• Title/Summary/Keyword: 경험공간

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Prediction of Significant Waves in Yellow Sea (서해안 심해설계파의 산정)

  • 유동훈;조종환;정진섭
    • Proceedings of the Korean Society of Coastal and Ocean Engineers Conference
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    • 1996.10a
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    • pp.34-37
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    • 1996
  • 해상풍에 의한 파랑의 발달을 다룬 모델은 1940년대 이후 실측파랑 및 기상자료로부터 이론에 기초한 경험식이 제시되었다. 이러한 경험식들은 실제의 불규칙한 해면상태를 유의파로 대표하여 유의파의 파고 및 주기를 풍속, 취송거리 및 취송시간의 함수로 나타낸 것이다. 널리 쓰이고 있는 심해에서의 모델은 SMB법과 Wilson법이 있으며 일정한 바람이 연속적으로 불어오는 안정된 정상상태에서는 SMB법이, 그리고 풍역이 시간적 공간적으로 변화가 큰 경우에는 Wilson법이 적용되고 있다. (중략)

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An Improvement Scheime of Class Management Activities using Home Page (홈페이지를 활용한 학급 경영 활동 개선 기법)

  • 김주영;채진석;최진탁;신승호;이병수
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.676-678
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    • 1999
  • 최근 사이버 공간(Cyber Space)을 통해 교육 수요자의 다양한 교육적 욕구를 만족시킬 수 있는 사이버 교육에 대한 관심이 높아지고 있다. 이 논문은 수년간의 학습 경영 활동에 대한 경험을 바탕으로 사이버 공간을 통해 효율적인 학습 경영을 할 수 있는 학습 홈페이지를 제작하여, 학습 경영 활동을 개선시키는 기법에 대해 기술한다. 이 논문에서는 효과적인 홈페이지 작성을 위해 학생-학부모-교사의 요구사항을 선물을 통해 분석하였고, 이를 바탕으로 학습 담임의 기능과 임무를 파악하여 중학교 3학년 1개 학급을 대상으로 학급 경영활동을 한 후, 그 결과물을 홈페이지에 구현하여 학습 경영 활동을 개선하였다. 이렇게 구성된 홈페이지를 통해 교사들은 학습 경영 활동의 개선에 필요한 사이버 공간 활용 방향과 흐름을 파악할 수 있게 되고, 학생은 컴퓨터를 매개로 한 의사소통을 통해 사이버 공간에서의 다양한 교육적 접근에 친숙하게 되며, 학부모는 시간적.공간적 제약 없이 자유롭게 학습의 행사나 학생에 관한 자료를 열람할 수 있게 된다.

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The estimation of acquiring installation space for the underground distribution facilities (지중배전기기 설치공간 확보에 관한연구)

  • Kim, Joon-Eel;Kim, Dong-Myung;Chang, Joon-Soo
    • Proceedings of the KIEE Conference
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    • 2008.09a
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    • pp.29-32
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    • 2008
  • 지중화 사업을 원활하게 추진하기 위해서는 전력설비의 설치공간 화보, 공간제공의 의무조항 등 이에 합당한 법적, 제도적 대책을 수립할 필요가 있다. 이를 위해선 전력회사의 전기공급설비를 위한 공간제공을 의무화하는 것이 선행되어야 하며 건축법 및 전기사업법의 관련 조항을 규정화할 필요가 있다. 따라서 배전선로 지중화에 많은 경험을 가지고 있는 해외 선진 전력회사의 전기설비를 위한 공간 화보를 위한 사항을 조사하였으며, 이를 바탕으로 국내 실정에 맞는 기기의 설치면적 산출 및 법규내용을 제시하였다.

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A Study on Parameters for Optimizing Cognitive Distance in Virtual Environment (가상공간에서의 거리감 인지 최적화를 위한 제어 요소 도출 연구)

  • Lee, Jung-Gi;Sul, Se-Hee;Kim, Nam-Gyu;Yang, Ungyeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1058-1059
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    • 2017
  • 현실의 물리적인 공간에서의 상호작용으로 얻은 경험을 가상현실에서 완전 몰입형 HMD를 착용한 사용자에게 동일하게 제공하기 위해서는 가상공간 내의 사물의 위치, 높이와 같은 거리감을 효율적으로 제공하는 것은 매우 중요하다. 본 연구에서는 사용자가 느끼는 실재와 가상 간 거리감 보정을 위한 제어 요소 도출을 위해 인체 데이터인 IPD, 키, 눈높이를 측정하여 실험에 반영한다. 실험 시 보다 높은 가상공간 상 거리감 인지를 위해 현실에서의 50cm, 100cm 거리감 인지 훈련을 수행한다. 실험자는 가상공간 상에서 85cm 거리에 위치한 판자를 시각적으로 가늠 후 인지한 만큼 이동하게 되고 그 거리를 측정한다. 측정된 데이터들을 바탕으로 한 분산 분석을 통해 각 데이터 간의 관계를 파악한다.

An Experiential Study of a Week of Korean High School Students on What They Do, Where They Go, and How They Feel Flow (경험표집법을 이용한 고등학생들의 생활경험에 관한 연구: 주된 활동과, 활동 공간, 및 플로우를 중심으로)

  • 최인수;김순옥;황선진;이수진
    • Journal of the Korean Home Economics Association
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    • v.41 no.8
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    • pp.213-227
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    • 2003
  • The purpose of this study is to explore a weekly life of Korean high school students, especially focused on their activities, locations, and flow. The data were collected from 116 high school students by the Experiential Sampling Method, employing a cellular-phone as a signaling device. Students reported, in response to the 6964 random signals, that 43.4% of their time was spent for social/leisure activities. An additional 31% percent of time was used for productive activities and the rest of times belonged to maintenance activities. When engaged in productive activities, they usually reported anxiety, while they felt bored for social/leisure activities and flow for maintenance activities. The most pervasive context of their lives was school (42.8%), followed by home (33.3%), public space (24.6%), and educational institutes (9.2%). In general, they experienced flow for the most of the locations, except educational settings in which they felt anxiety. The flow for productive activities varied by gender, pending on where they had productive activities, while others did not show any significant differences in the activity flow by locations.

The Design and Development of Online Learning Community for Teenagers (10대 학생들을 위한 온라인 학습 커뮤니티 설계 및 개발)

  • Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.79-89
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    • 2007
  • Considering the continuous increase of teenagers' Internet use and the high rate of their participation in online communities, educators need to devote efforts to minimize the negative function of teenagers' Internet use and to guide them to experience positive aspects of Internet. Through activities in online communities, teenagers can experience various socialities and explore their self-consciousness. However, on the other hand many communities do not provide teenagers with considerate care. This may cause conflict in their sense of value and mislead them. Through this study, online learning community is designed and developed, which can reflect teenagers' various needs and connect their needs with learning experiences. The community consists of the following categories: 'about e-Tivity'(community vision, general information, list of activities, Q&A), 'activity space for teens'(event hall, data park, e-Tivity center), 'administrative space for teachers and managers'(research room, management room), and 'teen's private space'(my room, my avatar).

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Reinforcement Learning with Clustering for Function Approximation and Rule Extraction (함수근사와 규칙추출을 위한 클러스터링을 이용한 강화학습)

  • 이영아;홍석미;정태충
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1054-1061
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    • 2003
  • Q-Learning, a representative algorithm of reinforcement learning, experiences repeatedly until estimation values about all state-action pairs of state space converge and achieve optimal policies. When the state space is high dimensional or continuous, complex reinforcement learning tasks involve very large state space and suffer from storing all individual state values in a single table. We introduce Q-Map that is new function approximation method to get classified policies. As an agent learns on-line, Q-Map groups states of similar situations and adapts to new experiences repeatedly. State-action pairs necessary for fine control are treated in the form of rule. As a result of experiment in maze environment and mountain car problem, we can achieve classified knowledge and extract easily rules from Q-Map

Research on the Interaction of Pressed Flowers as a Servicescape (압화 조형물의 서비스스케이프로서의 상호작용연구)

  • Shin, Jung Ok;Lee, Jin Ho
    • Journal of the Korean Society of Floral Art and Design
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    • no.43
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    • pp.101-122
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    • 2020
  • In this paper, the social paradigm is rapidly changing with the expansion of human consciousness, which has emerged as the development of 20th century science and the influence of cutting-edge media as the search for new forms of flower art sculptures. Is becoming. Accordingly, the purpose of this study is to analyze the interaction relationship of the expression elements of environmentally friendly pressed sculptures in the space as interior materials in the space where customer service is provided. (Research method) After deriving the formative expression characteristics of environmentally friendly pressed flower sculptures, and deriving interactive analysis elements between the servicescape space and humans of the pressed flower sculptures through references, service the flower sculptures for 8 installation cases The expression patterns of the interrelationships in the space of the landscape of the landscape were analyzed. (Results) The characteristics of dynamic formation and continuity were emphasized in the environment-friendly pressed sculpture space, and the interaction that the sympathetic reaction to the natural motif element felt as a new experience in space appeared. In the future, commercial spaces can be actively experienced through natural elements, and users can experience active interactions to create differentiated spaces as spaces where humans and humans coexist.

Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

Development of Subsurface Spatial Information Model with Cluster Analysis and Ontology Model (온톨로지와 군집분석을 이용한 지하공간 정보모델 개발)

  • Lee, Sang-Hoon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.13 no.4
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    • pp.170-180
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    • 2010
  • With development of the earth's subsurface space, the need for a reliable subsurface spatial model such as a cross-section, boring log is increasing. However, the ground mass was essentially uncertain. To generate model was uncertain because of the shortage of data and the absence of geotechnical interpretation standard(non-statistical uncertainty) as well as field environment variables(statistical uncertainty). Therefore, the current interpretation of the data and the generation of the model were accomplished by a highly trained experts. In this study, a geotechnical ontology model was developed using the current expert experience and knowledge, and the information content was calculated in the ontology hierarchy. After the relative distance between the information contents in the ontology model was combined with the distance between cluster centers, a cluster analysis that considered the geotechnical semantics was performed. In a comparative test of the proposed method, k-means method, and expert's interpretation, the proposed method is most similar to expert's interpretation, and can be 3D-GIS visualization through easily handling massive data. We expect that the proposed method is able to generate the more reasonable subsurface spatial information model without geotechnical experts' help.