首页> 外文会议>International Astronautical Congress >KNOWLEDGE MANAGEMENT INFRASTRUCTURE: NASA'S MARS MISSION WITH GAMIFICATION TECHNIQUE SELF-KNOWLEDGE MANAGEMENT INTANGIBLE OUTCOMES FOR YOUNG PROFESSIONALS
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KNOWLEDGE MANAGEMENT INFRASTRUCTURE: NASA'S MARS MISSION WITH GAMIFICATION TECHNIQUE SELF-KNOWLEDGE MANAGEMENT INTANGIBLE OUTCOMES FOR YOUNG PROFESSIONALS

机译:知识管理基础设施:美国宇航局的MARS使命与游戏技术和自我知识管理的年轻专业人士的无形成果

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Exploration of the Mars is the preferential topic by space community. Especially NASA is willing to accomplish both robotic and manned Mars missions within 2020s. Before the human spaceflight, the demonstration of a practicable knowledge management infrastructure prevents possible mission failures. In conjunction with the incremental responsibilities, the private sector requires well qualified young people to collaborate and support agencies and governments for future Mars missions. Therefore, the pa- per objectives to create a knowledge management (KM) approach by analysing (1) collaboration among universities, agencies and private sector and (2) young professional workforce development to support requirements of future Mars missions. In the meantime, the knowledge management approach and young professional development particularly focuses on the self-knowledge management. The self-knowledge management associates issues in the social and personality psychologies such as unconscious, introspection, accuracy, bias, experimental methods. The following objective of the paper is the integration of intangible outcomes of the self-knowledge management into the applicable knowledge management approach for NASA's Mars Mission. The KM approach is constituted by following resources; (1) IPMC Young Professional Workshops, (2) NASA's APPEL documents and Masters with Masters Programs (3) literature review about training and education and (4) Self-knowledge management studies. Results of the self-knowledge management are related outcomes such as motives and biases, decision making, un- conscious though and relationship outcomes. The literature review denotes challenges of current trends in training and development such as mobile learning, social learning and leadership development. IPMC YP workshops show practical applications of project management and system engineering from various organizations. Due to the recent studies of NASA, the potential KM approach involves gamification techniques and constructive scenarios for the Mars missions including technical and organizational issues. Gamification technique uses simulations to train young professionals by using previous mission failures. In addition, simulations allow hands-on experience for scientists and engineers visualize Mars within possible defailments.
机译:该火星探测是航天界的优先主题。特别是NASA愿意2020年中完成这两个机器人和载人火星探测任务。载人航天之前,一个可行的知识管理基础设施的示范防止可能的任务失败。在与增量结合的责任,私营部门需要以及合格的年轻人合作​​和支持机构和政府为未来的火星任务。因此,每个目标的PA创建由高校,机构和私营部门之间的分析(1)协作和(2)年轻的专业劳动力发展知识管理(KM)的方式对未来的火星任务的支持需求。同时,知识管理方法和年轻的职业发展尤其侧重于自我的知识管理。自知识管理相关联的社会和人格心理学的问题,如昏迷,自省,准确,偏差,实验方法。本文的以下目标是整合自身知识管理的无形成果转化为美国宇航局的火星任务适用的知识管理方法。的KM方法是由以下构成的资源; (1)IPMC青年专业研讨会,(2)美国航空航天局的APPEL文件和大师与硕士课程有关的培训和教育;(4)自我的知识管理研究(3)文献综述。自我知识管理的结果作为动机和偏见,决策,非有意识的,但并关系的结果有关的成果这样的。文献综述表示的培训和发展目前的趋势,如移动学习,社会学习和领导力发展的挑战。 IPMC YP作坊显示来自各种组织的项目管理和系统工程的实际应用。由于近期美国航空航天局的研究中,潜在的知识管理方法涉及的火星任务,包括技术和组织问题,游戏化的技术和有建设性的方案。游戏化技术使用模拟使用先前的任务失败,以培养年轻人才。此外,仿真,可动手的科学家和工程师的经验可能defailments内显现火星。

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