• Title/Summary/Keyword: 아이디어 생성

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The Investigation on the Possibilities of Assumption Reversal Thinking Skill: Focusing on the Characteristics of the Idea Generation Process by University Students (역발상적 사고 기법의 가능성 탐색: 대학생들의 아이디어 생성 과정의 특징을 중심으로)

  • Kang, Seong-Joo;Park, Ji-Young;Yoon, Jihyun
    • Journal of The Korean Association For Science Education
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    • v.33 no.2
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    • pp.501-510
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    • 2013
  • In the creative problem solving processes, the core was to generate unique and various ideas. Thus, an assumption reversal thinking skill needed to be considered as a concrete method that could help students who have difficulties with generating ideas. In this study, we applied the assumption reversal thinking skill to university students and explored the characteristics of the idea generation process. On the basis of the results, we found that the assumption reversal thinking skill helped students generate new ideas, inducing their perspective changes. Therefore, we could ascertain the possibilities of the assumption reversal thinking skill as a thinking frame supporting students' idea generation. However, there is a need to develop methods for students to exclude prejudice by theoretical judgment, intervention of the value, and experience for fostering more effective assumption reversal thinking. Also, ways should be considered so that students would be able to cultivate task commitment and courage of implementing new ideas, bearing criticism from others.

신제품 개발의 아이디어

  • Lee, Sun-Cheol;Lee, Rip
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1997.10a
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    • pp.75-78
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    • 1997
  • 신제품 개발에 관련된 아이디어들을 모두 개발과제로 삼는것은 자원이용의 효율면에서 비능률적이다. 많은 아이디어들을 수집한 후 시장상황과 기업의 역량에 가장 일치하는 소수의 아이디어들을 개발과제로 선정해야 한다. 그러나 더 많은 지원자들이 응모한 기업이 더 적은 지원자들이 응모한 기업보다 더 유능한 종업원을 선발할 확률이 커지는 것과 마찬가지로 더 많은 아이디어들을 수집해야 더 탁월한 신제품 개발과제를 선정할 확률이 커진다. 즉, 아이디어들만 개발과제로 선정하는 절차가 필요하다. 때로는 신제품 개발에 관련된 아이디어들이 부족한 경우도 발생하여 체계적인 아이디어를 생성하는 방법론이 필요하다. 여기에서는 신제품 개발 주관 부서에서 체계적으로 아이디어를 확대하는 방법을 살펴본다.

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Brainstorming using TextRank algorithms and Artificial Intelligence (TextRank 알고리즘 및 인공지능을 활용한 브레인스토밍)

  • Sang-Yeong Lee;Chang-Min Yoo;Gi-Beom Hong;Jun-Hyuk Oh;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.509-517
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    • 2023
  • The reactive web service provides a related word recommendation system using the TextRank algorithm and a word-based idea generation service selected by the user. In the related word recommendation system, the method of weighting each word using the TextRank algorithm and the probability output method using SoftMax are discussed. The idea generation service discusses the idea generation method and the artificial intelligence reinforce-learning method using mini-GPT. The reactive web discusses the linkage process between React, Spring Boot, and Flask, and describes the overall operation method. When the user enters the desired topic, it provides the associated word. The user constructs a mind map by selecting a related word or adding a desired word. When a user selects a word to combine from a constructed mind-map, it provides newly generated ideas and related patents. This web service can share generated ideas with other users, and improves artificial intelligence by receiving user feedback as a horoscope.

CGS System based on Three-Dimensional Character Modeling I (Part1:About Non-Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 I (Part1:Non-Digital Process에 관하여))

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.11 no.11
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    • pp.1592-1600
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    • 2008
  • This study is to help creative idea generation based on the theory of the 'reconstruction of character shape image elements', and aims to extrusion of creative and diverse shapes with combination of image elements upon computing creative image generation. In order to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process, and to serve as an assistance to overcome the restriction of the character shape image generation through diverse idea generations.

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An Analysis on Metaphorical Thinking in Design Process (디자인 과정에서 나타난 은유사고의 분석)

  • 이한석;윤기병;이정규
    • Archives of design research
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    • v.15 no.4
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    • pp.307-316
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    • 2002
  • Metaphor thinking is a kind of intuitive thinking and plays a central role in design process. But there are not many researches on this topic because it happens in designer's mind during design problem solving. In this paper, we considered cognitive aspects of metaphorical thinking as they cropped up in the process of design concepts development. As a method of cognitive experiment we used a protocol analysis of the design review reports. At the end of this research we concluded that metaphorical thinking is engaged in restructuring of new frames and reconciliation of conflicting frames for the development of new design ideas and concepts. This role of metaphorical thinking makes the design thinking divergent and the design process creative.

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The Effects of Graphics Representation of Trigonometry Modelling on Question Generating and Idea Sharing (삼각함수의 모델링에서 그래픽 과정이 학생들의 질문 생성과 수학적 아이디어 교환에 미치는 효과)

  • Yoon, Jae yeon;Shin, Hyun sung
    • Journal of the Korean School Mathematics Society
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    • v.24 no.2
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    • pp.217-241
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    • 2021
  • The purpose of this study is to qualitatively examine the effects of graphics representation of trigonometry modelling concerning question generating and idea sharing. The experimental setting(Experiment Group) was one class (N=26) at a public high school. The modelling process was designed as a process-oriented conceptualization divided into three steps i.e., (1) game with idea sharing and question generating, (2) graphic representation, and (3) symbolization in the mathematical applied tasks related to trigonometry function. The result indicates that Graphic Representation with Game Activity increases the opportunity of question generating and idea sharing during experimental work. Also, the results show that the introduction of computer graphics enhances the teaching of mathematical quantity in highschool classrooms.

Study on Teachers' Understanding on Generating Random Number in Monte Carlo Simulation (몬테카를로 시뮬레이션의 난수 생성에 관한 교사들의 이해에 관한 연구)

  • Heo, Nam Gu;Kang, Hyangim
    • School Mathematics
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    • v.17 no.2
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    • pp.241-255
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    • 2015
  • The purpose of this study is to analyze teachers' understanding on generating random number in Monte Carlo simulation and to provide educational implications in school practice. The results showed that the 70% of the teachers selected wrong ideas from three types for random-number as strategies for problem solving a probability problem and also they make some errors to justify their opinion. The first kind of the errors was that the probability of a point or boundary was equal to the value of the probability density function in the continuous probability distribution. The second kind of the errors was that the teachers failed to recognize that the sample space has been changed by conditional probability. The third kind of the errors was that when two random variables X, Y are independence of each other, then only, joint probability distribution is satisfied $P(X=x,\;Y=y)=p(X=x){\times}P(Y=y{\mid}X=x)$.

A Validation Study of the Creative School Environment Perceptions Scale and A Study of Group Differences (창의적 학교환경에 대한 인식 척도의 타당성 검증 및 집단 차이 연구)

  • Jo, Son-Mi
    • Journal of Gifted/Talented Education
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    • v.22 no.3
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    • pp.663-677
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    • 2012
  • The purpose of the study was to verify validity of Creative School Environment Perceptions (CSEP) scale developed based on the scale developed in 2010 by Mayfield and Mayfield. Factor analysis was used to assess construct validity. Another purpose of the study was to investigate factors related to students' perception of creative school environment through use of the group differences. The research participants were 203 elementary school students and all of them were 5th and 6th grade students. Factor analysis indicated that CSEP scale consist of three factors: creativity support, work characteristics, and creativity blocks. In addition the correlation between CSEP scale and the previous scale were investigated to verify the validity of CSEP scale. The results showed that the convergent validity were obtained. Independent-sample t test was performed to test for specific loci of significant between group differences in gender, grade, and the level of ideational behavior. The finding showed that 6th grade students said that their environment hinder creativity. Students with the high level of ideational behavior perceived their school environment was supportive while students with the low level of ideational behavior perceived their school environment was obstructive. Therefore teachers should understand students' perception of creative school environment using CSEP scale and should change students' perception of creative school environment through considering grade and the level of ideational behavior.

A Study on the Effects of Librarians' Innovative Work Behavior on Service Quality in Public Libraries (공공도서관 사서들의 혁신행동이 서비스 품질에 미치는 영향 연구)

  • Hyunkyung Song
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.417-439
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    • 2024
  • This study aimed to analyze the impact of public library librarians' innovative work behavior on service quality, which is an indicator of organizational performance. To achieve this goal, the study surveyed both librarians and users of seven public libraries in the Seoul metropolitan area and assessed 77 cases of librarian data and 309 cases of user data. The innovative work behaviors of librarians and the quality of service provided to users were examined. The analysis showed that idea realization, the final stage of innovative work behavior, was beneficial for information control. However, idea generation, the initial stage of innovative behavior, adversely affected the affect of service and information control dimensions. The situation where the process stalled at the idea generation stage without progressing to the next stage (idea promotion or realization), was interpreted as leading to decreased service quality. The significance of this study is that it applied the concept of innovative work behavior to public libraries and suggested the impact of public librarians' innovative work behavior on service quality using an empirical method.