor of job characteristic. This result reaffirms the results of previous research by showing that the worker must be allowed to ensure completion of the entire job when performing the job as the job itself is not one part of the processes. Decision-making autonomy must be given in the work process when the worker performs their job in order to raise job satisfaction and furthermore to increase job commitment. The limitation of this study is that there are limits that making generalization as the study was conducted on industrial organization food service workers in the Kyungnam area as extracted samples.

Game Theory Based Coevolutionary Algorithm: A New Computational Coevolutionary Approach

  • Sim, Kwee-Bo;Lee, Dong-Wook;Kim, Ji-Yoon
    • International Journal of Control, Automation, and Systems
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    • v.2 no.4
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    • pp.463-474
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    • 2004
  • Game theory is a method of mathematical analysis developed to study the decision making process. In 1928, Von Neumann mathematically proved that every two-person, zero-sum game with many pure finite strategies for each player is deterministic. In the early 50's, Nash presented another concept as the basis for a generalization of Von Neumann's theorem. Another central achievement of game theory is the introduction of evolutionary game theory, by which agents can play optimal strategies in the absence of rationality. Through the process of Darwinian selection, a population of agents can evolve to an Evolutionary Stable Strategy (ESS) as introduced by Maynard Smith in 1982. Keeping pace with these game theoretical studies, the first computer simulation of coevolution was tried out by Hillis. Moreover, Kauffman proposed the NK model to analyze coevolutionary dynamics between different species. He showed how coevolutionary phenomenon reaches static states and that these states are either Nash equilibrium or ESS in game theory. Since studies concerning coevolutionary phenomenon were initiated, there have been numerous other researchers who have developed coevolutionary algorithms. In this paper we propose a new coevolutionary algorithm named Game theory based Coevolutionary Algorithm (GCEA) and we confirm that this algorithm can be a solution of evolutionary problems by searching the ESS. To evaluate this newly designed approach, we solve several test Multiobjective Optimization Problems (MOPs). From the results of these evaluations, we confirm that evolutionary game can be embodied by the coevolutionary algorithm and analyze the optimization performance of our algorithm by comparing the performance of our algorithm with that of other evolutionary optimization algorithms.

Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

Efficient Sketch Map Representation in Mobile Environment (모바일 환경에서 효율적인 약도 표현 방법)

  • Lee Ki-Jung;Viswanathan Murlikrishna;Whangbo Taeg-Keun;Yang Young-Kyu;So Yong-Uk
    • Korean Journal of Remote Sensing
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    • v.21 no.4
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    • pp.329-339
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    • 2005
  • In the mobile phone map service there are some restrictions of resolutions and process in terminals. So providing a sketch map is very efficient. This simplifies the map data and increases the understanding of the user. This sketched map marks the starting point and ending point. Then simplifies the surroundings like important roads or building so the user can find his/her way easily. First of all this sketch map service needs a method to simplify the route between starting point and ending point and the surroundings. After that it needs to make the simplified data into a sketch map and suitable to the terminal's resolution. To solve these problems this paper proposes a new method to manifest a sketch map efficiently through a mobile phone. The method, introduced in this paper, is surveyed to have a higher efficiency in data usage compared to the current services available in the market. And also it is examined to have a clear vision in process and easily understandable.

A Case Study on Teaching the Sum of the Interior Angles of a Triangle Using Measurement Errors (측정 오차를 활용한 삼각형의 내각의 합 지도 방안 사례 연구)

  • Oh, Youngyoul;Park, Jukyung
    • Communications of Mathematical Education
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    • v.35 no.4
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    • pp.425-444
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    • 2021
  • In this study, under the assumption that the goal pursued in measurement area can be reached through the composition of the measurement activity considering the mathematical process, the method of summing the interior angles of a triangle using the measurement error was applied to the 4th grade class of the elementary school. Results of the study, first, students were able to recognize the possibility of measurement error by learning the sum of the interior angles of a triangle using the measurement error. Second, the discussion process based on the measurement error became the basis for students to attempt mathematical justification. Third, the manipulation activity using the semicircle was recognized as a natural and intuitive way of mathematical justification by the students and led to generalization. Fourth, the method of guiding the sum of the interior angles of a triangle using the measurement error contributed to the development of students' mathematical communication skills and positive attitudes toward mathematics.

Analysis on Contents and Problem solving methods of Fraction Division in Korean Elementary Mathematics Textbooks (우리나라 초등 수학 교과서에 제시된 분수 나눗셈 내용과 해결 방법 분석)

  • Lee, Daehyun
    • Journal of the Korean School Mathematics Society
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    • v.25 no.2
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    • pp.105-124
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    • 2022
  • The contents of fraction division in textbooks are important because there were changes in situations and problem solving methods in textbooks according to the revision of the curriculum and the contents of textbooks affect students' learning directly. So, this study analyzed the achievement standards of the curriculum and formula types and situations, and the introduction process of non-standard and standard algorithms presented in Korean mathematics textbooks. The results are follows: there was little difference in the achievement standards of the curriculum, but there was a difference in the arrangement of contents by grades in textbooks. There was a difference in the types of formula according to textbooks. And the situation became more diverse; recent textbooks have changed to the direction of using the non-standard and the standard algorithm in parallel. In conclusion, I proposed categorizing rather than splitting the types of fraction division, the connection of non-standard and standard algorithm, and the need to prepare methods to pursue generalization and justification according to the common characteristics in the process of introducing standard algorithm.

A Study of Fashion Design Applying a 3D Print Polymer-Fabric Structure (3DP 폴리머-패브릭(3D Print Polymer-Fabric Structure)을 적용한 패션디자인 연구)

  • Soyung Im;Jaehoon Chun
    • Fashion & Textile Research Journal
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    • v.25 no.2
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    • pp.139-152
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    • 2023
  • Despite efforts to apply 3D print (3DP) technology in the field of fashion and endless discussions about the possibility of future development, in reality, it is difficult to utilize 3DP technology in fashion for reasons related to material, technology, and cost constraints. The purpose of this study was to supplement the limitations of 3DP technology in order to promote its utilization in fashion and simultaneously find a solution to achieve aesthetic satisfaction in the design method. Specifically, through the development of fashion products with a 3DP polymer-fabric structure to which the parametric design methodology has been applied, this study explored the possibility of practical application and proposes a new 3DP fashion design method. The 3DP polymer-fabric developed as a result of the research was stably adhered to the fabric. Additionally, the study confirmed the possibility of making 3DP clothes that are amenable to the wearer's activities, as it was verified that cutting and sewing tailored to the human body's curvature and structure can be performed. The design process using the 3DP polymer-fabric presented in this study is meaningful in that it suggests a solution to complement the limitations of modern technology in connection with designers' creativity. Moreover, the design process presented in this study is expected to contribute to the commercialization and generalization of 3DP by providing practical help to allow fashion experts to utilize 3DP technology.

Interpretation and Generalization by Neuroscience and Material Mechanics on Deviation in Temporomandibular Joint Balancing Medicine (턱관절균형의학에서 편차발생현상의 신경과학 및 재료역학적 해석과 일반화)

  • Gyoo-yong Chi
    • Journal of TMJ Balancing Medicine
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    • v.12 no.1
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    • pp.1-6
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    • 2022
  • Objectives: For the deviation phenomenon occurring during the treatment process in temporo-mandibular balancing medicine (TBM), hypotheses were established regarding the cause and mechanism of formation from the perspective of neuro-science and material mechanics, and a verification method was proposed. Methods: The deviation phenomenon was theoretically analyzed based on the structure theories of material mechanics of the joint and the neurological pain mechanism. Results: Deviation occurs due to temporary yield by the accumulation of heterogeneous stress in the temporo-mandibular joint and the affected joint. Because the joint structures are corresponding with material mechanics showing compressive and tensile properties. The size of the deviation is expressed in terms of strain. The occlusal surface of the teeth is level with the axial joint. Since the magnitude of the deviation has a proportional relationship with the degree of abnormality of the temporo-mandibular joint, the magnitude of the deviation calculated by the balance measurement can be replaced by the strain. The major variables involved in the occurrence of deviations are the strength of joint structures and neurological conditions. Therefore plastic deformation and adaptation occur as a long-term depression of neural circuits is strengthened in different ways at different locations each time in various clinical situations. This is the reason why the sequence of the restoration process while correcting deviations is following reverse order of the accumulation in many layers in the muscular nervous system. Conclusions: From the above results, it can be inferred that the occurrence and correction of the deviations are corresponding with the plastic deformation and neuro-plasticity.

Korean Wang-ta: Characteristics and Prevention Program (한국의 왕따와 예방프로그램)

  • Keumjoo Kwak
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.255-272
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    • 2008
  • When observing the subjects and seriousness of Korea's Wang-ta, it is urgent that we know the characteristics of Wang-ta and its conditions. In this study, we investigated the definition of Wang-ta, which partly differs from bullying. Also, the phenomenal characteristics of collectivism, the victimization of an individual once stigmatized in the Wang-ta process, the generalization of the Wang-ta process where bullies extend their territory into general students were examined. Moreover, external environment such as Korea's school environment, negative house environment, and collective culture were examined. The three general structures in researching Korea's Wang-ta were presented. The first structure consists of a bully, victim, and a bully-victim. The second structure focuses on the certain groups, which consists of followers, outsider, and the defender. The last structure deals with the psychological characteristics of the participant roles, which are the bully, reinforcer, assistant, defender, victim, and outsider. Wang-ta prevention programs, which reflects the characteristics of Wang-ta, are presented. Implications on future Wang-ta prevention programs are discussed.

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