• 제목/요약/키워드: Creativity Engineering design

검색결과 134건 처리시간 0.025초

학생 설문을 통한 기초설계 교육효과 평가 (Estimation of the Effectiveness of Basic Engineering Design Education Through Student Survey)

  • 원윤재
    • 실천공학교육논문지
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    • 제11권2호
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    • pp.159-165
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    • 2019
  • 공학교육인증제도 아래 기초설계-요소설계-종합설계의 3단계의 교육체계로 시행되고 있는 공학설계교육 중, 기초설계에 서는 설계 개념, 절차의 공학 입문자에의 소개와 동시에 종합설계에 연결하여 효과적으로 사용되도록 수학적인 상세 설계보다는 창의성이 발휘된 설계안을 창안, 평가하는데 중점을 두고 이를 팀 활동을 통해 연습시킨다. 본 연구에서는 기초설계를 수강하고 종합설계를 수행하고 있는 기계 분야 학생들의 의견을 설문을 통해 수집하여 효과적인 기초설계 교육이 이루어지고 있는지 알아보았다. 전반적으로 학생들이 기초설계 교육의 중요성을 높게 인식하며 유용도도 높다고 인식하고 있으며, 교과 내용별 중요도 및 유용도, 교육기반 및 환경, 종합설계와의 연계 필요성 등 기타 평가사항들이 앞서 있었던 기계 분야 교수들에 대한 설문 결과와도 상당히 일치하고 있다. 학생들과 교수들의 인식이 잘 공감되고 있으며 실제 종합설계시 팀 활동과 아이디어 창안 등이 잘 활용되고 있는 것으로 미루어 기초설계 교육이 효과적으로 이루어지고 있음을 확인할 수 있었다. 다만, 유용도가 중요도에 비해 약간 낮게 인식되는 점은 실습 과제를 흥미롭고 현실적인 것으로의 지속적 향상, 종합설계 초기에 기초설계 습득 내용이 응용되도록 유도하는 등의 유용도를 더 높이기 위한 방안과 노력이 필요하다는 것을 보여준다.

디자인을 위한 지식기반시스템의 이론적 고찰 (A Theoretical Study on the Knowledge-Based System for Design)

  • 김태현
    • 한국실내디자인학회논문집
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    • 제7호
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    • pp.70-78
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    • 1996
  • Artificial Intelligence is generally concerned with tasks whose execution appears to involve some intelligence if done by humans, and knowledge-based system ( in other word, expert system) is the research about the specific domain. This concept also can be applied to interior design field. So the purpose of this study is in reconstructing the accomplishment of artificial Intelligence and knowledge engineering, searching basic theories and cased to knowledge engineering , searching basic theories and cases to formulate knowledge -based design system, and testing the posibilities how the design information can be dealt in computer system. Given that recognition , two major problems must be solved before knowledge-based CAD systems could be come practical : Firstly , identification of the interior of designers use .Secondly , representing this knowledge in a computationally effective manner. I had discussed the basic concepts on which to base a knowledge- based design model, knowledge representation schemes, and problem solving, I could find the possibility which the knowledge-based system can be applied to the interior design according to this study. But there are non-deductive, often irrational and now easily computerized design process in interior design. Those are problems which are relevant to the machine learning and the creativity in design. So there should be a lot of research about the machine learning and the creatively in design in order to construct successfully intelligent knowledge-based design system.

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실천공학자 양성을 위한 교과과정 개선연구 (A Curriculum Enhancement Research for Practical Engineers)

  • 장윤상;오창헌;하준홍
    • 한국실천공학교육학회논문지
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    • 제3권1호
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    • pp.32-39
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    • 2011
  • 본 연구에서는 설계교과과정 및 HRD교과과정의 체계 및 운영, 실험 실습의 운영의 개선방안을 제안한다. 구체적으로 "창의성 향상을 위한 교과과정 개선", "현장성 향상을 위한 교과과정 및 교육방법 개선", '실험 실습 교과과정 운영체계 개선"에 대한 방안을 제안한다. 특히, 경험학습에 기초한 설계교과과정과 HRD교과과정과의 통합적인 운영 가능성을 제안한다.

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융합교육에 있어서 과학관의 역할 연구 (A Study on role of Science Museum for STEAM Education)

  • 윤영두;최훈
    • 한국정보통신학회논문지
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    • 제19권6호
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    • pp.1353-1358
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    • 2015
  • 창조경제는 산업화시대, 정보화시대, 지식기반경제를 잇는 새로운 경제 패러다임이며, 창조경제의 핵심 키워드는 창의성, 혁신성, 소비자, 지식재산권 보호 및 활용이다. 창의적인 아이디어가 소프트웨어 기술과 결합하여 Apple, Google, Facebook 과 같은 혁신적인 생태계 기반의 시장을 구축한 것이 대표적인 사례라고 하겠다. 이는 창조성에 기반을 둔 지적자산으로 경제적 가치의 중요성이 높게 인식되고, 지식정보 사회를 뛰어넘는 경제성장 동력으로 혁신적 창조성과 아이디어가 요구되고 있다. 이것의 핵심에는 과학과 문화 산업이 융합되어진 과학기술과 업 그리고 문화예술 등 다양한 장르가 융합되어진 콘텐츠 산업의 육성으로 창조경제의 핵심인 동시에 경제 활성화에 기여하기 때문이다. 본 연구에서는 미국의 스미스소니언협회의 사례를 분석하여 창조적인 인력 양성을 위한 과학관의 방향성을 제시 하고자 한다.

Research on Value Creativity of Taiwan's Small and Medium-sized Enterprises

  • Tien, Shiaw-Wen;Chung, Yi-Chan;Tsai, Chih-Hung;Hsieh, Chia-Hsiang;Chen, Hung-Hsi
    • International Journal of Quality Innovation
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    • 제8권1호
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    • pp.99-119
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    • 2007
  • This research probes into the execution of small and medium-sized enterprises' value creativities by a difference analysis with different classifications, different capital, different turnover, different employees, and different established years. This study develop a questionnaire about value creativity with five dimensions and thirty-five items according to "Valuation" by McKinsey and Company, Inc. and Copeland et al., such as: "Aspiration and target," "Portfolio management," "Organization design," "Process management," and "Business and individual performance management." The results are as follows: (1) Most small and medium-sized enterprises (SMEs) have executed value creativities; (2) There is a difference in the execution of value creativities between the livelihood industry and the chemical industry; the execution of value creativities by livelihood industry is better than the chemical industry; (3) For value creativities of the execution of different capital and turnover for SMEs, bigger entities are better than smaller ones; (4) For the value creativities of the execution of different numbers of staff in SMEs, those with more staff are better than those with fewer staff; (5) For the value creativities of the execution of different established years for SMEs, those established longer are better than those established shorter.

창의적 인재 양성을 위한 IT & 디자인 분야의 융합 교육 연구 (A Study on Convergence Education of IT & Design for Training Creative Talent)

  • 권효정
    • 한국멀티미디어학회논문지
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    • 제17권11호
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    • pp.1354-1362
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    • 2014
  • In order to solve the complicated problems faced by the spread of diversified information devices and changes in the user environment in recent years, the importance of training creative talent as well as the need for interdisciplinary convergent approach have emerged. As a future technology development project, convergence education with the design sector for training creative talent in the IT field is also urgent. In this study, we recognized the importance and problems of the convergent approach between IT and design sector by examining the convergence theory and cases with a focus on effective creativity development and sought a new direction for convergence education in the future by investigating the awareness on the convergent approach of college students and analyzing the results. This will be able to have significance as a basic study for discovering creative and innovative convergent talent in the IT and design sector in the future and strengthening basic competence.

초등학교 교실의 창의적 학습능력 향상을 위한 환경디자인 개선을 위한 연구 (A Study of Creative to Improve the Learning Ability of the Environment for an Elementary School Classroom Design Improvements)

  • 조남주;이현정
    • 한국가구학회지
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    • 제23권4호
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    • pp.388-394
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    • 2012
  • Korean elementary school facilities are a lot of changes since the mid-1990s. Creative learning ability to become more important. Interior space environment and the hardware changes needed improvement. In this study, depending on the teaching methods and curriculum characteristics to suggest design guidelines for a more effective lesson plan by changing the terran out. Open education free to enhance the development and creativity of the human spirit, the human, and realize the value of education is to increase the relevance of education for self-realization and social. Space for open educational practices through advanced layout is proposed. There is a need for the development of new school furniture for a variety of lay-out. It is important to develop a spatial variability in new school furniture.

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오픈 소스를 활용한 소형 드론 설계와 제작에 대한 연구 (A Design of Small Drone with Open Source Frame and Software)

  • 이준하
    • 반도체디스플레이기술학회지
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    • 제18권2호
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    • pp.78-81
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    • 2019
  • In this study, we will analyze the design, development and application of these small drones using open source. These drones are used in flight exercises, aerial photography, and coding education. In the era of the fourth industrial revolution, such as the development of sensor technology, expansion of open source sharing, and application of artificial intelligence, Is expected to be able to demonstrate convergence. In this paper, we have studied the design and fabrication of small drones using open source. In the case of drones, various functions and differentiated materials are required depending on the application, and the future development of the unmanned mobile object, namely the drone, in which the creativity and the technology are combined with each other continues to be enhanced by the improvement of autonomy and artificial intelligence. Software-based architecture-based technologies have been developed in collaboration with embedded SWs that combine sensors, motors, and control systems. In hardware, it is customary to use a combination of materials and design to increase the freedom of design. It will be made in a free structure.

Attempt of Mechanical Clock Design and Making as PBL Subject

  • Ohbuchi, Yoshifumi;Sakamoto, Hidetoshi;Yamaoka, Taro;Kuwahara, Takashi;Tsukamoto, Kimihide
    • 공학교육연구
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    • 제13권2호
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    • pp.28-32
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    • 2010
  • The mechanical clock was designed and produced by students as a trial theme of PBL class. The limit of making time is three weeks and main material is limited to paper. Only a basic mechanism drawing is given. As the principle of mechanical clock is not complex and does not need the special knowledge of mechanical engineering, even lower grade student seems to understand enough. This subject can train the skill of knowledge composition, creativity and the problem-solving ability. After execution,the validity and performance as the theme of PBL class was evaluated. As a result, the following findings were obtained. The paper made mechanical clock could be produced in three weeks. And, by additional improvements of the product, the enough strength and stable movement were achieved. Students can learn that many kinds of knowledge through actual experiences of design and making were required in manufacturing the real products. The proposed PBL style class is suitable as an introduction and training subject for lower grade student in department of engineering.

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주니어 공학 팀 미션 프로젝트 교육프로그램 및 교재 개발과 적용 효과 (A Study on Development and Application Effect of Junior Engineering Team Mission Project Education Program and Workbook)

  • 최유현;박기문;임윤진;임병웅
    • 공학교육연구
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    • 제14권3호
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    • pp.15-24
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    • 2011
  • The purpose of this study is to develop the 'Engineering Team Mission Project Education Program and Textbook', which is improved creativity and creative problem for Juniors(middle school students) that is in the growth stage to become the leading role in future society. This can be applied the creative experience activities time of revised curriculum in 2009 being implemented to secondary education by 2011. The results of this study are as follows. The formation of Team Mission Project Education Program is the big field 2 project, lower field 8 module and 38 total lessons. This education program has secured the validity of the SME(Subject Matter Expert) expert conference. Actually, by putting the education program and textbook to the invention talent class formed by middle school students and by normally analyzing, it has been analyzed as very satisfying result. Therefore, the "Engineering Team Mission Project Education Program and Textbook" can be provided as a practical education course of new talent training and engineering talent model of the nation's knowledge property education. And it can perform as an education program using usefully in the creative experience activity education course in middle class education stage. Also, it is concluded to become the basis of engineering design education's high grade education and department of engineering's creative engineering.