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'Collective intelligence Structure' Analysis (지식 생산 방식에 따른 집단지성 구조 분석 -네이버 지식IN과 위키피디아를 중심으로-)

  • Han, Chang-Jin
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1363-1373
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    • 2009
  • 본 연구는 두 집단지성의 가장 대표적인 서비스인 네이버 지식iN과 위키피디아의 구조적, 경험적 차이를 바탕으로 생산의 차원에서 생산 주기, 생산 참여자, 생산물의 모델을 설정하고, 새롭게 탄생하는 지식을 중심으로 검증함으로써 최종 지식 소비 행위를 반영한 각각의 종합모델을 도출하였다. 우리는 웹에서 집단지성의 일상화를 확인할 수 있다. 지식 획득 매체가 매스미디어에서 인터넷으로 변화하는 과정에서 등장한 포털 및 검색사이트는 지식의 생산이 전문가패러다임에서 소비자 중심으로 재편될 수 있는 가능성을 열어주었다. 그리고 이러한 생산 방식의 변화는 '지식'의 개념 역시 변화시키고 있다. 즉, 집단지성이라는 새로운 웹2.0의 현상이 지식생산방식을 변화시키고 변화된 지식생산방식은 '지식'자체를 변화시킨다는 이론적 가설을 도출할 수 있는 것이다. 본 연구는 이러한 새로운 현상들을 분석하기 위해서는 먼저 보다 엄밀하게 집단지성의 개념을 규정할 필요성에 출발하였다. 현재 집단지성이라는 이름으로 불리면서 급격히 성장하고 있는 위키 방식의 인터넷 서비스와 지식검색 방식의 인터넷 서비스를 비교함으로써 보다 정교한 집단지성의 모델을 구축하고자 하였다. 위키형 집단지성과 지식검색형 집단지성의 차이점은 경험적으로도 뚜렷하게 확인할 수 있다. 본 연구는 이러한 경험적 차이와 기존의 문헌에서 밝혀진 사실들을 바탕으로 두 서비스의 지식생산 방식을 생산플로우, 생산참여자 성향, 생산물(지식)의 성향과 같이 세 영역으로 나누어 각각의 가설 모델을 설정하고 이 모델을 선정된 질의어를 바탕으로 검증한 뒤에 최종적인 모델을 도출하는 방식으로 진행되었다. 지식검색형 집단지성은 '질문-답변-채택'의 구조이고, 그 구조 속에서 '질문기-답변기-순서화기'를 거쳐 하나의 지식 덩어리인 'K-let'을 생산한다. 생산된 'K-let'들은 지식검색서비스의 데이터베이스에 축적되고, 이는 공통된 질의어를 기준으로 소비자들에 의해서 검색되어 소비된다. 하나의 질문에 대해 여러 개의 답변들이 존재하고, 답변자의 성향은 크게 전문성과 체계성을 바탕으로 한 전문가형 답변자와 경험적이고 의견지향적인 대화형 답변자로 나눠진다. 다수의 네티즌들의 참여에 의해서 지식의 생산이 진행되므로 질문의 성향 역시 사실, 의견, 경험 등 다양한 스펙트럼을 가지는 모델로 설정하였다. 반면에 위키형 집단지성은 개방형 플랫폼을 바탕으로 한 백과사전의 형식이며, 이러한 형식 속에서 최초의 개념어 등록과 다수의 편집활동을 거치면서 완성되지 않는 하나의 아티클인 'W-let'을 생산한다. 이러한 'W-let'은 생성 초기에 소수에 의한 활발한 내용 입력 활동으로 어느 정도의 안정화를 거친 후에는 꾸준한 다수의 수정활동을 통해서 'W-let'의 생명력을 유지함으로써 지식의 실제적인 변화를 반영한다. 생산된 'W-let'들은 위키형 집단지성 서비스의 데이터베이스에 축적되고, 이것들은 내부링크를 통해서 모두 연결되어 있다. 백과사전 형식으로 하나의 개념어를 설명하는 하나의 아티클은 오로지 사실적인 지식들로만 구성되나 내부링크와 외부링크를 통해서 다양한 스펙트럼을 가지는 모델로 설정하였다. 위와 같이 설정된 모델을 바탕으로 공통된 질의어 및 개념어를 선정하여 각각의 서비스에 노출시켰다. 이를 통해서 얻어진 각 서비스의 데이터베이스에 축적된 모든 데이터들 중에서 일정한 기간을 기준으로 각각의 모델 검증에 필요한 데이터를 추출하여 분석하는 방식으로 진행되었다. 그 결과 지식검색형 집단지성에서는 '질문-답변-채택'의 생산 구조 속에 다수가 참여하여 질문-채택답변-기타답변으로 배열되어 있는 완성된 형태의 K-let들을 지속적으로 생산하며 비슷한 성향을 가진 K-let들이 반복적으로 생산되어 지식검색 데이터베이스에 누적된다. 지식 소비자들은 질의어 검색을 통해서 다양한 K-let들을 선택하여 비교, 검토한 후에 선택된 K-let들의 배열은 해체되어 소비자들에 의해서 재배열됨을 발견할 수 있었다. 이에 지식검색형 집단지성이란 다수의 의해서 생산되고 누적된 지식들이 소비자의 검색과 선택에 의해 해체되어 재배열되는 지식의 맞춤화 과정이라고 정의내릴 수 있었다. 반면에 위키형 집단지성에서는 '내용입력-미세수정' 구조 속에서 생명력 있는 W-let을 생성한다. W-let은 백과사전처럼 정리되어 내부링크를 통해서 서로 연결되고, 외부링크를 통해 확장되고, 지식소비자들은 검색을 통해 최초의 W-let에 도달한 후에 링크를 선택함으로써 지식을 확장시킴을 검증할 수 있었다. 따라서 위키형 집단지성이란 다수의 의해서 생산되고 정리된 지식들이 소비자의 검색과 링크에 의해 무한히 확장되는 지식의 확대 재생산되는 과정이라고 정의 내릴 수 있다. 결국, 현재의 집단지성이란 지식이 다수의 참여로 생산됨으로써 개인에게 맞춤화되고, 끊임없이 확대 재생산되는 과정을 의미한다. 그리고 이러한 집단지성의 방식은 지식이라는 현재의 차원을 넘어서 정치, 경제를 비롯한 사회의 전 영역으로 점차적으로 확대되어갈 것이다. 앞으로 연구들은 두 가지 모델이 혼재되어 있는 현재의 집단지성이 어떠한 새로운 모델을 만들면서 다른 영역으로 확장되어갈 것인지에 대해서 초점을 맞춰 나가야할 것이다.

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Science Teachers' Diagnoses of Cooperative Learning in the Field (과학교사들이 진단한 과학과 협동학습의 실태)

  • Kwak, Young-Sun
    • Journal of the Korean earth science society
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    • v.22 no.5
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    • pp.360-376
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    • 2001
  • This qualitative research investigated in-service science teachers' perceptions about cooperative learning and their perceived barriers in implementing cooperative learning in their classrooms. The underlying premise for cooperative learning is founded in constructivist epistemology. Cooperative learning (CL) is presented as an alternative frame to the current educational system which emphasizes content memorization and individual student performance through competition. An in-depth interview was conducted with 18 in-service science teachers who enrolled in the first-class teacher certification program during 2001 summer vacation. These secondary school teachers's interview data were analyzed and categorized into three areas: teachers' definition of cooperative learning, issues with implementing cooperative learning in classrooms, and teachers' and students' responses towards cooperative learning. Each of these areas are further subdivided into 10 themes: teachers' perceived meaning of cooperative learning, the importance of talk in learning, when to use cooperative learning, how to end a cooperative class, how to group students for cooperative learning, obstacles to implementing cooperative learning, students' reactions to cooperative learning, teachers' reasons for choosing (not choosing) student-centered approaches to learning/teaching, characteristics of teachers who use cooperative learning methods, and teachers' reasons for resisting cooperative learning. Detailed descriptions of the teachers' responses and discussion on each category are provided. For the development and implementation of CL in more classrooms, there should be changes and supports in the following five areas: (1) teachers have to examine their pedagogical beliefs toward constructivist perspectives, (2) teacher (re)education programs have to provide teachers with cooperative learning opportunities in methods courses, (3) students' understanding of their changed roles (4) supports in light of curriculum materials and instructional resources, (5) supports in terms of facilities and administrators. It's important to remember that cooperative learning is not a panacea for all instructional problems. It's only one way of teaching and learning, useful for specific kinds of teaching goals and especially relevant for classrooms with a wide mix of student academic skills. Suggestions for further research are also provided.

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The Mutual Assistance System and Cooperation between South Korea, the U.S. and China for the North Korean Nuclear Issue and Unification of the Korean Peninsula (북핵과 한반도 통일에 대한 한·미·중 3국 공조체제와 협력)

  • Kim, Joo-Sam
    • Korea and Global Affairs
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    • v.1 no.1
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    • pp.71-96
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    • 2017
  • This study speculates on responses to the nuclear threats of North Korea and mutual assistance and cooperation between South Korea, the U.S. and China for the unification of the Korean Peninsula. As for the North Koreas nuclear issue and unification of the Korean Peninsula, South Korea is the subject of national division, the U.S. is a responsible country in international issues and does not have diplomatic ties with North Korea. China is a traditional socialist nation and a supporter of North Korea. As North Korea's strategic weapons including nuclear weapons and ballistic missiles are international issues, to defend against Kim Jung-Eun's unexpected acts, the three countries should actively cooperate with each other and develop countermeasures. However, with respect to the road map of the North Koreas issue, there are subtle differences between the U.S. and China in recognition of and sanctions against North Korea as a resolution of the U..N. Security Council. The U.S. has continued a deterrence policy and sanctions against North Korea based on joint threats between South Korea and the U.S. while China has showed a negative position in the process of solving the North Korean nuclear issue because of the unstable security derived from the U.S. 's intervention in the Korean peninsula. North Korea should change its diplomatic policy in a more concrete way towards world peace although it has continued trade of strategic weapons with Middle Eastern countries to maintain its political system. For example, to restart the summit talks and open multilateral security channels. Although the issue of unification of the Korean peninsula should be resolved by South and North Korea themselves, it is strange that South and North Korea depend on the logic of powerful countries for the resolution of a national problem. As for North Koreas nuclear and the Unification issues, peaceful solutions presented by South Korea seem more persuasive than the solution presented by North Korea which did not secure any international support. However, South Korea, the U.S. and China need to develop uni-directional two-tract strategies for sanctions against North Korea and talks with North Korea for peace on the Korean peninsula, and should continue to support the economic independence of North Korea.

Development of a Remote Multi-Task Debugger for Qplus-T RTOS (Qplus-T RTOS를 위한 원격 멀티 태스크 디버거의 개발)

  • 이광용;김흥남
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.393-409
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    • 2003
  • In this paper, we present a multi-task debugging environment for Qplus-T embedded-system such as internet information appliances. We will propose the structure and functions of a remote multi-task debugging environment supporting environment effective ross-development. And, we are going enhance the communication architecture between the host and target system to provide more efficient cross-development environment. The remote development toolset called Q+Esto consists to several independent support tools: an interactive shell, a remote debugger, a resource monitor, a target manager and a debug agent. Excepting a debug agent, all these support tools reside on the host systems. Using the remote multi-task debugger on the host, the developer can spawn and debug tasks on the target run-time system. It can also be attached to already-running tasks spawned from the application or from interactive shell. Application code can be viewed as C/C++ source, or as assembly-level code. It incorporates a variety of display windows for source, registers, local/global variables, stack frame, memory, event traces and so on. The target manager implements common functions that are shared by Q+Esto tools, e.g., the host-target communication, object file loading, and management of target-resident host tool´s memory pool and target system´s symbol-table, and so on. These functions are called OPEn C APIs and they greatly improve the extensibility of the Q+Esto Toolset. The Q+Esto target manager is responsible for communicating between host and target system. Also, there exist a counterpart on the target system communicating with the host target manager, which is called debug agent. Debug agent is a daemon task on real-time operating systems in the target system. It gets debugging requests from the host tools including debugger via target manager, interprets the requests, executes them and sends the results to the host.

Development of Preliminary Quality Assurance Software for $GafChromic^{(R)}$ EBT2 Film Dosimetry ($GafChromic^{(R)}$ EBT2 Film Dosimetry를 위한 품질 관리용 초기 프로그램 개발)

  • Park, Ji-Yeon;Lee, Jeong-Woo;Choi, Kyoung-Sik;Hong, Semie;Park, Byung-Moon;Bae, Yong-Ki;Jung, Won-Gyun;Suh, Tae-Suk
    • Progress in Medical Physics
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    • v.21 no.1
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    • pp.113-119
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    • 2010
  • Software for GafChromic EBT2 film dosimetry was developed in this study. The software provides film calibration functions based on color channels, which are categorized depending on the colors red, green, blue, and gray. Evaluations of the correction effects for light scattering of a flat-bed scanner and thickness differences of the active layer are available. Dosimetric results from EBT2 films can be compared with those from the treatment planning system ECLIPSE or the two-dimensional ionization chamber array MatriXX. Dose verification using EBT2 films is implemented by carrying out the following procedures: file import, noise filtering, background correction and active layer correction, dose calculation, and evaluation. The relative and absolute background corrections are selectively applied. The calibration results and fitting equation for the sensitometric curve are exported to files. After two different types of dose matrixes are aligned through the interpolation of spatial pixel spacing, interactive translation, and rotation, profiles and isodose curves are compared. In addition, the gamma index and gamma histogram are analyzed according to the determined criteria of distance-to-agreement and dose difference. The performance evaluations were achieved by dose verification in the $60^{\circ}$-enhanced dynamic wedged field and intensity-modulated (IM) beams for prostate cancer. All pass ratios for the two types of tests showed more than 99% in the evaluation, and a gamma histogram with 3 mm and 3% criteria was used. The software was developed for use in routine periodic quality assurance and complex IM beam verification. It can also be used as a dedicated radiochromic film software tool for analyzing dose distribution.

A Study on the Transformational Christian Education for Young Adults: With a Focus on the Employment of Jung's Unconscious Confrontation and Loder's Transformational Theory (청년기의 기독교 변형화교육에 관한 연구: 융의 무의식 대면과 로더의 변형이론을 중심으로)

  • Lee, Kyoomin;Kim, Eunjoo
    • Journal of Christian Education in Korea
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    • v.63
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    • pp.121-150
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    • 2020
  • The important developmental tasks of young adults are based on encounter and identity. These problems of encounter and identity are also connected to the instinct of longing for the "face" of primary caregivers, who acknowledge and affirm themselves as their cherished children. James Loder emphasizes that human "face pursuit instinct" later reaches "formal-operational stage" and leads to religious yearning for God as "the Eternal Face." This pursuit of "face" and "the Eternal Face" is an existential and ontological move to find out "Who am I?" through meaningful encounters. Religious psychologist Carl Jung also points out that scientific thinking has contributed to the liberation of humans from superstitious beliefs. But this has also led to the loss of the precious value of human spirit and the sense of unity with nature. Jung emphasizes that "symbolic play" should help learners and counseler face-to-face with their unconscious mind. By doing so, learners can overcome the wounds and scars of unconsciousness and mature toward the true self. James Loder is a scholar who critically introduced Jung's "unconscientious confrontation" therapy to his educational theory. Beyond Jung's unconsciousness and "symbolic play," Loder proposed transformational education for the learners to participate in meaningful changes through interaction between human spirit and the Holy Spirit. With many young adults wandering around in their existential voids, it is clear that functional and socializational education cannot overcome their problems and developmental crisis. This developmental crisis requires a foundation of identity and intimacy in the encounter with God, the "Eternal Face." Therefore, this study suggests that when Jung's "unconscious confrontation" and Loder's "transformation logic" are employed, transformational Christian education for the healthy self-identity and intimacy of young adults can be accomplished. This inquiry presents not only theoretical reflection, but also the reactions of young adults and actual feedback obtained through implementing transformational Christian education for young adults. Through all of these endeavors, this inquiry was completed by proving that "Transformational Christian Education for Young Adults" is an educational theory that can yield actual results and abound fruits. (This enquiry was undertaken by the support of the research fund of PUTS 2020.)

Sustaining Dramatic Communication Between the Audience and Characters through a Realization : (관객과 인물의 극적소통을 위한 사실화연구 : 영화 '시'를 중심으로)

  • Kim, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.173-197
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    • 2011
  • Through a story, the audience moves between fiction and reality. A story is an emotional experience that appeals to human feeling. The rational function of a story is to convey knowledge and information, and its emotional function is to touch the audience. Moreover, these aspects of a story are linked to its language, text, and imagery. This paper focuses on the emotional function of a story. In a experiential story, the audience's emotional response is a result of maximum dramatic communication between them and the characters. Through psychological and mental communion with the characters, the audience becomes immersed in the story when they emotionally identify with the characters, and dramatic communication is achieved. However, dramatic communication is mostly achieved instantaneously. The elements of a film need to be realized to sustain dramatic communication such that the audience continues to be immersed in the story. The audience can identify with the characters who are placed in real-life situations by considering the characters' external and internal aspects. External search pertains to the tangible aspects of the character such as its background, life, and conversation. Through the audience's external search, the characters communicate with the audience. Internal search deals with aspects of the characters' personality such as their self-concept, desires, and internal conflicts. Through internal search, the audience understands the inner side of the characters. In this process, a film director should ensure that the acting depicts the inner side of the characters. In other words, the director should perfectly depict the internal and external elements of a human on screen. Appropriate visualization can lead to dramatic communication with the characters and thereby create the audience's emotional response. Considering these techniques, this paper focuses on the scenes of the film "Poetry" in which dramatic communication with the characters creates the audience's emotional response. Accordingly, the audience plays a role in sustaining dramatic communication for the physical screen time of a film.

Analysis on the Sexual Expression in related to Children's Social Development (<만화로 보는 그리스 로마 신화> 속 아동의 사회학습과 연관된 만화의 윤리적 표현 분석)

  • Park, Keong-Cheol;Jung, Sun-Jin;Jeong, Sun-Mee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.113-137
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    • 2013
  • The accessibility and effect of cartoon on children are very significant. Since cartoon is a medium of conveying information through text and pictures, it has a characteristic of being easily approached by children than any other medium. Its accessibility to children is inevitably more exceptional than any other medium in the sense that it is a method of not only telling or reading stories but also showing stories. The main audience of is children. It has a characteristic of being easily accepted by children since it's mythology seen in cartoon than read in text. However, gods conducts are full of unethical expressions. Sexual expressions of intermarriages between mother and son, between brother and sister and between uncle and niece, as well as extramarital intercourse are very unethical that could have negative effects on children. This study analyzed the unethical expressions of gods that could have negative effects on children at current point in time. Zeus was often unfaithful to his wife with many stories about the children of Zeus that were created from extramarital intercourse. Standard of value on rational decision has been established for adult readers, but children can readily accept things since they lack their own rational decision on what's right and wrong. As an alternative to children's uncritical observatory study, there is a need for author's intervention to help children form desirable values. The purpose of this study is to analyze the sexual expressions of Zeus and gods in that could affect children's social study.

Analysis of the Importance-Performance Related service management and feeding practices of teachers at mealtime in childcare centers (어린이집 보육교사의 배식관리 및 식사지도에 대한 중요도-수행도 분석)

  • Yeoh, Yoonjae;Kwon, Sooyoun
    • Journal of Nutrition and Health
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    • v.48 no.3
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    • pp.289-297
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    • 2015
  • Purpose: This study was conducted in order to determine the difference of Importance and Performance Related service management and feeding practices of teachers at mealtime in childcare centers. Methods: In December, 2013, questionnaires were completed by teachers working at childcare centers in Geumcheon-gu, Seoul. A total of 179 teachers responded to questions regarding perceived importance and degree of performing related service management and feeding practices at mealtime in childcare centers. Factor analysis and Importance-Performance Analysis (IPA) were used. Results: Four factors including 11 items were represented by factor analysis: 'Personal hygiene management', 'Feeding practice', 'Food material management', and 'Service at serving foods'. For 'Personal hygiene management', scores for perception on importance and performance were 4.42 and 3.84 points of 5 that were the lowest among factors. As a result of IPA, teachers were aware of the importance and performed well, 'Encouraging and praising children's eating habits at mealtime', 'Giving thanks before and after a meal', and 'Sitting and eating with children at mealtime' belonged to 'Feeding practice'; whereas they were not aware of the importance and performed insufficiently, 'Wearing the hygiene hat for serving foods', 'Wearing disposable gloves for serving foods', and 'Wearing the apron for serving foods' belonged to 'Personal hygiene management'. Conclusion: For children's health and safety in foodservice at childcare centers, personal hygiene management is very important when cooking as well as serving food. The results suggest that education targeting personal hygiene management is necessary for management of hygiene by teachers while serving food in childcare centers. In addition, guidelines on service management and feeding practice are needed for teachers working at childcare centers.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.