• Title/Summary/Keyword: Design Based Education

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Robust Transmission Waveform Design for Distributed Multiple-Radar Systems Based on Low Probability of Intercept

  • Shi, Chenguang;Wang, Fei;Sellathurai, Mathini;Zhou, Jianjiang;Zhang, Huan
    • ETRI Journal
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    • v.38 no.1
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    • pp.70-80
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    • 2016
  • This paper addresses the problem of robust waveform design for distributed multiple-radar systems (DMRSs) based on low probability of intercept (LPI), where signal-to-interference-plus-noise ratio (SINR) and mutual information (MI) are utilized as the metrics for target detection and information extraction, respectively. Recognizing that a precise characterization of a target spectrum is impossible to capture in practice, we consider that a target spectrum lies in an uncertainty class bounded by known upper and lower bounds. Based on this model, robust waveform design approaches for the DMRS are developed based on LPI-SINR and LPI-MI criteria, where the total transmitting energy is minimized for a given system performance. Numerical results show the effectiveness of the proposed approaches.

The Effect of the Design Based STEAM Program Utilizing Smart Device for Interest in Science and STEAM Literacy (스마트 기기 활용 설계 기반 STEAM 프로그램이 과학 흥미도와 융합인재소양에 미치는 효과)

  • Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.3
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    • pp.240-250
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    • 2015
  • The purpose of this study is to examine the effects of interest in science and STEAM Literacy through the use of the design based STEAM program utilizing Smart Device for elementary students. For the purpose of this study, a teaching plan and worksheet for students using STEAM Programs was developed and applied. The results of this study are as follows: First, the improvement in the interest in science score has statistically meaningful difference(p<.05). Second, the change in students^{\backprime} STEAM Literacy by applying the design based STEAM program utilizing Smart Device has statistically meaningful difference (p<.05). Third, according to the analysis of a questionnaire used to evaluate the program, students had a positive perception of the STEAM program and gained higher level of satisfaction about the lesson. Therefore, design based STEAM Program utilizing Smart Device applied in this study might be useful to improve STEAM Literacy, and can be expected to improve interest in science and should be widely applied to Science education.

A Case Study on Curriculum for Re-educational Work of Field Engineers for Invigorating The Elderly-Friendly Industry (고령친화산업체의 활성화를 위한 현장인력재교육사업 교과과정 사례 연구)

  • Yu, Yun Seop;Kim, Sang-Hoon
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.142-146
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    • 2011
  • In this paper, to invigorate elderly-friendly industry, a case study on curriculum for re-educational work of the field engineers is introduced. The curriculum has been developed to retrain technicians and engineers in IT-based elderly-friendly business industry, to help them develop elderly-friendly products, and it have been evolved by operating it and analyzing outcome and satisfaction levels since August in 2009. The re-education work of the field engineers are designed for invigorating the IT-based elderly-friendly business industry, based on the instruction system design(ISD) model. To develop IT-based elderly-friendly products, the elderly-friendly accessible design and the elderly-friendly living and health care equipment design are required. For the elderly-friendly accessible design, it consists of "Elderly-Friendly Engineering Based on Human Characteristics", "Color Sensibility and Universal Design for The Elderly", and "Design Understanding and Process". For the elderly-friendly living and health care equipment design, it consists of "Embedded System Design and Debugging Experiments for Elderly-Friendly IT Equipment", "Elderly-Friendly Android Implementation Design", and "Design and Experiments of Silver-care Android-based Smart Equipment".

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Design and Empirical Study of an Online Education Platform Based on B2B2C, Focusing on the Perspective of Art Education

  • Hou, Shaopeng;Ahn, Jongchang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.2
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    • pp.726-741
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    • 2022
  • The purpose of this study is to provide instructive theoretical models for art (music) education institutions especially when unpredictable risks, such as pandemics, occur again. Based on the customer behavior theory of the business-to-business-to-customer (B2B2C) platform, and in combination with the technology acceptance model (TAM) and expectation confirmation model (ECM), this study proposes an online education model from the perspective of art education. The framework is based on the three decision-making processes of the customer, and includes the product owner, content owner, and customer area. This paper highlights the factors that influence customers in making decisions when art education institutions are product owners. Regression analysis was introduced to study the factors influencing the expectation confirmation, and the overall fitting testing and six hypotheses testing of 385 effective samples were performed using the structural equation modeling (SEM). The results show that the course-design and after-service positively influenced the expectation confirmation, and the domain image positively influenced the continuance behavior. Negative emotions skipped the mediator (expectation confirmation) and directly exerted a significant negative impact on customers' willingness to continue system usage (continuance behavior). In addition, expectation confirmation positively influenced continuance behavior. The paths of detailed items comprising course-design, after-service, and negative emotion were also analyzed and discussed. In this path analysis, ordinary art learners did not believe that AI partners can play a very good auxiliary role. The findings contribute to the scope of information systems acting as an art education platform academically, and provide effective and theoretical support for the actual operation of art education institutions.

Fashion Illustration Curriculum an analysis in Pursuit of Better Design Education (디자인 교육 강화를 위한 패션 일러스트레이션 교육과정의 개선방안 연구)

  • Kim, Mi-Hyun
    • Journal of the Korean Home Economics Association
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    • v.46 no.6
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    • pp.115-122
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    • 2008
  • In today's college curriculum, fashion illustration courses are regarded as fundamental sources of knowledge in the fashion industry and the fine arts. The purpose of this study was to critically examine current curricula and educational objectives of fashion illustration courses offered by domestic fashion-related universities and academic institutions, in order to help the development of more effective tertiary level fashion education. Based on the results of data analysis, we suggest the following recommendations: Firstly, university courses should focus on drawing-centered fundamental education. Secondly, design education linked to fashion illustration should be strengthened. Thirdly, creativity-boosting design education is necessary. The range of curricula that could foster creativity and problem-solving skills in professionals should be enlarged, and future education should place emphasis on lateral and creative thinking. The result of this study are expected to contribute to the development of better curriculum in fashion-related education.

Representation Systems of Building Blocks in Logo-based Microworld

  • Lee, Ji-Yoon;Cho, Han-Hyuk;Song, Min-Ho;Kim, Hwa-Kyung
    • Research in Mathematical Education
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    • v.15 no.1
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    • pp.1-14
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    • 2011
  • Logo has influenced many researchers and learners for the past decades as a 20 turtle geometry environment in the perspective of constructionism. Logo uses the metaphor of 'playing turtle' that is intrinsic, local and procedural. We, then, design an environment in which the metaphor of 'playing turtle' is applied to construct 3D objects, and we figure out ways to represent 3D objects in terms action symbols and 3D building blocks. For this purpose, design three kinds of representation systems, and asked students make various 3D artifacts using various representation systems. We briefly introduce the results of our investigation into students' cognitive burden when they use those representation systems, and discuss the future application measures and the design principles of Logo-based 3D microworld.

Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.549-558
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    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.

Automatic UML Design Extraction with Software Visualization based on Reverse Engineering

  • Jung, Se Jun;Kim, Janghwan;Lee, Won Young;Park, Bo Kyung;Son, Hyun Seung;Kim, R. Young Chul
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.89-96
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    • 2021
  • In various areas of the 4th industry, a big issue is software quality enhancement for stability and reliability of the smart software systems. After revising software promotion law at 2020, we must clearly define requirements and separate design parts and implementation parts of an all public software development contracts. In this study, we need to validate whether the final implementation of software is followed by the original design or not. To do this, we consider the design restoration through software visualization based on reverse engineering. Therefore we propose an UML design extraction and visualization method based on reverse engineering. Based on this, we may validate whether it is implemented according to the original design, and how much visualizes and includes the code the internal complexity for improvement of software quality.

A Study on the Development of Design Support Program based upon Academic-Industrial Collaboration -Concentrated on furniture industry in Kimpo area- (산학협동 디자인 지원 프로그램 개발 연구 -김포지역 가구 산업체를 중심으로-)

  • 김국선
    • Archives of design research
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    • v.15 no.1
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    • pp.59-67
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    • 2002
  • In accordance with the fast changing circumstance, universities are now reaching, beyond the education place of simple delivery of knowledge and exchange of information, to a place of developing a specialty program related with the region and industry to achieve a competitive edge in education. Through these academic-industrial collaboration program, special knowledge and human resources in the university are utilized in the society and it may contribute to the development of industry and breed of career people based upon the real job site can be achieved. In addition, through the practical operation of such developed program, university may contribute to the enhancement of the competitiveness of the corporation to the activation and acceleration of the regional economy and finally to the enhancement of competitiveness of national industry in international level. This study tries to develop 3 technical instruction and support program related with the legion and industry which may conform to the ideals of university and its goal of education and can provide a platform for the education that is closely related with the regional industry and real job site iud may cope actively with the upcoming knowledge society and fast changing regional circumstances. This study will make research and analyze needs of design support from the industry in order to develop a academic-industrial cooperative design support program for the furniture industry which conforms to the regional characteristic and feature and develop and present contents of program in three area of development of furniture design technology, build-up of furniture design information system and establishment of order based education system. The proposed program is supposed to be operated practically and effectively and contribute to the development of new product, to enhancement of company image and finally to the maximization of corporate profit. Also this study is epected to be used as an important material for establishment of order-based education system which confirms to the job site needs that may be analysed from feedback of product results and for practical learning.

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A Design of Web-Based Project for Education (웹 기반 프로젝트의 교육적 활용을 위한 설계)

  • Moon, Gyo-Sik
    • Journal of The Korean Association of Information Education
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    • v.2 no.2
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    • pp.189-200
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    • 1998
  • Educational utilization of the Web has drawn much interest from educational institutions due to advantages such as arousing interest, self-motivated participation, and acquisition of up-to-the-minute information beyond time and spatial limitation. Researches have been focused on searching and retrieving information from the Web in many different ways. In this paper, we introduce Web-based project which emphasizes on an organized and unified way of using the Web, a higher level methodology than just gathering and searching information. The advantages of Web-based project can be considered as wide experiences of the subject, integrated curricular education, creativity development, cultivation of cooperative spirit, global education, etc. We address basic concepts of managing Web-based project and discuss applicable areas. Also, we propose a fundamental design structure of Web-based project.

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