• Title/Summary/Keyword: idea

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A Knowledge-based Interactive Idea Categorizer for Electronic Meeting Systems

  • Kim, Jae-Kyeong;Lee, Jae-Kwang
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2000.04a
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    • pp.333-340
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    • 2000
  • Research on group decisions and electronic meeting systems have been increasing rapidly according to the widespread of Internet technology. Although various issues have been raised in empirical research, we will try to solve an issue on idea categorizing in the group decision making process of electronic meeting systems. Idea categorizing used at existing group decision support systems was performed in a top-down procedure and mostly b participants; manual work. This resulted in tacking as long in idea categorizing as it does for idea generating clustering an idea in multiple categories, and identifying almost similar redundant categories. However such methods have critical limitation in the electronic meeting systems, we suggest an intelligent idea categorizing methodology which is a bottom-up approach. This method consists of steps to present idea using keywords, identifying keywords' affinity, computing similarity among ideas, and clustering ideas. This methodology allows participants to interact iteratively for clear manifestation of ambiguous ideas. We also developed a prototype system, IIC (intelligent idea categorizer) and evaluated its performance using the comparision experimetn with other systems. IIC is not a general purposed system, but it produces a good result in a given specific domain.

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A Knowledge based Interaction idea Categorizer for Electronic Meeting Systems

  • Kim, Jae-Kyeong;Lee, Jae-Kwang
    • Journal of Intelligence and Information Systems
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    • v.6 no.2
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    • pp.63-76
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    • 2000
  • Research on group decisions and electroinc meeting systems have been increasing rapidly according to the widespread of Internet technology. Although various issues have been raised in empirical research, we will try to solve an issue on idea categorizing in the group decision making process of elecronic meeting systems. Idea categorizing used at existing group decision support systems was performed in a top-down procedure and mostly participants\` by manual work. This resulted in tacking as long in idea categorizing as it does for idea generating, clustering an idea in multiple categories, and identifying almost similar redundant categories. However such methods have critical limitation in the electronic meeting systems, we suggest an intelligent idea categorizing methodology which is a bottom-up approach. This method consists of steps to present idea using keywords, identifying keywords\` affinity, computing similarity among ideas, and clustering ideas. This methodology allows participants to interact iteratively for clear manifestation of ambiguous ideas. We also developed a prototype system, IIC (intelligent idea categorizer) and evaluated its performance using the comparision experimetn with other systems. IIC is not a general purposed system, but it produces a good result in a given specific domain.

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A Study on Idea Conception Method of Creative Fashion Design -Focused on NM Method (T type) & Synetics- (크리에이티브 패션디자인 발상법 연구 -NM법(T형)과 시네틱스를 중심으로-)

  • Im, Miji;Park, Juhee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.1
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    • pp.71-83
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    • 2017
  • This research suggests a new idea conception method for creative thinking to develop a creative fashion design. The common characteristics of the design area, the unique characteristics of the fashion design, and idea conception method for creative thinking were analyzed and reviewed to develop a creative fashion design research model. Based on this, the fashion design research model was planned through an attempt to graft a new idea conception method on an existing method to utilize the advantage of it suitable for fashion design characteristics and designated as an idea conception method for a creative fashion design research model. We developed 10 designs with a full awareness of the research model steps; subsequently, the effectiveness was confirmed through the evaluation phase of the research model that utilized the idea conception method. This research has significance in that the research model utilizing idea conception method that rarely addressed in precedent research was developed with the idea conception method as a research subject by drawing the characteristics for an idea conception of fashion design and new approach was tried that emphasized the advantages of the existing method.

DEVELOPMENT OF IDEA HIERARCHY MODEL FOR IDEA GENERATION OF CONSTRUCTION VE

  • Jinkook Yang;Sungwoo Moon
    • International conference on construction engineering and project management
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    • 2011.02a
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    • pp.504-509
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    • 2011
  • Recently, construction projects are very complicated and diverse such as high-rise buildings and big bridges, etc. These complicated projects call for a system which can effectively generate productive ideas and activities. Value Engineering (V.E.) activity within construction projects is a necessity for systematic design management and to improve construction ability. This need in the construction industry has required a regular implementation of VE into construction projects. For this reason; America, South Korea, and some other nations have adopted VE applications which control the baseline investments of the construction projects. The process of VE activity is a preferred system and a reasonable alternative. In particular, idea generation within these projects is an important stage in the VE job plan. In this study, VE idea patterns are extracted through best practice analysis from VE cases of road construction projects. Next, we suggest an idea hierarchy model to be used in conjunction with VE idea patterns. This model is supported by reasonable idea generation in VE activity of construction projects. Finally, this model could possibly be the outcome of successful VE results.

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An Analysis of Organizational-Adoptable and User-favorable Ideas in a Crowdsourcing Community : Focused on MyStarbucksIdea.com (크라우드소싱 커뮤니티 내 고객 선호와 조직의 혁신수용 비교 연구 : MyStarbucksIdea.com의 고객 아이디어 분석을 중심으로)

  • Lee, Han-Jun;Suh, Yong-Moo
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.69-81
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    • 2013
  • Open innovation concept is advocating the importance of the customer roles in firm's innovation. As a result, crowdsourcing community is drawing attention as a strategic asset for open innovation across diverse industries. Considering that the goal of crowdsourcing community is harnessing innovative ideas, understanding the characteristics of user-favorable and organization-adoptable ideas can enhance the effectiveness of idea crowdsourcing. In our approach, we extract idea content-based characteristics such as subjectivity, negativity, prosocialneess, and depth of idea to examine what are the factors that affect user preference and organizational adoption. An analysis of 71,134 ideas from MyStarbucksIdea.com shows that there are significant differences between user-favorable and organization-adoptable ideas in terms of idea characteristics. Lastly, both theoretical and managerial implications are discussed.

Assessment of Ammunition Companies Using the IDEA Model (IDEA를 이용한 탄약중대의 효율성 평가)

  • Bae, Young-Min;Kim, Jae-Hee;Kim, Sheung-Kown
    • IE interfaces
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    • v.19 no.4
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    • pp.291-299
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    • 2006
  • In order to enhance sustainable war fighting capabilities, it is important to maintain a good ammunition support system. In this paper, we evaluate the performance of ammunition companies using Imprecise Data Envelopment Analysis (IDEA)-BCC and IDEA-Additive model, which can deal with imprecise data in DEA. The input variables of IDEA models were selected by stepwise multiple regression analysis. With the regression model, we could choose the number of soldiers, officers, and ammunition warehouses as input variables that have significant effects on the output performance. Then, we applied the IDEA-BCC model with the concept of potential efficiency. The results of the model indicate that 8 out of 16 ammunition companies are efficient, 7 are inefficient, and 1 is potentially efficient. We could also identify the possible input excesses and output shortfalls to reach the efficient frontier using the IDEA-Additive model.

The study of Taoist idea on the 「Shin Hyung Mun」 in 『Dong Ui Bo Gam』 (『동의보감(東醫寶鑑)』 신형문(身形門)의 도가사상에 대한 고찰)

  • Kim, dae hyung;Cha, Wung Seok;Kim, Nam il
    • The Journal of Korean Medical History
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    • v.15 no.2
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    • pp.21-44
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    • 2002
  • "Dong Ui Bo Gam" was written by Huh jun that was influenced by Cho Sun Sung Confucianism's environment had been receptive to rich idea. "Dong Ui Bo Gam" "Shin Hyung Mun" was composed of the base on a full understanding in taoist idea. It had a real systemical structure, was help to taoist training. The taoist idea of "Dong Ui Bo Gam" was made up of the extension of mature theory and training in Cho Sun Dan Hak. Specially, The taoist idea of "Dong Ui Bo Gam" was had an effect on "Euibangyoochui" better as compared with "Dong Ui Bo Gam" "Shin Hyung Mun" in contents "Shin Hyung Jang Bu DO" generalized the whole contents of "Dong Ui Bo Gam", was influenced by taoist idea, also peculiar method that was not searched in other medical books. 'Heart 心' was handled importantally in "Dong Ui Bo Gam" "Shin Hyung Mun" under the influence of taoist idea and Cho Sun Sung Confucianism.

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디지털콘텐츠의 Idea는 보호받을 수 있는가

  • Son, Seung-U
    • Digital Contents
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    • no.3 s.142
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    • pp.113-116
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    • 2005
  • 이 세상의 모든 저작물은 기본적으로 아이디어와 표현의로 구성되어 있다. 교육용 소프트웨어, 게임 소프트웨어, 영화 등 디지털콘텐츠도 예외는 아니다. 저작물에서 Idea와 표현을 구별하는 것은 소송에서 피고에 의해 복제된 부분이 저작권을 침해 했는가를 판단하는데 있어서 매우 중요하다. 그 이유는 저작권법이 표현을 보호하고 Idea 는 보호하지 않기 대문이다. 미야자키하야오의 감독의 최근 애니메이션인 "하울의 움직이는 성"에서 어떤 부분이 Idea이며 또 표현인지를 정확히 구분하기란 대단히 어려운 일이다. 19세 소녀가 미녀의 저주에 결려 90세 할머니로 변해 미녀들의 심장을 먹고 산다는 하울의 움직이는 성에 들어가 격는 모험, 사랑, 마법 등 플롯(plot)은 과연 Idea일까, 아니면 표현일까? 이하에서는 Idea와 표현 2분법을 저작권법의 기본 원리로서 둔 법정책적 근거에 대해 살펴보고, 문학,미술,음악, 컴퓨터프로그램 등 다양한 종류의 저작물에 있어서 Idea와 표현은 무엇이며 또 어떻게 식별할 수 있는지 몇가지 사례를 통해 알아 보도록 하겠다.

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Exploration of Problem Solving Program including Creative Thinking Skills in the Idea Generation and Verification Stages as Method for Fostering Creativity of Elementary School Student (초등학생의 창의성 계발을 위한 방안으로서 아이디어 생성 및 검토 단계에 창의적 사고 기법을 도입한 문제 해결 프로그램의 가능성 탐색)

  • Kang, Gyeong-Ah;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of Korean Elementary Science Education
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    • v.34 no.1
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    • pp.95-108
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    • 2015
  • Studies showed that elementary school students had difficulties in the idea generation for creative problem solving, and they were also not to go through with the verification process for selecting idea. Thus, it may be more effective to provide an actualized idea generation and verification methods. In this study, we developed the creativity problem solving program with the attribute listing and PMI skills in the idea generation and verification stages respectively and applied it to six groups consisting of 5th elementary school students. We analyzed the creativity and the verbal interactions among the students at the level of interaction units. The analyses of the results revealed that the problem solving program with the creative thinking skills had significant effects on the fluency and originality that were sub-elements consisting creativity. In the analyses of interaction unit, the frequencies of the 'making suggestion' at the idea generation stage were high. And at the idea verification stage, the frequencies of the 'making suggestion' and 'receiving opinion' were high. Educational implications of these findings were discussed.

The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company' (청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 : '아이디어 리그' 및 '아이디어 컴퍼니' 사례)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong;Lee, Hwanjoo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.47-60
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    • 2019
  • This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.