• Title/Summary/Keyword: 디자인적 사고

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The Role of Process Systems Engineering for Sustainability in the Chemical Industries (화학공정 산업에서의 지속가능성과 공정시스템 공학)

  • Jang, Namjin;Dan, Seungkyu;Shin, Dongil;Lee, Gibaek;Yoon, En Sup
    • Korean Chemical Engineering Research
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    • v.51 no.2
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    • pp.221-225
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    • 2013
  • Sustainability, in general, means the protection of environmental resources and economic prosperity, with the consideration of the social, economic and environmental effect, as well as human health and the enhancement of life. Profound consideration about sustainability has to handle the overall cycle of feedstock, resource extraction, transportation and production in addition to the environmental effect. Sustainable development of the chemical industries should be carried out complementarily by strengthening the chemical process safety of the industries. In this respect, chemical process safety can be called an opportunity to enhance the compatibility internationally. Changing new paradigm in chemical process safety is formed from the overall life cycle considering basic design of existing systems and production processes. To improve the chemical process safety, the integrated smart system is necessary, comprising various chemical safety database and knowledge base and improved methods of quantitative risk analysis, including management system. This paper discussed the necessity of overall life cycle in chemical process safety and proposed new technology to improve the sustainability. To develop the sustainable industries in process systems engineering, three S, which include Safety, Stability and Security, will have to be combined appropriate.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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Designing the Maritime Strategy of the Middle-Power Korea: The Maritime Access Strategy (중견국 한국의 해양전략 디자인 : 해양접근전략(Maritime Access Strategy))

  • Ban, Kiljoo
    • Strategy21
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    • s.45
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    • pp.116-147
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    • 2019
  • Despite the fact that South Korea, one of peninsula countries, has been already a middle power in an international arena, it still tends to get stuck in continental-driven inertia and be reluctant to become a consolidated maritime power. In its efforts to deal with the parable of South Korea, designing a tailored-made strategy needs to be initiated in detail. Its design is centered around two variables: classification of waters and prestige. First of all, the domain of waters confronted to South Korea ranges from the greatest threat to scattered national interest. Second, South Korea is prestigiously regarded as the middle power which is equipped with the capability to see beyond its sovereign waters. The Maritime Access Strategy(MAS) can be more clearly explained by three-axis factors: ends, ways, and means. Ends need to be oriented to achieving three types of classified objectives-Deterrence, Engagement around the world to maximize remotely-scattered interest and Check of neighboring countries' seapower expansion, called DEC. Ways is mainly driven by the closer access to three different types of waters: waters of security, check, and interest. The active access and closer approach to the domain of waters need to be maintained with a high degree of willingness and capability. Means is attainable by guiding naval forces to be armed with multiple platforms and functionally-balanced assets. These platforms and assets will allow the naval forces to attain and maintain cost effective means, leading to making MAS feasible. This strategy allows the middle-power Korea to make the best of its maritime assets at various seas, contributing to international stability as well as national security and interest.

Fostering Primary Pre-service Teachers' Computational Thinking through Self-Assessment (초등예비교사를 위한 컴퓨팅 사고력 자기평가 방법)

  • Kim, Misong;Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.61-70
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    • 2018
  • It is urgent in the context of the Fourth Industrial Revolution that students become creative and integrative thinkers. In this vein, in the last few years, drawing upon constructivism as an innovative learning paradigm, new coding curricula using MIT's Scratch have been introduced in the number of countries to enhance computational thinking (CT). However, constructivism encouraging collaborative and active learning may not be explicitly utilized in instructional design focusing mainly on learning to code as technical skills - some of which exist today in large numbers of school and after-school code activities. To respond to such a misleading way of developing CT through coding, the present study aims to propose the benefits of CT self-assessment rubrics for primary pre-service teachers within a CT course entitled "Problem Solving by Computational Thinking". Our findings show how meaningful collaborative CT self-assessment in a group impacts their learning of CT. We end this paper with the discussion of implications of our findings for CT assessment towards a new paradigm in education.

Development and Application of Practical Problem focused Teaching.Learning Process Plan for Housing for the Later life - in High School Technology.Home Economics - (실천적 문제 중심 노인주거 교수.학습 과정안 개발 및 적용 - 고등학교 기술.가정을 중심으로 -)

  • Kim, Yu-Ni;Cho, Jae-Soon
    • Journal of Korean Home Economics Education Association
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    • v.22 no.1
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    • pp.1-19
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    • 2010
  • The purpose of this study was to develop practical problem focused teaching learning process plan for housing for the later life in order to apply it to the older stage of family planning section of Technology Home Economics in a highschool. Practical problem focused method was used for the teaching learning process plans of 3-session lessons according to the ADDIE model. The global practical problem was "What should I do to plan a safe and comfortable housing for the later life?" In the development stage, 53 teaching learning materials (44 students activity materials, 2 students' and 5 teacher' reading texts, and 2 moving pictures) were developed for 3-session lessons. The planes applied to the 5 classes, 150 students, in the freshmen of B highschool during April 20th-24th, 2009. The 5 point likert questionnaire were used to evaluate the 3-session lessons about 4 contents related aspects as well as the methods and effects of the lessons besides 2 open ended questions. The overall evaluation was very positive in all 6 aspects of the lessons. Some students wanted to learn more about universal design and aging related jobs. Those results showed that the practical problem focused teaching learning process plan for housing for the later life which this study developed would be appropriate to teach the older stage of family planning section related to housing and could be adjusted to the condition of each school and regions.

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국가 간 감성이미지의 비교 연구 - 색체이미지 척도를 이용한 제품 이미지의 평가 -

  • 신수길;한광희;황상민
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.22-27
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    • 1997
  • 특정 제품이 가진 "감성 이미지"란 그 제품의기능과 함께 제품의 감각적 요소 그리고 사용자가 제품에 대해 가진 개념적인 사고 과정의 산물이다. 감성이미지의 국제 비교 연구는 사용자가 특정 제품에 대해 가지고 있는 이미지를 국가나 문화의 맥락 속에서 상호 비교 평가하여, 각 국가나 사회집단을 특팅지울 수 있는 문화적 감성 요소를 추출하고자 하는 것이다. 즉, 각 국가의 생활문화 속에서 사용자들이 제품에 대해 가지는 감성이미지를 계량적으로 규명하고 비교 평가하며, 이 정보를 기초로 각국의 문화와 정서에 적합한 제품 디자인의 모형을 제시하는데 본 연구의 목적이 있다. 구체적인 연구방법은 우선, 자동차 제품을 중심으로 '제품 이미지'를 나타내는 '언어 이미지'스케일을 각 문화 집단 별로 구성한다. 이 제품 이미지에 대비하여, 감성적 요소로 선정된 표준 색채 스케일을 중심으로 나타난 집단의 '이미지'를 상호 비교 평가한다. 이 경우, 각 국가별 집단에서 특징적으로 나타나는 제품의 주요 특성이 감성 이미지로 표현되는 색채 이미지에 어떻게 반영되는가를 상호 비교한다. 이 연구에서는 특정 지역의 사람들이 제품에 적용하는 감성이미지는 색채나 기타 감성 요소에 대한 선호의 문제가 아니라 그 집단의 사람들이 그 제품을 통해 표현하고자 하는 사회적 표상의 반영이라는 것을 보여준다. 따라서, 제품의 이미지가 각 국가별로 공유되는 감성 이미지로 변환되기 위해서는 동일한 의미나 상징성을 지닌 감성 요소를 활용하여 그 제품의 이미지를 포장할 수 있는 방법을 적용하는것이다. 본 연구에서는 각 문화 집단들이 특정 제품에 대해 가지고 있는 사회적 표상(social representation) 체계를 색채스케일에서 나타난 감성 이미지를 통해 구체화하는 것이다.로서는 방전효율의 저하가 없는 양호한 성능을 보였으며, SC의 시범 작동시험을 실차(소나타 1800cc)에 장착하여 수행한 결과 20회 이상의 연속시동에서도 아무런 문제점 없이 잘 동작하였다.되는 데이타를 입력한후 마우스로 원하는 작업의 메뉴를 선택하면 된다. 방법을 타액과 혈청내 testosterone 농도 측정에 응용하여 RIA의 결과와 비교하여 본 바 상관관계가 타액에서 r=0.969, 혈청에서 r=0.990으로 두 결과가 잘 일치하였다. 본 실험에서 측정된 한국인 여성의 타액내 testosterone농도는 107.7$\pm$12.0 pmol/l이었고, 남성의 타액내 농도는 274.2$\pm$22.1 pmol/l이었다. 이상의 결과로 보아 본 연구에서 정립된 EIA 방법은 RIA를 대신하여 소규모의 실험실에서도 활용할 수 있을 것으로 사려된다.또한 상실기 이후 배아에서 합성되며, 발생시기에 따라 그 영향이 다르고 팽창과 부화에 관여하는 것으로 사료된다. 더욱이, 조선의 ${\ulcorner}$구성교육${\lrcorner}$이 조선총독부의 관리하에서 실행되었다는 것을, 당시의 사범학교를 중심으로 한 교육조직을 기술한 문헌에 의해 규명시켰다.nd of letter design which represents -natural objects and was popular at the time of Yukjo Dynasty, and there are some documents of that period left both in Japan and Korea. "Hyojedo" in Korea is supposed to have been influenced by the le

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A Study on a Conceptualization-oriented SDSS Model for Landscape Design (조경설계를 위한 공간개념화 지향의 공간의사결정지원시스템 모델에 대한 연구)

  • Kim, Eun Hyung
    • Spatial Information Research
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    • v.22 no.6
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    • pp.55-65
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    • 2014
  • By combining the role of current GIS technology and design behaviors from the cognitive perspective, spatial conceptualization can be extended efficiently and creatively for ill-structured problems. This study elaborates the model of a conceptualization-oriented SDSS(Spatial Decision Support System) for a landscape design problem. Current information-oriented GIS technology plays a minor role in planning and design. The three attributes in planning and design problems describe how the deficiencies of current GIS technology can be seen as a failure of the technology. These are summarized: (1) Information Explosion/Information Ignorance (2) Dilemma of Rigor and Relevance (3) Ill-structured Nature of planning and Design. In order to implement the conceptualization idea in the current GIS environment, it will be necessary to shift from traditional, information-oriented GISs to conceptualization-oriented SDSSs. The conceptualization-oriented SDSS model reflects the key elements of six important theories and techniques. The six useful theories and techniques are as follows; (1) Human Information Processing (2) Tool/Theory Interaction (3) The Sciences of the Artificial and Epistemology of Practice (4) Decision Support Systems (DSSs) (5) Human-Computer Interaction (HCI) (6) Creative Thinking. The future conceptualization-oriented SDSS can provide capabilities for planners and designers to figure out some "hidden organizations" in spatial planning and design, and develop new ideas through its conceptualization capability. The facilitation of conceptualization has been demonstrated by presenting three key ideas for the framework of the SDSS model: (1) bubble-oriented design support system (2) prototypes as an extension of semantic memory, and (3) scripts as an extension of episodic memory in a cognitive pschology perspective. The three ideas can provide a direction for the future GIS technology in planning and design.

Neighborhood Park Design for Railroad Station in Uijeongbu City (의정부 역전 근린공원 설계)

  • Kwon, Jin-Wook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.64-74
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    • 2010
  • The study is based on an urban park design that is designed in consideration of the characteristics of Uijeongbu City, applied with adequate functions for the environment and showcasing the unique scenery in relation to the relocation of the US Air Force Camp Falling Water. The bases of the design are: the reasonable convergence of the square and park in consideration of the site characteristics; the application of an urban context as the park is located near a station; and the realization of an eco-friendly space. This study is based on foundation research regarding a review of urban square patterns, particular items in planning in relation to modern urban parks and the adaptability of the park in the future. Regarding space usage, the design is applied with notable ideas that allow the space to make its own characteristics through voluntary user activity in conjunction with the environment that will allow the park to cope with changes in the future, as opposed to a space that users experience through pre-determined programs. Below are the focal points of the design. First, the park is designed as an empty space which may accommodate the urban structural context of and usage patterns for being a field of the city ecology that changes and develops, beyond a passively-created square pattern. Such open spaces have a continuity which allows it to adapt to the development of the city. In addition, the design facilitates spontaneous processes through changes in usage pattern and time. Second, the design includes the message that the park and the city, natural things and artificial things, must communicate and network with each other. Hence the park shall not be an isolated green island within the city, but is an open space accommodating the demands for open area from nearby commercial, public and residential facilities; the park shall include a field that can accommodate a variety of programs. Third, the park is designed to encourage the effect of direct and indirect practical education by reflecting a physical plan as well as interesting experience design methods to lower carbon emissions and to create and maintain an eco-friendly space, the basis of a zero-emissions city.

The Application of Convergence lesson about Private Finance with Life Science subject in Mongolian University (몽골대학에서 개인 금융과 올바른 삶 교과간 융합수업 적용)

  • Natsagdorj, Bayarmaa;Lee, Kuensoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.872-877
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    • 2018
  • STEAM is an acronym for Science, Technology, Engineering, Arts, and Mathematics. It is considered important to equip students with a creative thinking ability and the core competences required in future society, helping them devise new ideas emerging from branches of study. This study is about the convergence of instructional design in private finance for the life sciences, which aims to foster talent through problem-based learning (PBL). Skills like collaboration, creativity, critical thinking, and problem solving are part of any STEAM PBL, and are needed for students to be effective. STEAM projects give students a chance to problem-solve in unique ways, because they are forced to use a variety of methods to solve problems that pop up during these types of activities. The results of this study are as follows. First is the structured process of convergence lessons. Second is the convergence lesson process. Third is the development of problems in the introduction of private finance and the life sciences for a convergence lesson at Dornod University. Learning motivation shows the following results: understanding of learning content (66.6%), effectiveness (63.3%), self-directed learning (59.9%), motivation (63.2%), and confidence (63.3%). To make an effective model, studies applying this instructional design are to be implemented.

Research on the Direction of Building an Integrated Smart Platform at Construction Sites (건설현장 통합 스마트플랫폼 구축방향에 대한 연구)

  • Yeon Cheol Shin;Yu Mi Moon
    • Journal of the Society of Disaster Information
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    • v.20 no.3
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    • pp.620-634
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    • 2024
  • Purpose: This study aims to strengthen the linkage between the construction site and the headquarters, suggest the direction of building an integrated smart platform that can actually be operated and utilized in the field, and effectively implement safety management. Method: Agile methodologies were applied to build a flexible and scalable system through cloud-based and three-tier architectures. Functional requirements were set through an on-site survey, and design and construction were carried out by reflecting personal information protection and legal requirements. Result: The integrated smart platform proposed in this study strengthens the connection between the site and the headquarters to maximize the effect of safety accident prevention and safety management. This system has improved the safety awareness of workers and managers, and has realized more efficient safety management through a unified communication system. Conclusion: In the establishment of an integrated smart platform, it is essential to reflect the characteristics of the site when selecting the development method and establishing the function plan. In the basic design and detailed design stages, it is necessary to establish security measures, design mobile functions, and review device expansion, and consider enterprise-wide safety management, user convenience, and scalability. It is also important to maintain and improve the system, reflect legal requirements, and support the elderly and foreign workers. By strengthening personal information and CCTV security and continuously improving it by reflecting user opinions, it can be expected to activate an integrated smart platform.