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A Study on the Development and Application of Probability Program in Elementary School -Centered on the 3rd grade- (초등 확률 프로그램 개발과 적용에 관한 연구 -초등 3학년을 중심으로-)

  • An Mee Jeong;Park Young Hee
    • Journal of Educational Research in Mathematics
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    • v.15 no.1
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    • pp.21-38
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    • 2005
  • The purpose of this research is to develop a probability program based on the actual condition of understanding of probability by the elementary school students from 3rd to 6th grade and search for ways to apply it to the 3rd grade of elementary school students. Based on the results from the research, the author reached a conclusion as following. After applying the learning program to five students of 3rd grade, all of the five students made progress understanding the concept of experimental and theoretical probability. However, for understanding the concept of example space, only two leading students were improved, which shows that students are having much difficulty in understanding the concept. As for under-standing the concept of experimental probability, many students gained the conceptual difference between the experimental and theoretical probability after using the program and enhanced their understanding of experimental probability.

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Suggestions on the Concept and Usage of Effects Needed for Vocal Recording -With focus on reverb- (보컬 녹음에 필요한 이펙트의 개념과 사용법에 관한 제언 - Reverb를 중심으로 -)

  • Cho, Tae-Seon;Choi, Won-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.380-386
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    • 2018
  • One of the most difficult technical aspects of music is vocals (the voice). Unlike ordinary musical instruments, it is difficult to apply common values because the tone (that is, the color) varies greatly depending on the singer, and therefore, it is necessary to properly mix in various effects. Therefore, this study is intended to suggest concepts, the current state, and effective usage of reverberation (or reverb), which is the most typical of vocal effects, using wave renaissance reverb, which is one of the effects that are the most commonly used by students. The most important part of the mixing process in popular music is how to enhance the voice. Since the spatial impression of sound makes music more beautiful, the role of reverb as a vocal effect is absolute. Computer technology has made it easier to create music, but it has produced a side effect in which individual technique falls short, such as using predetermined presets only. Studies on the use of reverb by musicians through more detailed efforts are expected to contribute to creating good music.

Analysis of Capacity Efficiency of Broadcasting Service in LTE Network (LTE 네트워크에서 방송서비스의 용량 효율성 분석)

  • Ban, Tae Won;Jung, Bang Chul;Sung, Kil-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.12
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    • pp.2614-2618
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    • 2012
  • Recently, multimedia broadcasting traffic is explosively increasing since the performance of smartphones is significantly enhanced and capacity of mobile access network such as LTE is steeply increasing. We can accommodate the multimedia broadcasting traffic via general unicast scheme or eMBMS which is a broadcast-specific scheme. First, the unicast scheme provides higher spectral efficiency compared to the eMBMS. However, unfortunately, the efficiency of the unicast scheme dramatically decreases as the number of users increases. On the other hand, although the spectral efficiency of the eMBMS is lower than that of the unicast, it can serve many users with a channel. Thus, this paper defines and investigates the capacity efficiencies of the both schemes for multimedia broadcasting traffic. In addition, we derive the optimal number of users where the eMBMS can provide the higher capacity efficiency than that of the unicast scheme.

A Solution of Production Scheduling Problem adapting Fast Model of Parallel Heuristics (병렬 휴리스틱법의 고속화모델을 적용한 생산 스케쥴링 문제의 해법)

  • Hong, Seong-Chan;Jo, Byeong-Jun
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.4
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    • pp.959-968
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    • 1999
  • several papers have reported that parallel heuristics or hybrid approaches combining several heuristics can get better results. However, the parallelization and hybridization of any search methods on the single CPU type computer need enormous computation time. that case, we need more elegant combination method. For this purpose, we propose Fast Model of Parallel Heuristics(FMPH). FMPH is based on the island model of parallel genetic algorithms and takes local search to the elite solution obtained form each island(sub group). In this paper we introduce how can we adapt FMPH to the job-shop scheduling problem notorious as the most difficult NP-hard problem and report the excellent results of several famous benchmark problems.

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A Study on a Convergence Education System to Improve University Students' Life Competencies (대학생의 생애역량 강화를 위한 융복합형 교육시스템 모색)

  • Kim, Bu-Ja;Kim, Jun-Whai
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.173-180
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    • 2014
  • Life competencies most required for university students, who receive a higher education and prepare to go into society, are job competencies. People with a variety of competencies are needed in the job market in a globally-oriented 21st-Century knowledge-based society. Now that raising competent people who have a high level of job competency is regarded as one of university functions, a way to improve job competencies through university education needs to be investigated. This study proposes a convergence education system to improve job competencies. The convergence education system includes five type of convergence: convergence in major fields of study, convergence in education courses, convergence in education space, convergence in education methods, and convergence in education period. This education system is expected to improve a variety of job competencies including cognitive competencies, non-cognitive competencies, and global competencies.

Head Mouse System Based on A Gyro and Opto Sensors (각속도 및 광센서를 이용한 헤드 마우스)

  • Park, Min-Je;Yoo, Jae-Ha;Kim, Soo-Chan
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.46 no.4
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    • pp.70-76
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    • 2009
  • We proposed the device to control a computer mouse with only head movements and eye blinks so that disabilities by car or other accidents can use a computer. The mouse position were estimated from a gyro-sensor which can measure head movements, and the mouse events such as click/double click were from opto sensors which can detect the eyes flicker, respectively. The sensor was mounted on the goggle in order not to disturb the visual field. There was no difference in movement speed between ours and a general mouse, but it required 3$\sim$4 more times in the result of the experiment to evaluate spatial movements and events detection of the proposed mouse because of the low accuracy. We could eliminate cumbersome work to periodically remove the accumulated error and intuitively control the mouse using non-linear relative point method with dead zones. Optical sensors are used in the event detection circuitry designed to remove the influence of the ambient light changes, therefore it was not affected in the change of external light source.

A Design and Implementation of Music & Image Retrieval Recommendation System based on Emotion (감성기반 음악.이미지 검색 추천 시스템 설계 및 구현)

  • Kim, Tae-Yeun;Song, Byoung-Ho;Bae, Sang-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.73-79
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    • 2010
  • Emotion intelligence computing is able to processing of human emotion through it's studying and adaptation. Also, Be able more efficient to interaction of human and computer. As sight and hearing, music & image is constitute of short time and continue for long. Cause to success marketing, understand-translate of humanity emotion. In this paper, Be design of check system that matched music and image by user emotion keyword(irritability, gloom, calmness, joy). Suggested system is definition by 4 stage situations. Then, Using music & image and emotion ontology to retrieval normalized music & image. Also, A sampling of image peculiarity information and similarity measurement is able to get wanted result. At the same time, Matched on one space through pared correspondence analysis and factor analysis for classify image emotion recognition information. Experimentation findings, Suggest system was show 82.4% matching rate about 4 stage emotion condition.

Current Status of Technical Development for TBM Simulator (국내·외 TBM 시뮬레이터 개발 현황)

  • Choi, Soon-Wook;Lee, Chulho;Kang, Tae-Ho;Chang, Soo-Ho
    • Tunnel and Underground Space
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    • v.30 no.5
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    • pp.433-445
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    • 2020
  • Professional TBM Operator is in short supply worldwide, and insufficient construction experience of new personnel using TBM can lead to a decline in response capabilities when various construction risks occur. The fact that the TBM construction quality greatly depends on the skill and experience of the TBM operator, and the decrease in productivity due to insufficient skilled manpower, and the decrease in safety due to the decrease in skill level are frequently discussed problems in the TBM industry. To this end, several overseas companies and organizations have developed simulators, and a simulator is being developed in Korea. The International Tunneling Association is planning a comprehensive training, including classroom training, e-learning, simulator training and field training. Given the progress at home and abroad, TBM driver training and formal recognition of training through certification or licensing is expected to become the norm in the near future.

An Implementation of an ARM Platform based MP3 Sound Enhancement System (ARM 플랫폼 기반의 MP3 오디오 음질 향상 시스템 구현)

  • Oh, Sang-Hun;Park, Kyu-Sik
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.1
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    • pp.70-75
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    • 2007
  • In order to mitigate the problems in storage space and network bandwidth for the full CD quality audio with 44.1 kHz sampling rate, current existing digital audio is always restricted by sampling rate and bandwidth. This kind of restriction normally can be resolved by using low bit rate audio codec such as MP3, OGG, and AAC. However it suffers a major problem such as a loss of high frequency fidelity. This high frequency loss will reproduce only the band-limited low-frequency part of audio in the standard CD-quality audio. In general, the high frequency contents of audio have lots of information such as localization and ambient information, and bright nature of audio. The purpose of this paper is to implement on ARM platform system that can effectively estimate and compensate the missing high frequency contents of MP3 audio. From the experimental results with spectrum analysis and listening test, we confirm the superiority of the proposed algorithms for MP3 audio quality enhancement.

Design and Implementation of Blended PBL Systems for Information Communication Ethics Education (정보통신윤리 교육을 위한 블랜디드 문제중심학습 시스템 설계 및 구현)

  • Lee, Jun-Hee;Yoo, Kwan-Hee
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.179-188
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    • 2011
  • The purpose of this thesis was to implement effective blended PBL(Problem-Based Learning) systems for information communication ethics education. The proposed systems, Online learning and face-to-face classes were systematically combined and Moodle is used for online learning platform. We proposed the use of wikis and blogs not just for creation of knowledge, but as active learning tool to support PBL. In the proposed system, learners used the web 2.0 as a open place to create new knowledge and experience various effects of PBL, such as (1) Improvement of problem solving ability, (2) Understanding of cooperative learning. The blended PBL systems with teaching and learning model were evaluated learners' level of satisfaction and educational achievement in the study of information communication ethics. The result shows that blended PBL learning method is more effective in cultivating consciousness of information communication ethics and showed more higher level of learners' satisfaction and educational achievement than the face-to-face PBL learning method.

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