• 제목/요약/키워드: Engineering Novice

검색결과 78건 처리시간 0.027초

사출성형제품 부형상의 지적 설계에 관한 연구 (A Study on the Development of Intelligent Supplementary Feature Designer(ISFD) in Injection Molding)

  • 강성남;허용정
    • 한국정밀공학회지
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    • 제18권8호
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    • pp.164-173
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    • 2001
  • The configuration of injection molded part can be classified into primary feature and supplementary feature. Even though supplementary features such as ribs, snap fits and bosses make mold more complicated, which cause the increasement of the mold cost, supplementary features should be attached to primary features because of assembly, reinforcement, moldability and other functional purposes. But it is not easy for novice designers to design them appropriately because of the profound knowledge related to Injection molding. In this paper, the intelligent design tool called ISFD(Intelligent Supplementary Feature Designer) which supplies easy, simple, time and cost-effective design method has been studied and developed. A knowledge-based design system is a new tool which enables the concurrent design and CIM with integrated and balanced design decisions at the initial design stage of injection molding.

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Addressing User Requirements in Open Source Software: The Role of Online Forums

  • Raza, Arif;Capretz, Luiz Fernando
    • Journal of Computing Science and Engineering
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    • 제8권1호
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    • pp.57-63
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    • 2014
  • User satisfaction has always been important in the success of software, regardless of whether it is closed and proprietary or open source software (OSS). OSS users are geographically distributed and include technical as well as novice users. However, it is generally believed that if OSS was more usable, its popularity would increase tremendously. Hence, users and their requirements need to be addressed in the priorities of an OSS environment. Online public forums are a major medium of communication for the OSS community. The research model of this work studies the relationship between user requirements in open source software and online public forums. To conduct this research, we used a dataset consisting of 100 open source software projects in different categories. The results show that online forums play a significant role in identifying user requirements and addressing their requests in open source software.

3차원 그래픽을 이용한 전력용 변압기 유지보수 프로그램 개발 (Development of 3D Power Transformer Maintenance Application)

  • 이일화;박창현;장길수;조경래
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2005년도 제36회 하계학술대회 논문집 A
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    • pp.114-116
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    • 2005
  • This paper presents a maintenance application for power transformer. High quality maintenance and accurate diagnosis are essential for all transformers, especially for older ones. The developed application provides maintenance guides for dry type transformer and oil-filled transformer to prevent any malfunctions and to lengthen the lifetime of transformers. Based on windows application, TTS (text to speech) and 3D graphics technologies have been used to enhance the user friendly interface. Developed application is helpful for both expert and novice operators at substation.

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실사용에 의한 학습효과가 컴퓨터 시스템의 수용에 미치는 영향에 관한 연구 (A Study on Influence of Usage Learning Effect for Computer System Acceptance)

  • 김종수
    • 산업경영시스템학회지
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    • 제33권3호
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    • pp.176-183
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    • 2010
  • The benefits of information technology cannot be obtained unless potential users utilize it for their work. This led to a lot of research works on computer system acceptance. But most of the works address the early stage of system introduction, leaving the learning effect on system acceptance unexplored. In this longitudinal study, two groups of novice and experienced users have been empirically investigated and compared for their acceptance of computer system and for the learning effect of actual usage. A research model based on the technology acceptance theory has been proposed and applied to the two groups. The result shows that the factor job relevance gets more important and the effect of user training on system acceptance diminishes as time passes. This finding may help introducing computer systems which can be easily accepted by users over the whole life cycle period of computer systems.

보행자의 안전한 횡단을 위한 새로운 차세대 신호등 시스템 (Novice Next-Generation Traffic Light System for Safe Pedestrian Crossing)

  • Cho, Seung-Pyo;Shin, Seong-Yoon;Jo, Gwanghyun
    • 한국정보통신학회논문지
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    • 제26권12호
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    • pp.1934-1937
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    • 2022
  • The meaning of crosswalks and traffic lights in modern society has changed a lot as the enforcement of traffic signal violations has been strengthened. In this paper, we present a new next-generation traffic light method using radar and Can-bus communication methods suitable for the new traffic signal enforcement system. This method is a system that prevents accidents by transmitting information on the entry of a person and a car to a traffic light in a place where a person and a car passing through a mutually invisible traffic light cannot be seen. Since this system has only been developed for a month, it may be somewhat lacking in experimentation. However, in just one month, there have been no incidents except for a few people where the system has been installed.

초보 파이썬 학습자의 내장 예외 에러 분석 (Built-in Exception Error Analysis for Novice Python Learners)

  • 이세훈;김수민;김영호
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2022년도 제66차 하계학술대회논문집 30권2호
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    • pp.403-404
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    • 2022
  • 초보 학습자의 프로그래밍 과정에서 발생하는 오류는 다양하며 학습자가 스스로 오류 분석을 하거나 수정은 어렵다. 이에 본 논문은 블록 프로그래밍 기반의 교육 플랫폼인 에듀비를 활용하여 오류 분석 방안을 제시하고자 한다. 분석 방안의 활용 가능성을 확인하기 위해 실제 학습자들이 분류모델을 생성하고 평가하는 과제를 수행하였고 학습자들이 과제를 수행하면서 발생한 오류사례에 대해 분석하였다.

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객체 지향 C++클래스 생성을 위한 시각 프로그래밍 도구 (A Visual Programming Tool for Constructing Object-Oriented C++ Class)

  • 하수철
    • 한국정보처리학회논문지
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    • 제2권1호
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    • pp.23-33
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    • 1995
  • 본 논문은 전문가 또는 비전문 개발자에게 문제 영역의 물리적 세계를 쉽게 파악 하는 능력을 제공하고, 아이콘 및 기호의 사용을 통하여 사용자 편리성을 갖고 조작 할 수 있는 시각 프로그래밍 도구에 관한 연구이다. 특히 중점을 둔 것은 C++ 객체 지향 소프트웨어 생성을 위한 시각적인 접근이다. 이로써 초보자도 C++ 객체 지향적 인 특성을 점진적으로 이해할 수 있으며, C++의 클래스를 용이하게 작성할수 있게 한다. 이를 위해 시각적인 은유법을 도입하는데 테이블 형태로 객체와 클래스들을 표 현하면서 그 자체가 아이콘으로 간주되도록 테이블 아이콘을 제안한다. 수퍼 테이블 아이콘, 중간 테이블 아이콘, 그리고 내부 테이블 아이콘의 3 단계 테이블 아이콘을 설정함으로써 객체 지향 패러다임에 적합한 개념 진화를 도모할 수 있다. 이들 테이블 아이콘은 단순한 상형문자의 아이콘이 아니라 활성화가 가능하여 테이블 형태로 확정 되며, 그 내부에 원하는 엔티티들을 삽입하거나 불필요한 엔티티들을 삭제할 수 있는 능력을 가진다. 이 테이블 아이콘들은 C++ 프로그램 설계와 구현을 위해 고안된 C++gram[18]이라는 다이아그래밍 기법에 적용된다.

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퍼팅 시 프로와 아마추어, 초보 골퍼사이의 운동학적 변인과 그립 악력 비교 (Kinematics and Grip Forces of Professionals, Amateurs and Novices during Golf Putting)

  • 최진승;김형식;강동원;김한수;오호상;서정우;이정한;임영태;탁계래
    • 한국운동역학회지
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    • 제21권4호
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    • pp.405-410
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    • 2011
  • The purpose of this study was to compare the differences in kinematic variables and grip forces among professionals(PG), amateurs(AG), and novice group(NG) during golf putting. The participants consisted of 3 groups based on their playing ability: 8 professional golfers (handicap<5), 8 amateurs (handicap<18) and 8 novice. Each subject attempted 2.1m putts from the hole. 3D motion analysis system(Motion analysis Corp., USA) with 6 high speed cameras and grip force measurement system(Kim et al., 2007) were used to acquired kinematic and force data, respectively. To compare differences among groups, joint angles of upper limbs, trajectory and smoothness by jerk cost function(JC) of putter head and grip forces were used in this study. Results showed that there were significant differences among groups in most of variables such as joint angles, trajectory & smoothness of putter head, and distribution of grip force in both hands. In brief, we confirmed that putting stroke in PG was more accurate and smooth than that in other groups, especially NG, due to their well-controlled upper limbs and keeping grip forces constant in both hands. It can be concluded that due to skilled levels, fundamental differences of putting movement could be identified and these differences might be helpful for improving one's putting skills.

인간-자동차 상호작용 연구를 위한 Object선정에 관한 연구 (The Study of Object Selection for Human-Vehicle Interaction)

  • 유승동;박범
    • 산업경영시스템학회지
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    • 제20권44호
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    • pp.463-473
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    • 1997
  • In this paper, driver's judgements for the priorities of vehicle devices were studied to establish the standard of design of inside devices. The differences within drivers who have different careers were also studied. For this study, two experiments were conducted. First experiment was peformed in terms of total devices in the vehicle cockpit, and second was peformed in terms of the visual devices that these were the source of visual information. These experiments were analyzed using AHP (Analytic Hierarchy Process) method. The result showed the priorities of devices and little relationship between the career and the judgement. Especially, it was shown that the novice tended to depend on the information from visual devices.

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제품의 학습성을 평가하기 위한 학습곡선 모델의 적용 (Application of Learning Curve to evaluate Product Learnability)

  • 정광태;홍자인
    • 대한인간공학회지
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    • 제27권2호
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    • pp.59-65
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    • 2008
  • Product usability consists of many attributes such as learnability, efficiency, memorability, and so on. In particular, learnability is one of the most important attributes in product usability. Therefore, many people consider the primary criterion for a good user interface to be the degree to which it is easy to learn. Learnability represents the degree of how much can easily learn the usage of a product. It concerns the features of the interactive system that allow novice users to understand how to use it initially and then how to attain a maximal level of performance. In this study, we studied on the application of learning curve to evaluate product learnability. In order to validate the applicability, we carried out simple experiment using mobile phone. We got task completion times through the experiment and predicted the times using learning curve model. And then, we compared prediction times to task completion times. Finally, we identified that learning curve could apply to predict and compare product learnability.