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2021 ◽  
Vol 11 (5) ◽  
pp. 244
Author(s):  
Maria Kramer ◽  
Christian Förtsch ◽  
Birgit J. Neuhaus

In a diagnostic context of reasoning about instructional quality, scientific reasoning skills can be described as diagnostic activities, which require professional knowledge. Different approaches to enhance pre-service teachers’ professional knowledge (PCK, CK, PK), as well as diagnostic activities exist. However, results about their effectiveness are still inconsistent. We systematically investigated the effectiveness of self-directed knowledge acquisition via texts on PCK, CK, PK, and diagnostic activities of 81 pre-service biology teachers following an experimental design. Paper-pencil tests, measuring PCK, CK, and PK, and the video-based assessment tool DiKoBi Assess, measuring diagnostic activities in the context of diagnosing instructional quality, were used pre and post an intervention. Intervention included four treatments on self-directed knowledge acquisition via texts on (1) PCK, (2) CK, (3) PK, (4) combination PCK/CK/PK. Treatment (5) served as control. Mixed ANOVAs showed large time effects for PCK and CK, but no interaction effect concerning knowledge facets between time and treatment for any of the treatments. Time effects might be due to pre-service teachers’ scientific reasoning on biology instruction that activated knowledge. An ANCOVA showed no significant effect of treatment on diagnostic activities either. We conclude that scientific reasoning about instructional quality is more effective for knowledge acquisition than text-work.





2020 ◽  
pp. 001316442095211
Author(s):  
Klemens Weigl ◽  
Thomas Forstner

Paper-based visual analogue scale (VAS) items were developed 100 years ago. Although they gained great popularity in clinical and medical research for assessing pain, they have been scarcely applied in other areas of psychological research for several decades. However, since the beginning of digitization, VAS have attracted growing interest among researchers for carrying out computerized and paper-based data assessments. In the present study, we investigated the research question “Which different design characteristics of paper-based VAS items are preferred by women and men?” Based on a sample of 115 participants (68 female), our results revealed that the respondents preferred a paper-based VAS item with a horizontal, 8-cm long, 3 DTP (“desktop publishing point”) wide, black line, with flat line endpoints, and the ascending numerical anchors “0” and “10”, both for women and men. Although we did not identify any gender difference in these characteristics, our findings uncovered clear preferences on how to design paper-based VAS items.



2020 ◽  
Vol 2 (03) ◽  
pp. 192-200
Author(s):  
Elsa Lumban Gaol ◽  
Amelia Refiani ◽  
Elma Ahda Safira

Pada perancangan surface design ini bertujuan melestarikan wujud kebudayaan pada produk modern yaitu paper cup pada cafe. Tulisan ini merupakan hasil dari penelitian yang dilakukan berdasarkan literatur yang ada, disamping itu minimnya pengetahuan masyarakat tentang ukiran motif Lapieh Jarami. Maka diperlukan media yang dapat mengidentifikasi bentuk dari motif ukiran Lapieh Jarami. Jenis tipografi yang digunakan adalah jenis huruf Balinese Family. Menggunakan warna hitam, kemudian bagian latar belakang menggunakan warna kuning. Proses perancangan surface design ini menggunakan perangkat lunak adobe illustrator, adobe photoshop, dan corel draw. Penggunaan media paper cup diharapkan memberikan efektifitas dalam melestarikan motif corak untuk masyarakat modern.



2020 ◽  
Vol 32 (4) ◽  
pp. 589-600
Author(s):  
Shigeru Inui ◽  
Yuko Mesuda ◽  
Yosuke Horiba

PurposeThe final goal of this study is to virtualize draping. Draping which is one of the methods to design paper patterns for clothing requires much labor and time. The sub-goal of this study is to construct a system in which the fundamental functions of draping are equipped.Design/methodology/approachThe system is realized in the virtual world by integrating the virtualized elements of real draping. The cloth is modeled by mechanical formulation, and the shape is determined by numerical calculation. The hand is geometrically modeled, and the captured motions of the hand and fingers are applied to the model. The model dress form is made from the data by measurement. The system in which darts can be made in the virtual space is constructed by integrating the models.FindingsIt is confirmed that the cloth model in the virtual world can be manipulated by the motions of the fingers in the real world. And it is suggested that it is possible to design practical paper patterns for clothing by adding functions to the system.Originality/valueWe are aiming at the system to design paper patterns by the movements of the fingers. With this system, it is expected that the efficiency in designing paper patterns is much improved, and it becomes possible to design clothing that fits individuals efficiently.



2019 ◽  
Vol 8 (2) ◽  
pp. 5906-5912

This paper presents Dual Edge Triggered (DET) master slave D-Type flip flops for glitch free, low power, low delay, low silicon area and low Power Delay Product (PDP). This DET master slave D-Type flip flops are compared against the existing DET flip flops using 45nm & 180nm CMOS technology which has been simulated using Cadence Virtuoso. The proposed DET master slave D-Type flip flops has reduced the number of transistors in use for operation, which leads to low glitch, low power and low delay design. Paper consist glitch free DET master slave D-Type flip flops analysis for power, delay and PDP. The proposed DET flip flop is also simulated and implemented for 18nm Fin-FET in Cadence Tool.



2019 ◽  
Vol 13 (4) ◽  
pp. 453-463
Author(s):  
Daniel Shor ◽  
◽  
Bryan Zaaijer ◽  
Laura Ahsmann ◽  
Max Weetzel ◽  
...  

This design paper describes the development of custom built interface between a force-replicating virtual reality (VR) haptic interface glove, and a user. The ability to convey haptic information – both kinematic and tactile – is a critical barrier in creating comprehensive simulations. Haptic interface gloves can convey haptic information, but often the haptic “signal” is diluted by sensory “noise,” miscuing the user’s brain. Our goal is to convey compelling interactions – such as grasping, squeezing, and pressing – with virtual objects by improving one such haptic interface glove, the SenseGlove, through a redesign of the user-glove interface, soft glove. The redesign revolves around three critical design factors – comfort, realism, and performance – and three critical design areas – thimble/fingertip, palm, and haptic feedback. This paper introduces the redesign method and compares the two designs with a quantitative user study. The benefit of the improved soft glove can be shown by a significant improvement of the design factors, quantified through QUESI, NASA-TLX, and comfort questionnaires.



Trials ◽  
2019 ◽  
Vol 20 (1) ◽  
Author(s):  
Simon Mölström ◽  
Troels Halfeld Nielsen ◽  
Carl H. Nordström ◽  
Christian Hassager ◽  
Jacob Eifer Møller ◽  
...  


2018 ◽  
Vol 63 (1) ◽  
pp. 44-51 ◽  
Author(s):  
Laura Trautmann ◽  
Attila Piros

The specialty of the patterns is that they are present in many disciplines, even our world is organized by them. The application of a regular structure in the field of product design may also open new possibilities. An automatized pattern can be used in many industries, such as interior design, paper industry, and so on. In this article we can see an example for utilization in electronic industry. The innovation is the pattern applied to the product, which was created with a new mathematical method. The goal was to develop a fully automatized general method. The description of the Generalized Design Pattern Vector (GDPV) which contains the functions of geometric transformations is also included.



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